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  Topic: Hello from _lady_boob_PL(buczka)
Jaypeezy

Replies: 26
Views: 13736
PostForum: Introduce Yourself   Posted: Sun Sep 29, 2013 10:19 pm   Subject: Re: Hello from _lady_boob_PL(buczka)
"Got It."  Very Happy1   Just saw you in "MH-LandofEternalSunset." Welcome to dU! Glad to have you with us.
  Topic: Too awesome! Customize/create weapons/items/pawns in-game
Jaypeezy

Replies: 0
Views: 2612
PostForum: General Server Chat or Problems   Posted: Thu Dec 06, 2012 8:34 am   Subject: Too awesome! Customize/create weapons/items/pawns in-game
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I've said it before and I'll say it again: The UT community is full of the some of the most inventive, intelligent and creative individuals in ANY gaming community. We aren't just good at the game; we push ourselves to really tinker around and see how it works so that some of us map.. other code.

This is a mod in development, author Rakiayn; it uses a console box that allows players to make weapons they can change (change the skin, the drawscale of the gun, the projectiles, projectile properties, etc). This can be done with a credit system, or in free-mode (no costs for any changes).



Link



Link


I don't know about you but I would love to see something like this completed, or even implemented in certain servers. Just think about it... perhaps, players would get more credits as they spend more time on the servers? (I'm trying hard to think of motivations that can't be abused... farming monsters, for example  Smile  Or even on the crazy server as free-mode. Well, just figured I'd share this, thought it was too neat of an idea not to!
  Topic: Catching up; a multiplayer-related issue
Jaypeezy

Replies: 3
Views: 2624
PostForum: General Discussion   Posted: Thu Dec 06, 2012 5:11 am   Subject: Re: Catching up; a multiplayer-related issue
Zips and Rorks, thanks for your advice! I tried deleting all the stuff individually but nothing worked, until I just went and replaced the .ini file and then I was able to connect just fine! Glad to be back... some other time maybe, as I'm lagging atm  Very Happy1
  Topic: Catching up; a multiplayer-related issue
Jaypeezy

Replies: 3
Views: 2624
PostForum: General Discussion   Posted: Wed Dec 05, 2012 10:19 am   Subject: Catching up; a multiplayer-related issue
Well, I hope this doesn't end up getting locked or flamed over some fine-print I didn't see - I can only assume quick greeting messages fall under "general discussion." I haven't been here for a while cause I've been busy, but I still really like dU and the servers/maps/gametypes they cater to, so I haven't forgotten!  Smile

Sounds like there's been a lot of arguing going on, which makes me a bit sad  Sad  hope that things in any UT community could be as well as possible. Surely the best game ever invented, with the most inventive contributing base of mappers and modders, should be able to come together for the love of the game... in a perfect world, I guess... well, anyway, I hope everyone here has been well lately.

I'd like to be on the servers more often, except I can't seem to join ANY multiplayer server let alone the dU MH ones. I'm using a new computer I bought recently; whenever I try to connect, this happens - see attached picture.

Well, hopefully someone can help me figure that out. If not... idk, I'd still like to contribute somehow. It's December, and I've always wanted to design AT LEAST ONE winter-themed map. Would be a nice addition as well as the other map I've already contributed to dU...  eyewink

Anyway, nice to see people still playing on the servers. Long live dU! Happy holidays!
  Topic: MH-Rogues: The Rogue Squadron (SECOND UPDATE 7/24)
Jaypeezy

Replies: 10
Views: 6220
PostForum: New Mapping Projects   Posted: Wed Dec 05, 2012 9:41 am   Subject: Re: (SECOND UPDATE 7/24) MH-Rogues: "The Rogue Squadron
rork wrote (View Post):

I noticed you added a little animated sequence, will killing the skaarj? change the room somehow (looking at what it runs towards it will).
 


