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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/08/2006 14:04:03
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Kiros72
Joined: 06/09/2006 00:33:22
Messages: 17
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I know this probably can't be helped, but I would like to point out that this version of the monster mover is incompatible with FragHouse Invasion 4.1. When I have tried to run the server, it crashes without any warning or error displayed - instantly.
If it could be helped with a simple OR statement or something similar, would you mind making a fix, Dru?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/08/2006 14:37:33
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Drago'Nish
Dominating
Joined: 08/10/2005 18:38:46
Messages: 205
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1 question, why you want to run monster mover with fraghouse ?
the maps are overaly so small you barely lose monsters anyway..
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Zenas: Weapons Master - lvl 26 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/19/2006 11:57:41
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Kiros72
Joined: 06/09/2006 00:33:22
Messages: 17
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That's only on some maps, buddy... there's others that are massive and are very time consuming to look in every possible place. Plus, for some reason (either a bug in FHI or a bug between FHI and SMP), sometimes the monsters spawn in places not possible to travel (ex: under the map, behind a wall, in the little fake skybox thingy, etc) and waiting for the wave to time out is exhausting... Do you know how much energy I have to use just sitting in the same place, observing the scenery?! Well, not much - or any at all - but it's way too boring to have any fun -_-
I'm just requesting it be made compatible if it's an easy check to edit (like if ( GameType == Invasion || GameType == FHI)). If it's any harder than that, I don't want Druid to waste his time on it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/19/2006 13:46:00
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TheDruidXpawX
Wicked Sick!
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Joined: 12/19/2004 18:32:13
Messages: 1946
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The very idea of trying to run this with the number of monsters that FHI spawns is just plain insane.
You *might* be able to get it to work by setting the defaults for all the settings up to much higher numbers, but then the monster mover will be far less useful.
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Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page
The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.
The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/19/2006 20:25:57
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Kiros72
Joined: 06/09/2006 00:33:22
Messages: 17
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Heh, thanks for changing the title - I guess I left that part out
But the fact of the matter is, on my server, I have all the max monster variables set to 1 - albeit that 16 monsters still spawn, but that might change very soon to follow the exact number I specify.
The main reason I could use this mutator with my server is that after we (players) kill off every monster we can find, the wave still doesn't end - because some monster is still alive. Even if the checks for monsters' ranges/locations are once every minute, it still beats waiting for the wave to time out - which for some odd reason seems to not happen in some instances.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/20/2006 11:42:11
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TheDruidXpawX
Wicked Sick!
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Joined: 12/19/2004 18:32:13
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<shrug> If someone wants to submit a patch, I'll consider adding it.
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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.
The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/21/2006 08:09:16
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v0rTeX
Wicked Sick!
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Joined: 12/19/2004 20:59:52
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Kiros72 wrote:
...Plus, for some reason (either a bug in FHI or a bug between FHI and SMP), sometimes the monsters spawn in places not possible to travel (ex: under the map, behind a wall, in the little fake skybox thingy, etc) ...
I can't help you with the crashing or the use of FHI, but this bug where monsters spawn out of map is known to happen quite frequently when you use satore and specify monsters that are large in scale. Anything bigger than a titan stands a very good chance of spawning under the floor mesh if the floor is not at the bottom of the world box.
You can replicate this very easily by setting up a quick invasion on DM-Antalus with a few monsters that are about 6 or 8 times the normal size.
Depending on the overall size of the monster, they will either spawn under the hills and be invisible, or you might only see the top half of the monster. satore tried to fix this at one point but it never got a 100% fix.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/21/2006 15:51:56
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Kiros72
Joined: 06/09/2006 00:33:22
Messages: 17
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v0rTeX wrote:
Kiros72 wrote:
...Plus, for some reason (either a bug in FHI or a bug between FHI and SMP), sometimes the monsters spawn in places not possible to travel (ex: under the map, behind a wall, in the little fake skybox thingy, etc) ...
I can't help you with the crashing or the use of FHI, but this bug where monsters spawn out of map is known to happen quite frequently when you use satore and specify monsters that are large in scale. Anything bigger than a titan stands a very good chance of spawning under the floor mesh if the floor is not at the bottom of the world box.
You can replicate this very easily by setting up a quick invasion on DM-Antalus with a few monsters that are about 6 or 8 times the normal size.
Depending on the overall size of the monster, they will either spawn under the hills and be invisible, or you might only see the top half of the monster. satore tried to fix this at one point but it never got a 100% fix.
Oh yes, trust me, I've figured that out long ago, however, I'm not using the monster config for anything at the moment - I just keep the mutator running so when I do use it to specify monsters, I won't need to do much more than I need to. Anyway, I'm not talking about that occasional spawning under ground bit with x5 Jaghra ( ), I mean a monster sometimes spawns in a place where their not even visible on the radar - my guess would be the skybox thing for some odd reason...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/22/2006 14:17:47
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KohanX
Godlike
Joined: 03/04/2006 13:40:23
Messages: 350
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Of course, blame it on the skyboxes... But yes, it is very possible that a skybox is screwing it up. Heck, skyboxes mess up scriptedtextures, of all things.
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