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Released: BattleRPG P3 now with FULL ability management!

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  • Released: BattleRPG P3 now with FULL ability management!

    The first completely operational RPG for UT3. Implements levels, experience, Mana and FULL ability management with abilities like weapon speed, vampirism and quick foot. It also has a custom RPG scoreboard, a custom RPG HUD, etc.

    Go to http://www.onsrpg.com/battlerpg.php for download (including full source code), a player manual, an administrator manual and a developer manual.

    Custom BattleRPG HUD with level, experience and Mana:


    BattleRPG menu where you can spend your hard earned RPG$ on abilities:


    BattleRPG enhanced schoreboard showing PPH, Deaths and RPG Levels of all players:

  • #2
    This plus invasion = woot!

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    • #3
      I noticed approximately is spelled wrong in your screenshot above. Other than that, this should be awesome. RPG is always fun.

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      • #4
        Originally posted by Eraysor View Post
        I noticed approximately is spelled wrong in your screenshot above. Other than that, this should be awesome. RPG is always fun.
        Oops, I will fix that in the next version. Thank you for mentioning it.

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        • #5
          and your releasing the source code,
          only by seeing changes between versions you learn lots of things,

          man youre a BEAST!!!

          you deserve a price

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          • #6
            Originally posted by r1esG0 View Post
            and your releasing the source code,
            Yes, all source code is included in the download (GPL V3).

            Originally posted by r1esG0 View Post
            only by seeing changes between versions you learn lots of things, man youre a BEAST!!! you deserve a price
            Thank you.

            Comment


            • #7
              I just tried it out, and you're making great progress with it so far

              Just a few things though;

              - Abilities don't seem to kick in until you have died. Only notice with things like regen, resupply, but I guess it would apply to damage as well.

              -The way that you vamp and regen to 200 no matter what your max spawn health is kinda seems strange to me. Is it going to stay like that in the final version? And you also can't pick up vials/kegs with 200 health, dunno whether that was intentional or not.

              -The way that Weapon Speed,Damage Bonus/Reduction are now "abilites". Is it/will it be possible to some how still code them as an "ability", but make them a stat that you just put up like in UT2004RPG? And if that did happen, I assume that you would allow config for their caps. Actually, just realised that if I changed the max level of the ability in the .ini, so that does work as a cap. So maybe it will work with how it is.. Lol

              -Oh, and I don't think it would be too hard to code an option to toggle 'Mana' on or off? There's probably a few server admins out there that would see it as unfair, making the good players even harder to kill

              K there's my opinion on a few things. All that aside though, you're making great progress with it so far

              Comment


              • #8
                yay Menu !!!

                I can see menu by L key but there is no artifact to buy
                it empty is same RPG like UT2004 in Invasion ??
                thank you

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                • #9
                  Originally posted by BuffyTheSlayer View Post
                  I can see menu by L key but there is no artifact to buy it empty is same RPG like UT2004 in Invasion ?? thank you
                  The game needs to be running, the menu is empty until you actually start playing. Yes this RPG is roughly similar to the UT2004 version.

                  Comment


                  • #10
                    Originally posted by Somelad View Post
                    I just tried it out, and you're making great progress with it so far
                    Thank you.

                    Originally posted by Somelad View Post
                    - Abilities don't seem to kick in until you have died. Only notice with things like regen, resupply, but I guess it would apply to damage as well.
                    Yes that is correct, in part that is by design since some things are very hard to change when a player has already spawned. Perhaps I should kill the player to make sure that happens (players should be discouraged from changing their build too often, especially given that you can also sell abilities).

                    Originally posted by Somelad View Post
                    -The way that you vamp and regen to 200 no matter what your max spawn health is kinda seems strange to me. Is it going to stay like that in the final version?
                    It is configurable so server owners can change this. I will think about different settings.

                    Originally posted by Somelad View Post
                    And you also can't pick up vials/kegs with 200 health, dunno whether that was intentional or not.
                    I will look into that.

                    Originally posted by Somelad View Post
                    -The way that Weapon Speed,Damage Bonus/Reduction are now "abilites". Is it/will it be possible to some how still code them as an "ability", but make them a stat that you just put up like in UT2004RPG? And if that did happen, I assume that you would allow config for their caps. Actually, just realised that if I changed the max level of the ability in the .ini, so that does work as a cap. So maybe it will work with how it is.. Lol
                    Yes, I specifically designed it this way. It keeps it simpler for the player and more flexible for the server owner.

                    Originally posted by Somelad View Post
                    -Oh, and I don't think it would be too hard to code an option to toggle 'Mana' on or off? There's probably a few server admins out there that would see it as unfair, making the good players even harder to kill
                    The current Mana implementation is a temporary stub until I implement artifacts. When there are artifacts the current bonus will be probably be removed. Also I intend to make everything as configurable as possible for the server owner.

                    Originally posted by Somelad View Post
                    K there's my opinion on a few things. All that aside though, you're making great progress with it so far
                    Thank you, and thank you for your feedback.

                    Comment


                    • #11
                      Nice, with each version this gets better and better.

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                      • #12
                        oh I see ..

                        so UT3 is no Adrenaline so no more artifacts (Glob lightning rod flying boot ete) ??

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                        • #13
                          Are there any servers permanent running this?

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                          • #14
                            what's up with 'sell' ?

                            that wasn't on UT2004RPG, i don't have UT3 yet, so i can't test to see what this is.

                            do you like, sell abilities for xp?

                            Comment


                            • #15
                              Originally posted by Mr.UglyPants View Post
                              Nice, with each version this gets better and better.
                              Thank you.

                              Comment

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