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I've been making levels for Mario Kart Wii. Unlike UT2004, support for user-made levels was not built into the game. Instead people hacking the game gradually figured out how to create playable levels. This has been going on since mid-2009 and now it's possible to create nearly Nintendo quality levels. Most features, except lighting maps and animated textures can be added to custom levels.
To play custom tracks, you only need an SD card. They're very easy to play.
Here are the levels I've made so far. Click the links for video, pictures and downloads.
Rooster Island
My first level. It's an original design. I kept the geometry pretty simple on this one.
http://wiki.tockdom.de/index.php?title=Rooster_Island
F-Zero White Land I
A remake of the SNES level.
http://wiki.tockdom.de/index.php?title=F-Zero_White_Land_I
F-Zero Big Blue
Another SNES remake.
http://wiki.tockdom.de/index.php?title=F-Zero_Big_Blue
Rezway II
A remake of another custom track. Custom tracks were originally made with MSPaint and were very primitive and often glitchy. I made a new model using the original layout.
http://wiki.tockdom.de/index.php?title=Rezway
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I made some Geodude monsters for invasion last year, figured I might as well post about it here on the off chance they might be added to the server. In case you don't know, a Geodude is a Pokemon that has a similar shape to a Gasbag. In fact I got the idea to make this when my son called a Gasbag a Geodude, and I was like... yeah, good idea! Time to put my skinning skills to use!
These monsters hover just over the ground and throw rocks. They have animated textures (they blink!) and are cell-shaded. The rocks are very similar to (and are based on) titan rocks, so they produce a lot of knockback, although (in general) they do less damage. They have an interesting defensive mechanism - when you shoot them, rocks chip off the monsters and fly in your general direction. It forces you to change your weapon strategy a bit. Try shooting one point-blank with a minigun.
The rocks skinned to match the Geodude that throws the rocks, and all of them have matching gibs, which you can see if you have the 'Full Gore' option enabled. They have custom sounds and kill messages. Their kills are also properly tracked when used as pets with Druid's RPG. They're very effective, and would work well for the extreme monster master subclass.
Beta 2 is the "final" version, I just didn't feel like recompiling and re-releasing under a new name.
GeodudeMonster_B2.Dude - "Geodude" The basic gray geodude. Small, throws rocks, not terribly strong, but has relatively high hp. Worth 5 points.
GeodudeMonster_B2.ShinyDude - "Shiny Geodude." This one is a yellowish color, based on the alternate color in recent pokemon games. A little faster, and does a little more damage and has a little more hp. Worth 6 points.
GeodudeMonster_B2.ToughDude - "Tough Geodude." Same look as the basic geodude, but is a lot faster and does the most damage of all four. It also has a more than twice the HP of the others. Think of it as a mini titan. Worth 9 points.
GeodudeMonster_B2.GreenDude - "Forest Geodude." A weird alternate color I tried, similar to the "shiny" color in the original Pokemon Gold/Silver on the Gameboy Color. It has lower accuracy than the others, and slower rocks, but they do a good deal of damage. Same HP as the shiny geodude. Worth 6 points.
Download:
http://www.gamefront.com/files/20739088/GeoDudeMonster_B2_zip
http://www.utzone.de/forum/downloads.php?do=file&id=3939
More screens:
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Ok, i misunderstood, i thought you wanted it to only be usable by WMs. Still, the same method applies, just put in the classes you want it to be used by.
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Szlat wrote:
Just a shader in the EpicParticles list, with the wondeful name of TexScaler2. My skills don't run to generating decent skins.
Mine do. I can whip something up if you'd like.
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What I would do is make a new "loaded" skill for your weapon master class. It would suck for other classes if the artifact dropped randomly but couldn't be used.
Extend DruidArtifactLoaded but change the (Data.Abilities[x] == class'ClassAdrenalineMaster') to Weaponmaster for your new WM skill. That function can be used to restrict the artifact to WMs only as well, look at the AM artifacts that do similar.
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I know people have been asking for the old Halloween mutator the past couple of years. I present an update to that mutator: I increased the number of masks from 4 to 14. I also included support for my droids and roadkill's cylons. I hope my update is included on the server this year. Here are some screenshots:
Horns.
