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Galtanor's Invasion [Beta][Pics][Updated 10/26/2008][v022][Patch 1.3]

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    Originally posted by Cyzmyass View Post
    Awesome Galt.

    Ice golem is fine, just edit monster ini file for personal tweaking preference, you can edit health and skill value yourself.
    I made most of my golems 500-600hp, the original spider golem with a million mines all over the map even after it died would drive me insane so i had made that just 400hp to compensate, that's what i love about galtanor invasion, everything is configurable to our own liking.
    I like the idea of 400 HP ice golem, I'll try this out and see how it works in-game. And when Galtanor adds a fire rate modify ability, I'll use that as well to make the ice golem more bearable to fight in groups.

    But really, even if you reduce these stats, there will be an irritating waiting-for-death period if you do get bombarded by a group of ice golems. Wouldn't it be best that the player dies when he gets completely frozen? You certainly aren't going to survive once you reach that state anyway.

    Comment


      Awesome!

      The alien bunnys are so hilarious to watch! The physics are working great, i have made an attack ani that dont seemed to be used but i think its even better to have it all physics animated, it just looks so much fun. The fx you made is very cool, i love to watch them explode! Also the dynamic lighting does a great job here.
      That they make you fly is also a lot of fun! Just when there are a lot and its a open map it gets quiet annoying. Would be nice to have that flying slower or maybe better haveing it only in the height slower.

      The ninja bunnys are also cool, just not really what i imagined. I mean its great that you get that close combat working and the invisible of the swordmaster is also very cool.


      So here are my crits:
      I was watching the ninja tiger bunnys hunting me for a long time, most of the time they were doing the slash straight down. They were changeing to the side slash very rarely and then doing it only for a short time? What triggers the side slash?
      All the ninja are very easy enemys, you can avoid there attacks just by running backwards! i mean its nice to have some easy enemys but i think its not fitting to the ninjas, of course that can be changed with the monster config but it would be nice to have them more powerfull on default. They should be faster than the player!

      I tried it with making the speed value and skill value higher but it still was not hard to aviod there slashes...like there aiming skill would get weaker trough this or something.
      Maybe they need to stick on the player while they attacking, the bots do that very heavily when they use the flak cannon, maybe that bot ai code will help somehow? Or its also the slash animations that are too slow? I could easily make them faster.

      Also, missing the jump animation and agility, is there a way to force them makeing jumps randomly? The mini mouse does nice strafeing, can you make the ninja bunny do that also?
      I really want this monster to be very annoying and that the player is forced to dodge his attacks and also do crouch to dodge. That they do the same attack over some time is quiet nice, this way you can adapt your way of dodgeing easily.


      There allready a lot of powerfull and also some quiet annoying enemys in Galtanors invasion but i have a model in the works that should be very easy and simple, so that can be a very good filler monster.


      I also need to do some more work on the ninja, he needs to walk in the attacks anis, and i will make a unique skin for the sword master bunny. I will also make a sound for the attacks, that impact hammer does not really fit to it.



      That you get that scaleing to work is awesome! It so much fun scaleing the monsters very big or very small. Just the hitbox is then not so good fitting anymore or is that only because that i need to make the OffsetValue right?

      Btw dont scale the alien bunny bigger or smaller! He will be even more hilarious looking!
      That might be related to physics but i dont see it as a problem.

      As Cyz allready said, the sounds are a great add to the atmosphere and also nice as a indicator that you hit that monster.

      Comment


        Hey Davision, have you ever thought about becoming a legend in the UT3 community and remake the Unreal 1 monsters?

        Well, not that the rodents haven't made you a legend already or anything.

        Comment


          Getting some warnings/errors:

          Code:
          Warning: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
          Log: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
          Error: Error, Failed to load Outer for resource 'T_CH_DHRabbit_MBody01_D01_V01_SK1': Package CH_DHRabbit_Male.Materials
          Warning: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
          Log: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
          Error: Error, Failed to load Outer for resource 'T_CH_DHRabbit_MBody01_T01_V01_SK1': Package CH_DHRabbit_Male.Materials
          Warning: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
          Log: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
          Error: Error, Failed to load Outer for resource 'T_CH_DHRabbit_MBody01_D01_V01_SK1': Package CH_DHRabbit_Male.Materials

          Comment


            Originally posted by Bjossi View Post
            Well, not that the rodents haven't made you a legend already or anything.
            He is Legend.

            Congrats on releasing v021. Will try it out.

            Thanks

            Comment


              Changing monster sizes is really cool, ive made tiny baby wave monsters, they work great. Boss monsters work fine up to x2 size as Galt said, any bigger and their animation and hitbox can be bit weird.

              Would like to see the ninja jump a bit more.

              Comment


                Making smaller guys boss material just requires the help of two more modify types; damage and projectile speed. This would for example give us the ability to make the fire golem turn into one hell of a boss: up to 2x bigger, lots of hitpoints, immense damage, and hard-to-dodge projectiles due to their speed.

