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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/25/2007 16:38:43
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BattleMode
Rampage
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Joined: 11/14/2007 01:35:49
Messages: 126
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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:
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/25/2007 18:41:28
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Grizzled_Imposter
Wicked Sick!
Joined: 02/20/2006 15:59:35
Messages: 713
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Sweet!
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Core 2 DUO @ 4.1Ghz Grizzled_AM AM 43
Nvidia 9800 1g Grizzled_EMT. MM 85
4gb mem Grizzled_LW WM 87
Grizzled_EN EN 64
A drop of knowledge is more powerful than a sea of force~ unknown |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/25/2007 23:37:41
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BattleMode
Rampage
![[Avatar]](/dcforum/images/avatar/043c3d7e489c69b48737cc0c92d0f3a2.jpg)
Joined: 11/14/2007 01:35:49
Messages: 126
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Grizzled_Imposter wrote:
Sweet!
Thank you.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/27/2007 15:03:11
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Well done
I haven't had chance to look at it yet - too busy because of Christmas - but you have made a good enough start for servers to get up and running.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/27/2007 16:54:04
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BattleMode
Rampage
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Joined: 11/14/2007 01:35:49
Messages: 126
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Szlat wrote:
Well done I haven't had chance to look at it yet - too busy because of Christmas - but you have made a good enough start for servers to get up and running.
Thank you.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/27/2007 20:01:34
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Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
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Cool work BattleMode. Been meaning to check this out but have been too busy to do much in UE3 lately. Looking good, though, and I like how you've made everything uniformly an "ability."
Quick question: Why the change to ammo regeneration to disallow it for a period of time after being struck? Although I'm not opposed to limitations like that, it does seem a bit odd, since being damaged doesn't seem connected to having ammo, to me.
I do like that it only regenerates one weapon at a time, although I'd like to see people able to buy weapon-specific always-on regeneration later.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/28/2007 00:23:44
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BattleMode
Rampage
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Joined: 11/14/2007 01:35:49
Messages: 126
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Wail wrote:
Cool work BattleMode. Been meaning to check this out but have been too busy to do much in UE3 lately. Looking good, though, and I like how you've made everything uniformly an "ability."
Thank you.
Wail wrote:
Quick question: Why the change to ammo regeneration to disallow it for a period of time after being struck? Although I'm not opposed to limitations like that, it does seem a bit odd, since being damaged doesn't seem connected to having ammo, to me.
Well, to be honest the reason I did it was mainly to test if the underlying RPG core engine could handle that type of logic . I will probably remove it from ammo regeneration, make health regeneration faster and add the logic the health generation. That way you can regenerate health between fights (faster) without becoming invulnerable during those fights.
Wail wrote:
I do like that it only regenerates one weapon at a time, although I'd like to see people able to buy weapon-specific always-on regeneration later.
Perhaps there should be a more expensive "regenerate all weapons" ability or something like that.
Thank you for your suggestions, I added them to my to do list: http://bigbattleservers.com/forum/viewtopic.php?f=24&t=690
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/28/2007 01:24:33
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Grizzled_Imposter
Wicked Sick!
Joined: 02/20/2006 15:59:35
Messages: 713
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I had a chance to play your mod on Slaughters prototype server.
I like the way that it integrates with the rest of the game. It is very seamless in that way.
Just a note on game play. Regeneration is very powerful for the cost.
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Core 2 DUO @ 4.1Ghz Grizzled_AM AM 43
Nvidia 9800 1g Grizzled_EMT. MM 85
4gb mem Grizzled_LW WM 87
Grizzled_EN EN 64
A drop of knowledge is more powerful than a sea of force~ unknown |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/28/2007 01:30:12
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BattleMode
Rampage
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Joined: 11/14/2007 01:35:49
Messages: 126
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Grizzled_Imposter wrote:
I had a chance to play your mod on Slaughters prototype server. I like the way that it integrates with the rest of the game. It is very seamless in that way.
Thank you.
Grizzled_Imposter wrote:
Just a note on game play. Regeneration is very powerful for the cost.
I will look into that (btw are you referring to ammo regen or health regen?)
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/28/2007 12:13:58
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Grizzled_Imposter
Wicked Sick!
Joined: 02/20/2006 15:59:35
Messages: 713
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Health regen.