Glad you noticed! Those skaarj (there are two of them if I remember correctly) are indeed running to specific places trying to trigger some event or another. They aren't crucial to completing the map, but if you do kill them, you'll be rewarded in certain ways (early/increased access to certain guns and items, preventing enemies from attacking, etc.).
  Topic: MH-Rogues: The Rogue Squadron (SECOND UPDATE 7/24)
Jaypeezy

Replies: 10
Views: 6220
PostForum: New Mapping Projects   Posted: Tue Jul 24, 2012 5:12 pm   Subject: Re: (REVISED) MH-Rogues: "The Rogue Squadron"
Updated map as per your advice... download on first posts revised version
  Topic: MH-Rogues: The Rogue Squadron (SECOND UPDATE 7/24)
Jaypeezy

Replies: 10
Views: 6220
PostForum: New Mapping Projects   Posted: Tue Jul 24, 2012 1:47 pm   Subject: Re: MH-Rogues: "The Rogue Squadron"
I had originally placed auto-cannons where those invincible tentacles were, actually. Only they were disappearing when I would play the level, due to the defaultgametype being set as "Monsterhunt.Monsterhunt." I realized the mod just puts in the gametype automatically if the map is aptly titled "MH-soandso" so, by getting rid of that value in the level properties, the autocannons showed up just fine.
  Topic: MH-Rogues: The Rogue Squadron (SECOND UPDATE 7/24)
Jaypeezy

Replies: 10
Views: 6220
PostForum: New Mapping Projects   Posted: Tue Jul 24, 2012 9:31 am   Subject: Re: MH-Rogues: "The Rogue Squadron"
I'm glad to see you played through with such attention! Of course I'll take all of these things into consideration. Frankly, by the time I had finished the map, I did begin to feel skeptical about the way the players came into the map, thinking what would happen if there were a lot of players, so I think I'll be reworking that ventilation area significantly.

I also wasn't aware dU had settings to accelerate projectiles. If such is the case, I think I might just nix those green bolts at the end of the map and sub them with the standard dispersion bolts. And, rework the boss bolt accordingly. While we're on the page I'm curious if you had any opinion about the other custom projectile used, if you think it's too strong, etc.

I've always been terrible at lighting  Smile so, any advice I can get I'll gratefully take. Those corridors certainly do look better. Any thoughts on the natural lighting (grated ceiling, rock hallway, cargo bridge)?

Thanks for the advice! I'll be updating this map accordingly tomorrow.
  Topic: Nice scripts for mappers (suggestion)
Jaypeezy

Replies: 4
Views: 3083
PostForum: New Mapping Projects   Posted: Mon Jul 23, 2012 7:50 am   Subject: Re: Nice scripts for mappers (suggestion)
Data_Destroyer wrote (View Post):
Hmmmmm if you play MH-SpawnKill, you will see at the end a titan with capacity of teleportation like Queen!  Razz   A Titan which is faster and teleports.... maybe another nice idea?   Cool
 


Haha... well, yeah, the cool thing about this "scripting" is that it can be done with almost any monster. The thing is, I've noticed some pawns might need some tweaking in order for it to work, in their properties sections. Like, Brutes of any sort need to be able to jump for the teleportation to work, so a custom Brute class needs to have a different JumpZ quantity set under "Movement."
  Topic: Nice scripts for mappers (suggestion)
Jaypeezy

Replies: 4
Views: 3083
PostForum: New Mapping Projects   Posted: Sun Jul 22, 2012 11:02 pm   Subject: Re: Nice scripts for mappers (suggestion)
So once upon a time, I saw a Youtube video of a pawn for a mod not yet released which featured a SkaarjTrooper class capable of Queen-style teleportation. I thought it was pretty cool at the time; I still do. Which is why I tried to see if I could make something like that work myself.

I did! Here's a package including a SkaarjSniper and a SkaarjLord class, each of which is able to teleport, with or without QueenDestinations in the maps (though I'm sure including those destinations can only help). Anyone and everyone reading this: FEEL FREE TO USE THIS WHEREVER/HOWEVER! I literally copied some code from the Queen into the Skaarj actor scripts, nothing reinvented here whatsoever. If you wanna use this capability with other pawns, like MHCoopMonsters, it really is as easy as creating a new class in the MyLevel package, and copying/pasting the code into the respective pawn - so, TeleSkSniper code for any new SkaarjTrooper subclass, TeleSkLord code for any new SkaarjWarrior subclass.