                Would it be much trouble to add those two into the mod along with fire-rate?

                Also, it would be pretty fun to have some randomization ability. Just set a value for min and max values, like this: RandomizeHealth=Health_OverRide,MinHealthValue=100 ,MaxHealthValue=200
                Or if you want a random multiplier:
                RandomizeHealth=Health_Multiply,MinHealthValue=1.5 ,MaxHealthValue=4

                Though maybe it would be best to incorporate such a randomization feature into the existing modifiers so the two can't co-exist in the same monster table line.


                Oh, by the way, what maps do you guys play Galtanor's INV on? My favorite map is BlockLand but I do want to try something new, but I haven't quite nailed down the "spiritual successor". I tried DM-Vacuous but it is waaaaay too dark and not too much space for the bigger waves.

                Comment


                  Dont like the idea of random health.

                  If you are playing offline then you MUST play invasion on dm-nowhere, can search this forum for it, its a completely destroyable map, its amazing. The map wont work online but offline its great fun.

                  Alot of people crashed and got disconnected tonite, i will disable the disturber turret and see if the sentinels are responsible, though we notice that the logs are full of errors in invasion v21:

                  <mi5|Cyzmyass> http://paste-it.net/public/i289d8b/
                  <mi5|Tco> http://paste-it.net/public/te7e1b8/

                  Comment


                    Originally posted by Cyzmyass View Post
                    Dont like the idea of random health.

                    If you are playing offline then you MUST play invasion on dm-nowhere, can search this forum for it, its a completely destroyable map, its amazing. The map wont work online but offline its great fun.
                    Thanks for the suggestion, I had seen that map in full releases, I'll dig it up.

                    As for the idea. The great thing about customization is that it is optional. If you don't like the idea of randomized health then you can simply use the constants instead, or not modify stats at all.

                    But I was just giving an example with the random health. Other values such as score and skill can also be randomized in the same way.

                    Comment


                      Originally posted by Davision View Post
                      So here are my crits:
                      I was watching the ninja tiger bunnys hunting me for a long time, most of the time they were doing the slash straight down. They were changeing to the side slash very rarely and then doing it only for a short time? What triggers the side slash?
                      Your health, actually... if your health is low enough they can kill you with one hit, then they do the side slash and take off your head!

                      Originally posted by Davision View Post
                      All the ninja are very easy enemys, you can avoid there attacks just by running backwards! i mean its nice to have some easy enemys but i think its not fitting to the ninjas, of course that can be changed with the monster config but it would be nice to have them more powerfull on default.They should be faster than the player!
                      I have them set faster then the players, but I can try increasing it. Almost all the skills are maxed out, jumping preference is set to max.

                      Originally posted by Davision View Post
                      I tried it with making the speed value and skill value higher but it still was not hard to aviod there slashes...like there aiming skill would get weaker trough this or something.
                      Maybe they need to stick on the player while they attacking, the bots do that very heavily when they use the flak cannon, maybe that bot ai code will help somehow? Or its also the slash animations that are too slow? I could easily make them faster.

                      Also, missing the jump animation and agility, is there a way to force them makeing jumps randomly? The mini mouse does nice strafeing, can you make the ninja bunny do that also?
                      I really want this monster to be very annoying and that the player is forced to dodge his attacks and also do crouch to dodge. That they do the same attack over some time is quiet nice, this way you can adapt your way of dodgeing easily.
                      There may be a bug in the routine that adjusts the skill... let me play with it and see if I can improve it.
                      EDIT: Also, I can adjust the attack speed dynamically, so that is no problem.

                      Originally posted by Davision View Post
                      There allready a lot of powerfull and also some quiet annoying enemys in Galtanors invasion but i have a model in the works that should be very easy and simple, so that can be a very good filler monster.

                      I also need to do some more work on the ninja, he needs to walk in the attacks anis, and i will make a unique skin for the sword master bunny. I will also make a sound for the attacks, that impact hammer does not really fit to it.
                      Cool.

                      Originally posted by Davision View Post
                      That you get that scaleing to work is awesome! It so much fun scaleing the monsters very big or very small. Just the hitbox is then not so good fitting anymore or is that only because that i need to make the OffsetValue right?
                      The offsetValue is used to adjust the monster's mesh height up or down so it matches with the floor. If you have another problem, like the hit area being too big or small, please let me know. That is probably a separate issue.

