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| Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my! |
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#31 |
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Registered Monkey
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Moved suggestion to the OSMT Discussion & Ideas thread.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#32 |
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Registered Monkey
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Supplemental Version Update - v0.996b
Thanks to Blitz for bringing up a problem that forced me to really focus on the ScriptedMonster awareness. I found a huge problem where the Invasion Monster code was literally resetting Skill, PeripheralVision and SightRadius. So, now these settings are reliable.
The result: More aware creatures. Tough to sneak past. Mappers, you had better check through your Monster placement and setups to make sure they aren't too hard now. Adjust accordingly. (reducing SightRadius, etc.) I went a little farther and added a few extra features: - Creatures can now "feel" the presence of very close enemies (so you can't sneak up on them as easily anymore). - Creatures on a Player Team, Monster Team or just Following a Player are now very aware of who their Leader is firing at and will immediately attack. This improves the ATTITUDE_Follow AI considerably, as well as the general Team AI. - TeamVehicleFactory updated and bDefaultEFX enabled for very easy setup. - Miscellaneous bug fixes abound. So, here's a nifty new update. Effects added: - VehicleFactorySpawnEFX : Generic spawning particle and sound EFX used by the TeamVehicleFactory if bDefaultEFX is True. Features: - ScriptedMonsters now have the ability to "feel" the presence of enemies who are extremely close, but not touching. Adjusted by skill level and awareness. - All ScriptedMonsters now have a per class PeripheralVision setting. - ScriptedMonsters on a player team, monster team or set to ATTITUDE_Follow will now recognize a target Pawn the Leader is shooting and attack. What works: - Major fix to ScriptedMonster awareness settings. Skill setting now reliable. PeripheralVision and SightRadius are now prevented from being reset. (blocking Invasion monster code) Skill now modifies PeripheralVision, instead of determining it. - Fix to Warlord PlayFighter() function which caused undesirable problems when Guarding, etc. - Fixed minor log warning with regard to intro ScriptedCharacters and their weapons. - Fixed ScriptedCharacter continual crouching bug. - Minor fix to ScriptedCharacter PlayThreatening() function. - Fixed bug in arbitrary OSM DeathScene start, if creatures were recruited onto Teams. - TeamVehicleFactory.bDefaultEFX has been enabled.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#33 |
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Registered Monkey
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Supplemental Version Update - v0.997b
Wow. Another big day (20 hours and counting) of fixing bugs, finding better methods, solving problems, and adding features. I'm tired, but this is fun.
![]() In brief: - A new console command (read: cheat code) is available to spawn a scriptedcharacter by character name. You can optionally choose to give them their favorite weapon or full ammo. - OSM players who are running an Adrenaline combo when a cutscene starts will automatically have the combo continue afterwards. - OSM players who die during a cutscene are automatically respawned. - OSM IntroCutScene interruptions won't break scriptedtriggers, etc. anymore. Also, those used in the intro can be removed automatically by Tag-ing them "IntroScript". - PlayerAloneTrigger now "allows" friendly creatures. - IceSkaarj have fast blue projectiles, SkaarjLords have powerful red projectiles. - Various improvements to ScriptedCharacter combat and general improvements to ScriptedMonster attitudes, animation and team play. At Length: OSM SinglePlayer Console Commands added: - Comrade <CharacterName> <bFavoriteWeapon> <bFullAmmo> : Spawns a ScriptedCharacter set to a Character profile. Optionally, they can be equipped with the Character's favorite weapon or full ammo. Features added: - Any adrenaline combo a Player was running when an OSM cutscene started will be resumed once the cutscene is finished. During the cutscene the combo is automatically suspended and the Player Pawn appears as normal. - PlayerAloneTrigger will now "allow" friendly creatures: those who have a AttitudeToPlayer of Friendly or better. What works: - AIScripts are reset upon OSM IntroCutScene Interrupt. This fixes a bug where all ScriptedTriggers failed after interrupt. Any AIScripts with the Tag, "IntroScript", are destroyed instead of reset to allow mappers to clean up easily after interrupt. - Player Pawns are now automatically forced to leave their ScriptedSequence after a cutscene, so ending them with an ACTION_LeaveSequence is no longer necessary. - Players are now revived if their Pawn was killed during an OSM cutscene. (this was working, then I broke it several versions ago. now it's fixed.) - Overall ScriptedMonster AttitudeToPlayer fixes that should improve their reactions to friend and foe alike. Changing their attitude should also be more intelligent. - Improvement to ScriptedCharacter combat AI allows them to