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Core 2 DUO @ 4.1Ghz Grizzled_AM AM 43
Nvidia 9800 1g Grizzled_EMT. MM 85
4gb mem Grizzled_LW WM 87
Grizzled_EN EN 64
A drop of knowledge is more powerful than a sea of force~ unknown |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/29/2007 13:43:44
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Dracos
Rampage
Joined: 09/27/2007 13:36:52
Messages: 176
Location: South Carolina
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I dunno if I missed something or not but it seems to be bugged when I use it. For one, Health Regen, while working, regens all the way to 200 even when i have 0 points in Health bonus and health bonus didnt seem to add any more life. Ammo Regen did not work along with weapon speed. Also for some reason when i use it, the map in VCTF disappears.
I moved the 3 files where they needed to be but nothing was said for the classes folder that had to be installed or where.
Few remarks... Health Regen is powerful in its current form as people said for the default price. Also the 999 Health once maxxing mana is a way tad on the Op'ed side. In CTF matches, It usually means you will score the flag as 999 health is excessive. I like the format and the ability to customize the abilities in the config file.
Looking forward to see what this becomes. Also this was under the 1.1 patch if it matters.
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"The fun about this sentence is that by the time you realise it doesn't say anything, it's too late to stop reading it."
Dragonmaster (AM) - 84
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DragonmasterM (M) - 40
Im back baby!!!!
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/29/2007 14:46:34
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BattleMode
Rampage
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Joined: 11/14/2007 01:35:49
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Dracos wrote:
I dunno if I missed something or not but it seems to be bugged when I use it. For one, Health Regen, while working, regens all the way to 200 even when i have 0 points in Health bonus
This is by design, I will probably change the way this works though.
Dracos wrote:
and health bonus didnt seem to add any more life. Ammo Regen did not work along with weapon speed. Also for some reason when i use it, the map in VCTF disappears.
It seems to work on most servers. How exactly did you test this?
Dracos wrote:
I moved the 3 files where they needed to be but nothing was said for the classes folder that had to be installed or where.
The ReadMe.txt mentiones that you can ignore those, they contain the source code for those who are interested in that.
Dracos wrote:
Few remarks... Health Regen is powerful in its current form as people said for the default price.
Agreed, I will change this.
Dracos wrote:
Also the 999 Health once maxxing mana is a way tad on the Op'ed side. In CTF matches, It usually means you will score the flag as 999 health is excessive.
Agreed, the current Mana bonus is a temporary thing to have some use for Mana while I spend time on artifacts which will use them. It might be a little while before I have added those though, next on my list is magic weapons and artifacts are after that.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/29/2007 15:00:36
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Dracos
Rampage
Joined: 09/27/2007 13:36:52
Messages: 176
Location: South Carolina
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I see what was my problem now. The effects of the ability purchaces do not take effect till the next life. Everything seems to be working now..... Thanks.
I guess thats what i get for not dying when im testing .
Also where do you add the ?mutator for hosting matches. I'm still a bit new at working around all the files and such with Ut3.
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"The fun about this sentence is that by the time you realise it doesn't say anything, it's too late to stop reading it."
Dragonmaster (AM) - 84
DragonmasterE (E) - 55
DragonmasterM (M) - 40
Im back baby!!!!
My Skin
http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 12/29/2007 16:52:15
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BattleMode
Rampage
![[Avatar]](/dcforum/images/avatar/043c3d7e489c69b48737cc0c92d0f3a2.jpg)
Joined: 11/14/2007 01:35:49
Messages: 126
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Dracos wrote:
I see what was my problem now. The effects of the ability purchaces do not take effect till the next life. Everything seems to be working now..... Thanks. I guess thats what i get for not dying when im testing .
Yes, more people complained about this. I intend to solve this by killing people who change their build.
Dracos wrote:
Also where do you add the ?mutator for hosting matches. I'm still a bit new at working around all the files and such with Ut3.
It is something you add to the command line which you use to start the server.
E.g.: UT3 server WAR-Avalanche?GameMode=2?MaxPlayers=32?NumPublicConnections=32?NumOpenPublicConnections=32?numplay=8?botskill=5?Mutator=BattleRPG.BattleRPG -unattended -AdminPassword=*** -login=*** -password=***
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