                      Originally posted by Slaughter View Post
                      Getting some warnings/errors:

                      Code:
                      Warning: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
                      Log: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
                      Error: Error, Failed to load Outer for resource 'T_CH_DHRabbit_MBody01_D01_V01_SK1': Package CH_DHRabbit_Male.Materials
                      Warning: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
                      Log: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
                      Error: Error, Failed to load Outer for resource 'T_CH_DHRabbit_MBody01_T01_V01_SK1': Package CH_DHRabbit_Male.Materials
                      Warning: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
                      Log: Failed to load 'CH_DHRabbit_Male': Can't find file for package 'CH_DHRabbit_Male'
                      Error: Error, Failed to load Outer for resource 'T_CH_DHRabbit_MBody01_D01_V01_SK1': Package CH_DHRabbit_Male.Materials
                      Sorry, didnt notice them while testing as I had Davision's custom models loaded. Nothing important is missing, just a reference I had not cleaned up. I will have it fixed in the next version. Might just release a quick one if there are a few things that need fixed.

                      Originally posted by Cyzmyass View Post
                      Dont like the idea of random health.

                      If you are playing offline then you MUST play invasion on dm-nowhere, can search this forum for it, its a completely destroyable map, its amazing. The map wont work online but offline its great fun.

                      Alot of people crashed and got disconnected tonite, i will disable the disturber turret and see if the sentinels are responsible, though we notice that the logs are full of errors in invasion v21:

                      <mi5|Cyzmyass> http://paste-it.net/public/i289d8b/
                      <mi5|Tco> http://paste-it.net/public/te7e1b8/
                      The second paste-it already poofed, so I can not look at it. The first one has the invalid references which I will have fixed. There are several others like this:
                      Code:
                      Log: ZELC: Component 'SkeletalMeshComponent_279' with Owner 'MonsterEasterBunny_10' returned normal with incorrect length (0.050000).  ChkActor: UTProj_FlakShard_423
                      This only happens with custom meshes... dunno if its somthing with the normals not working. Was there something else in the second paste-it indicating an error?

                      Originally posted by Bjossi View Post
                      Making smaller guys boss material just requires the help of two more modify types; damage and projectile speed. This would for example give us the ability to make the fire golem turn into one hell of a boss: up to 2x bigger, lots of hitpoints, immense damage, and hard-to-dodge projectiles due to their speed.

                      Would it be much trouble to add those two into the mod along with fire-rate?
                      I will look into adding them.

                      Originally posted by Bjossi View Post
                      Also, it would be pretty fun to have some randomization ability. Just set a value for min and max values, like this: RandomizeHealth=Health_OverRide,MinHealthValue=100 ,MaxHealthValue=200
                      Or if you want a random multiplier:
                      RandomizeHealth=Health_Multiply,MinHealthValue=1.5 ,MaxHealthValue=4

                      Though maybe it would be best to incorporate such a randomization feature into the existing modifiers so the two can't co-exist in the same monster table line.
                      I am not a fan of a 'randomizing' feature. You already have the ability to create several 'versions' of a monster with different sizes/hitpoints.

                      Originally posted by Bjossi View Post
                      Oh, by the way, what maps do you guys play Galtanor's INV on? My favorite map is BlockLand but I do want to try something new, but I haven't quite nailed down the "spiritual successor". I tried DM-Vacuous but it is waaaaay too dark and not too much space for the bigger waves.
                      Personally I prefer CTF maps... Most DM maps I find to cramped and WAR and VCTF maps are too big (unless you spawn lots of monsters). There are several I downloaded that I bounce between and I have one of my own that I am working on

                      - Galtanor

                      Comment


                        I never tried WAR maps before with invasion, they are just too big. I'd need to create Serious Sam style battles to make it interesting.

                        Comment


                          Originally posted by Galtanor View Post
                          Your health, actually... if your health is low enough they can kill you with one hit, then they do the side slash and take off your head!
                          Thats cool! No wonder when im in god mode that they dont do the side slash then!

                          I have them set faster then the players, but I can try increasing it. Almost all the skills are maxed out, jumping preference is set to max.

                          There may be a bug in the routine that adjusts the skill... let me play with it and see if I can improve it.
                          EDIT: Also, I can adjust the attack speed dynamically, so that is no problem.
                          Thats strange because i could escape them by simply running. I dont see them jump much , only when they really need to. Maybe the problem is also that the skills are also based on the weapon the monster is useing.


                          The offsetValue is used to adjust the monster's mesh height up or down so it matches with the floor. If you have another problem, like the hit area being too big or small, please let me know. That is probably a separate issue.
                          It seems the hitboxes is only an issue when they are bigger then 2x.

                          @ Bjossi
                          Not gonna happen. Remakeing the old enemys is kinda boring to me, but there may get some of that gameplay of the old monsters into the ones i model.

                          Comment


                            That's good enough for me. Unique bad guys with a few old skool properties wouldn't be too shabby. I loved fighting the titans and brutes; bulky and slow moving but still pack lots of punch if you aren't careful.

                            Comment


                              Fixed the crashes, i had to remove the disturber sentinel again, that turret kept crashing the players.

                              Comment


                                Darkwalkers no longer spawn.

                                Before i would see a full size DW spawn on dm maps which was fun, v21 no longer lets this happen and is more picky on size check it seems, i only ever see the small skeleton version. Would like to see large DW squeezed into DM maps again like v20.

                                Comment

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