INSTRUCTIONS: Put the file into the System directory. When you load the editor, and open the U. file, the new classes will be under SkaarjTrooper > SkaarjSniper, and SkaarjWarrior > SkaarjLord. To summon these in-game:

Summon TeleSkaarj.TeleSkSniper
Summon TeleSkaarj.TeleSkLord
  Topic: dU MonsterHunt Main - Map suggestions
Jaypeezy

Replies: 27
Views: 13467
PostForum: UT99 MonsterHunt Main Server   Posted: Fri Jul 20, 2012 2:29 am   Subject: Re: dU MonsterHunt Main - Map suggestions
I just recently finished a map which I think would make a fine addition to the Main server. Below is the link to said map, along with the file for download:

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And,
Some screens below:
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  Topic: MH-Rogues: The Rogue Squadron (SECOND UPDATE 7/24)
Jaypeezy

Replies: 10
Views: 6220
PostForum: New Mapping Projects   Posted: Fri Jul 20, 2012 2:05 am   Subject: MH-Rogues: The Rogue Squadron (SECOND UPDATE 7/24)
MH-ROGUES

need coffee

Version 4 (Final[?]):
- Fixed turrets.
- Fixed brutes.
- A button pusher was not doing his job. This has been fixed.
- Minor texture/lighting changes.
- Cargo train now has a front window. See where you're going!

CHANGES:
- Some lighting here and there
- More Brutes firing standard projectiles, less of a certain custom projectile present
- Changes to map to better facilitate minibosses/bosses, improve such parts of the map (health, brushes, etc.)
- Starting area modified to fit more players, some monsters edited/removed

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WHAT

In the midst of the Na Pali Wars, amidst the chasms between various races, a new threat has emerged recently. Disparate sects have joined forces, in what is thus far known only as the Omega Intergalactic Pirates Clan, according to limited information. This is a squadron comprised of Skaarj, Brutes, and other aliens. They are highly organized, and armed with an array of alien and human weaponry and technology. Furthermore, their familiarity with human computer and data systems has proven a competent edge in their campaign against human forces.

Your mission is to eliminate an Omega Clan presence at a distant military cargo processing facility. They have barricaded the facility at various locations, relying both on the security systems as well as physical barriers and indigenous lifeforms to deter any intrusions. Attack them hard, but don't forget - stay alert, and remember that an out-right attack will not always be the best approach...

MAP INFO:
Took me about two-three weeks to make. Wanted to say something about this a while ago but I have a nasty habit of not seeing mapping projects through, so I decided to wait until it was actually done to release it. There is some new content, a few new textures, carcass types/projectiles embedded in the MyLevel package, really tried to keep it to a minimum. Otherwise, no new texture packages, and the only music file in the archive is an Unreal track. I sure do hope for no mismatches...  Smile

A few things which deem special mention: Thanks to Cyberia-Mix for special CreatureFactory actors used in this map, which bestow spawned creatures health proportional to the amount of players in a map. I used this actor sparingly. I have no idea how you coded this but it's very awesome that you did, and I look forward to seeing more features like this in maps to create a unique MH experience!

For some reason, monsters sometimes fight each other. I didn't like that. So, I used MHCoopMonsters.u for fight-proof monsters. Now, when I saved and opened this map for the final time in UEd, the file didn't show up in the actors browser but the monsters (JSkaarj, JBrute, etc.) were still there.... so I'm going to guess this is what's supposed to happen. BUT, just in case, I included the file anyhow.

The only weapons/monsters packaged used besides the above file is UTMHPack, which includes various new weapons and pawns - I only used it for the XidiaCarRifle and its ammunition. It is included in the archive.


OTHER STUFF ABOUT THE MAP (want to be surprised by the map? Don't read this):

Hidden: 

This is the first MH map I've created, so I hope you all enjoy it! I tried to do things a little differently; relying on counters to trigger certain key events allowed me to change the path of the map in a unique way for one of the first portions of the map. Granted you have a team you can either go in all at once, or split up for separate portions of the map. Depending on the size of your team, you may want to split up rather than stick together.