AltFire. - Improvement to ScriptedMonster AI allows teammates and followers to keep better track of their leaders and ignore accidental friendly fire most of the time. - Changed projectile types on IceSkaarj to blue projectiles and SkaarjLord to red projectiles (SkaarjPack.FireSkaarjProjectiles). IceSkaarj projectiles are faster, SkaarjLord projectiles are more damaging. - Minor fix to ScriptedMonster Alarm behavior code. - Minor fix to crouching code for ScriptedCharacters. - Minor fix to "Access None: Winner" log errors at match end. - Minor fix to Skaarj projectile death message. - Minor fix to ScriptedMonster "gesturing" animations to prevent them from sliding. (Victory, Greeting, etc.) Download it and the retest your maps to check out the improvements to the AI and the changes to the Skaarj projectiles. It could change your gameplay design. Sorry, I'm just finding the way things "should be", so I figure I better do them now, rather than later. ![]() Post any problems or questions on the OSMT Beta Testing thread. Post any future ideas or requests on the OSMT Ideas & Discussion thread. Thank you all for helping.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#34 | ||
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beep...beep....beep...
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Quote:
Quote:
![]() Since i primarily have Ice Skaarj in Wangara1 will be cool to see what they do now.
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#35 |
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Registered Monkey
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I just started having some very serious display adapter problems. Fortunately, I had just put together some of the last toolset updates into a .zip file, so I'll make that available. Unfortunately, I will have to stop working on both Gauntlet and this toolset until I can resolve this issue.
Features added: - LesserBrute bolt projectiles are now red, a little slower, but more powerful than before. What works: - Various creature health values "corrected": Brute 220->340, Behemoth 260->500, Krall 100->180, EliteKrall 100->200, Manta 80->78, CaveManta 80->50, Pupae 60->65, NaliCow 100->60, Warlord 500->1100 - Improved Brute charging behavior, improved Brute projectile locations, improved Brute firing texture. - Guided Redeemers prevented from causing an OSM DeathScene to play upon detonation. - Poison inventory correctly identifies PoisonPickup as it's PickupClass. What doesn't work: - Currently, the BioRifle is the only inventory weapon that can be spawned from Carcass.Contents for reasons unknown. Use a ThingFactory triggered by the Carcass as a workaround. The biggest change is of course the Health updates, which set them back to the original Unreal settings. It seems to put the monsters on par with the various Player weapons. Mappers should review the monster placement and make sure the difficulty is matched with available Player resources. I will come back and give everyone a status report after I've had a talk with Dell. ![]()
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#36 |
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UP Regular
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(edit)
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Last edited by outpt.co.uk; 10-17-2006 at 08:14 PM. |
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#37 |
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Registered Monkey
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Oops. Thanks, output. Yes, that's right. I fixed the top post.
I'll be going out to get a new video card now. ![]()
__________________
- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#38 |
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Registered Monkey
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I ordered a replacement video card. It should be here on Friday. I should be able to finish up any remaining problems with the toolset and get it ready for release by the end of the weekend. Until then, keep those bug reports coming and post them on the OSMT Beta Testing thread.
__________________
- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#39 |
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Registered Monkey
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I'm up and running again. (YAY!)
Just in time too, I've got to finish this stuff, then go right into a project starting Monday. ![]()
__________________
- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#40 |
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beep...beep....beep...
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Wicked
![]() So, i'm not sure about having W3 done now for the release but you'll have W1 and W2 to show off with the release this weekend mate. ![]() Also, thanks for allowing me to be a part of this project, i've enjoyed it immensely[insert big beaming smiley}
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#41 |
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Registered Monkey
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Supplemental Version Update - v0.999b
This update fixes some critical and semi-critical bugs found by SabbathCat and outpt.co.uk during testing of OSM-Gauntlet. I was also able to clean up a couple of individual monster states. Nothing new added, just more stable.