ScriptedPawns have a lot of neat features! To add special gameplay features, I made certain pawns intent on triggering events which, depending on team sizes/reflexes, will effect the way the map is played or how fast it is finished. It occurs to me not everyone might like such an approach to mapping, so I also tried to use this convention sparingly. Nonetheless, one should keep their eyes peeled for any sneaky jerks...

Other than these two things, and aside from the custom actors/packages, the rest of this map is a relatively standard, linear-pathed MH map.

Hope this ends up in main!  : D
EDIT: No bot pathing ATM
  Topic: Monsters attacking other monsters
Jaypeezy

Replies: 7
Views: 3595
PostForum: Mapping Development and Skinning   Posted: Wed Jul 11, 2012 4:12 am   Subject: Re: Monsters attacking other monsters
Right after I posted this, I looked around in my System folder and found a U. Package called "MHCoopMonsters.u" which is A) apparently used in other MH maps already hosted on the main server I think (MH-dU-Dormant?), B) appears to solve the problem. So, hopefully I can use those monsters without having to force users to download a package. Wanna keep downloads to a minimum here. Thank you!

The weird thing though is I look at other maps that DON'T rely on an external package and the monsters still don't seem to attack each other... Also, I don't quite want to post the map up yet because it's still in production.
  Topic: Monsters attacking other monsters
Jaypeezy

Replies: 7
Views: 3595
PostForum: Mapping Development and Skinning   Posted: Wed Jul 11, 2012 4:11 am   Subject: Re: Monsters attacking other monsters
Right after I posted this, I looked around in my System folder and found a U. Package called "MHCoopMonsters.u" which is A) apparently used in other MH maps already hosted on the main server I think (MH-dU-Dormant?), B) appears to solve the problem. So, hopefully I can use those monsters without having to force users to download a package. Wanna keep downloads to a minimum here. Thank you!

The weird thing though is I look at other maps that DON'T rely on an external package and the monsters still don't seem to attack each other...
  Topic: Monsters attacking other monsters
Jaypeezy

Replies: 7
Views: 3595
PostForum: Mapping Development and Skinning   Posted: Wed Jul 11, 2012 1:45 am   Subject: Monsters attacking other monsters
I'm really sorry to beat a dead horse here, But I tried to search the archives and couldn't find anything on this so I have to ask... the monsters seem to fight each other in my map after it's fully pathed (skaarjgunners against eachother, brutes against skaarjgunners, etc). Is there any way to stop this? I don't think setting them all on the same TeamTag helps at all. Any help would be appreciated!
  Topic: Variable Monster Health
Jaypeezy

Replies: 1
Views: 2011
PostForum: Mapping Development and Skinning   Posted: Tue Jul 10, 2012 11:44 pm   Subject: Variable Monster Health
Maybe someone can help me out with this. I read something about how the phantom mercenaries in MH-Terraniux have their health depend on the amount of players in the map - more health if more players, less health if less. Does someone possible know how this is done?
  Topic: HAPPY NEW YEAR 2012!
Jaypeezy

Replies: 12
Views: 6015
PostForum: General Discussion   Posted: Mon Jan 02, 2012 7:54 pm   Subject: Re: HAPPY NEW YEAR 2012!
Happy holidays and a happy new year to everyone on this site!

I've been in a hole lately, playing practice DM rounds with monsterspawn and making skins left and right, but look forward to perhaps playing online more in general next year.  wave
  Topic: Possibly a new map, and a quick question...
Jaypeezy

Replies: 2
Views: 1790
PostForum: New Mapping Projects   Posted: Fri Sep 16, 2011 5:42 am   Subject: Re: Possibly a new map, and a quick question...
Awesome! I *really* like the Xidia rifle/Quadshotty, as well as some of the classes in that package, and it will all certainly lend itself to the story I'm trying to make.

Man, it really feels good to have a working keyboard again!
 
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