What works: - Player Pawns who started a combo before an OSM cutscene are prevented from losing their Controller. - Instantly gibbed Players should be prevented from seeing the OSM DeathScene centered in the default location instead of at the Player Pawn location. - Warlord falling death prevented from "never landing". - Minor fix to Krall DiceGame code. Unless anyone finds a show-stopper, this is probably going to be the release version. I may or may not make one more attempt at fixing the Carcass' Contents problem of not dropping any weapon except the BioRifle. Other than that, I'm mildly happy with the toolset. As always, report any bugs you find on the OSMT Beta Testing thread.
__________________
- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#42 |
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Registered Monkey
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Version 1.0
I'm being a little cautious because it's been a very long time since I *wasn't* working on this toolset (it feels odd), but I think I'm done. I suppose if there are any show-stoppers I need to fix before this weekend, I can just do it and keep the v1.0 version number, right? (That just means I make you guys re-upload it then for compatibility, if I do so.)
(I was thinking about making a better OSM Adventure gametype screenie...) Anyway. Okay, here's the big list of updates for this final version: ScriptedActions added: - ACTION_IfPlayerNum : A conditional that is True if the current number of players (bot and human) is equal or greater than a given value. - ACTION_IfGameDifficulty : A conditional that is True if the current game difficulty is equal or greater than a given level. (0=Novice, 7+=Godlike) - ACTION_TryToDrive, ACTION_ExitVehicle, ACTION_VehicleFire and ACTION_VehicleFireStop : Four actions meant only for scripted behavior, as in cutscenes. Do not Monsterize without exiting the vehicle. ScriptedMonsterController expects to control ScriptedMonsters, not Vehicles. What works: - Renamed OSMGame from "OSM SinglePlayer" to "OSM Adventure" to better reflect the gametype. - Brutes prevented from arbitrarily Sleeping. "Sleeping" Orders must be explicitly set. - Prevent legless Krall who die from becoming "ghost" monsters. - Fixed Charging & Alarm behaviors to prevent waiting once goal is reached. - Fixed Patroling behavoir to properly resume patrol. - Fixed LoseEnemyCheckTime to count from Enemy LastSeenTime instead of AcquireTime. - Fixed ScriptedCharacter behavior to stop firing while playing various animations, while dying, etc. - Fixed ScriptedAction ACTION_Monsterize. - Mappers allowed to specify all anims for ScriptedCharacter behaviors. - Improved FollowLeader behavior: roam periodically, follow/fight properly with Players that are driving. - Following creatures are friendly to those who are friendly to the Leader. - Proper animation replication for creature special behaviors. (Krall DiceGame, Skaarj ButtonPusher, Pupae Pouncing, etc.) - Proper Carcass replication of AnimSequence and (up to) 2 Skins. EffectWhenDestroyed now replicates properly. - Proper Krall and Skaarj headshot replication. - Proper Warlord mutilating gib replication. - Proper GoodieDrop falling Pickup replication. - Proper ThingFactory falling item replication. - Proper Poison damage indicator replication. - Implemented ugly hack to fix MonsterController's 'WaitForAnim' state online and prevent strafing creatures from stalling. - OSM CutScenes prevented on Clients. - OSM IntroCutScenePawn automatically removed in netplay. - Server automatically ends OSM game if LastMan condition is met. - Server automatically ends OSM game on last Client logout. - Miscellaneous minor fixes to clean up Client logs. Mostly this update was about making sure OSM worked online to allow Cooperative play or just SinglePlayer play online (in case any server actually puts a SP OSM map up). I also was able to add a few useful ScriptedActions, namely the conditionals IfGameDifficulty and IfNumPlayers. Also, I added some Vehicle-related scripted actions, but don't get too excited. They are meant strictly for scripted behavior, as in cutscenes or the like. It is not meant to put ScriptedCharacters in a car and then Monsterize them. The ScriptedMonsterController expects to control ScriptedMonsters, not vehicles. Perhaps in a future version ScriptedVehicles could be made to implement more intelligent, autonomous ScriptedCharacter driving, but for now this will have to do. Other items in the update include a change to Brute. At first, I implemented a Sleeping state as a random occurrance, where the Brute could fall asleep as long as they were still and nothing was going on. This was rather arbitrary and caused minor difficulties for me and other mappers who just wanted to place a Brute and not have to wake it up for battle. Also, replicating this arbitrary behavior turned out to be the hardest problem. So now, like the Krall, Brutes simply have an individual Order called, "Sleeping". Mappers can set them to be sleeping at map start, or in-game with the SetOrders ScriptedAction, but they will not fall asleep on their own anymore. I hope that helps. ScriptedMonsters have some improved behavior when Following. They are better at getting out of the way and finding a clear shot at higher skill levels. They do better at following and fighting with a Player driving a vehicle. That should be a welcome change for the team vehicle gametypes like ONS and Assault. I also went through the controller code pretty thoroughly and fixed some subtle problems. The custom OSM gametype is now called "OSM Adventure". I think that's a way better name for a story-driven gametype especially since it doesn't necessarily mean a singleplayer match. I have only been able to test out pieces of CoOp locally, but I would really like to test a full on CoOp match online. It should be fun. Most everything works just like offline, but some stuff will definately vary depending on the Client connection speed. Um, ... I think that's just about it. Please test. I'll plan on releasing it this weekend, July 28th or 29th. Thanks.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
Last edited by SuperApe; 07-23-2006 at 11:25 PM. |
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#43 |
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beep...beep....beep...
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Wicked, wicked, wicked
![]() I can definately going to get some use out of the newer features (especially for Wangara3 and NanoClean). ![]() I'm off work now until Friday night so expect a mapathon with three finals this week. W1 and W2 and NanoClean.
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#44 |
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Registered Monkey
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I hope I don't have to do too many of these, but I had to fix and reupload OSMT_v1.0.zip because of a "show-stopper" that Lord_Simeon helped me find. This problem was so critical, I had to fix OSM-Gauntlet and re-upload my final beta.
Thing/CreatureFactories was completely narfed. Now they work as advertised. See a post on OSMT Beta Testing for a little more detail. Other updates that I was saving for Friday, but that are now avaiable: Features added: - Carcasses can be set to bFlies True to automatically spawn CarcassFlies. CarcassFlies will be removed if the carcass is destroyed. Effects added: - CarcassFlies : The flies that buzz around a carcass. What works: - Fixed ScriptedMonsterController MeleeAttack state. - Fixed ThingFactory and CreatureFactory operation. You can tell which version of the toolset you have by the version number, then by the date on the DevLog.txt file. This version says July 26th. (If I do any more reworking at all, it will show up on Friday and that DevLog will be dated the 28th.) Sloppy, I know. Bear with me. Sorry for the inconvenience, all. I hope this helps.
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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#45 |
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Registered Monkey
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After some very last minute tests and tweaks, I am finally ready to let this baby go. I can't say it's perfect (particularly since I've found little things to tweak just today), but it should be close.
New (and final) v1.0 available now on the top post. Please update your version 1.0 to this version dated today. (July 28th) Any subsequent fixes, tweaks or revisions will actually be called something other than v1.0. I'm sure someone (probably me) will still find bugs, goofs or things to tweak, but I can't stress over that anymore. Minor last-minute changes: What works: - ScriptedMonsters can now consider Followers of their Enemies their Enemy. - Warlords are now set to bTacticalTeleporting False by default. Today I will give the UnrealPlayground community a sneak preview by releasing my final version of OSM-Gauntlet with the toolset v1.0. Tomorrow, I will have had time to go through any other maps ready for release and we will be able to submit those as well. I will also put the toolset out for a community-wide release tomorrow (Atari Forums, BUF, etc.) I will be working with Kingster to make sure the toolset and the future map pack are hosted by UP. (Thanks, Kingster!) In the coming days, we will also be setting up some kind of knowledge base in the public forums (like a subforum) just for Old Skool Monsta Toolz. (mapping, OSM maps, ideas, customization, etc.) Enjoy!
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- SuperApe : ) -= Unreal Geek =-= HTML5 Padawan =-= Funoholic =-
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