Anti-Horns
Stabbery.
Just Magical.
Problem?
Mushroom Hats
Starman and Boba Fett.
Download:
http://www.gamefront.com/files/20844684/AngelMapperHalloween2011_V1_zip
I don't know if it was common knowledge or not, but the old mutator defaulted to the pumpkin head for players, and so does mine. However, you get to pick your own! The easy way is to download the mutator which has everything set up for both or you can do this:
Make a new text file and save it in your UT2004/System folder
Name it AngelMapperHalloween.ini
*Make sure the file extension is not .txt and but is now .ini*
Now open the file with notepad, paste this in and save:
[HMDEK2011.HalloweenMutator]
MaskName=BloodyKnife
bSkeletons=False
;MaskName=HockeyMask
;MaskName=PumpkinHead
;MaskName=Skull
;MaskName=FrankBunny
;MaskName=Mandalorian
;MaskName=Boba
;MaskName=Happy
;MaskName=Trollface
;MaskName=ShroomHat
;MaskName=StarMan
;MaskName=Halo
;MaskName=Horns
;MaskName=BloodyKnife
;MaskName=Unicorn
[AngelMapperHalloweenMasks.HalloweenMutator]
MaskName=HockeyMask
bSkeletons=False
;MaskName=HockeyMask
;MaskName=PumpkinHead
;MaskName=Skull
;MaskName=FrankBunny
The commented out lines (the ones with semicolons) show your different options - just change the MaskName= to the one you want to use.
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That was a spam post, guys. See the advertising links?
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It's not as time consuming as you would think. The whole process should take less than 10 minutes, depending on how large the RPG file is. Actually changing the data is quite easy to do(restore level and class is all that is needed) and should take less than a minute.
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That's the old IP. The new one is:
http://www.gametracker.com/server_info/166.70.164.178:7777/
This was mentioned back when the IP address changed. To claim the server and enable stat tracking, an admin has to change the server's name to "GameTracker" momentarily.
Game Tracker isn't the only site that tracks server stats, although it's one of the better ones.
CLQ is quite good:
http://www.theclq.com/ags/players.php?addr=166.70.164.178:7777
Game Monitor has really sparse stats:
http://www.game-monitor.com/ut2004_GameServer/166.70.164.178:7777/
Xfire shows screenshots taken on the server:
http://www.xfire.com/servers/ut2k4/166.70.164.178:7777/
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Perhaps you need to evaulate how the server is balanced. Hiding in a safe zone isn't very fun, killing monsters is. Having very high or unlimited stat caps generally causes a huge divide between new players and established players, and often turns those new players away because the monsters must be tougher. You can still have a challenging game for both new and high-level players if you set lower stat caps, and you'll probably have more player retention.
The current version of druid's has a feature that gives new players some free starter skills (until they reach higher levels) to help lessen that divide. I was just looking to see if Druid's 200 had this feature but it doesn't, unfortunately, and the newer versions haven't been released publicly either.
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Are you using Druids monster mover? This mutator will solve hanging waves most of the time. The anti camper mutator found at the same link will prevent people from hiding for long periods where monsters cannot locate them and doing silly things like hiding under terrain.
The maps you are using can also create problems. Both of these mutators rely on your maps being fully pathed, and will work on your average DM map. Whether you used those mutators or not, if you are using maps are not pathed monsters will only spawn at player starts and jump spots, and their ability to locate players is greatly diminished.
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I think UT2004RPG commandeers the U, L and bracket keys, overriding whatever you have bound to those keys. So you really can't change them. But you can certainly map those functions to different keys.
You can bind most keys in-game by opening the console and typing set input <name of key> <command>. For example, to bind use artifact to the key "," you would type set input comma inventoryactivate. (Not case sensitive.)
Or open your User.ini file (in UT2004/system) and find Comma= and add:
Comma=inventoryactivate
Here are some other basic keybinds:
DropHealth - throws 25 health as a blue cross pickup
DropAdrenaline - throws 25 adrenaline as a big adrenaline pill
tossartifact - tosses current artifact.
InventoryNext
InventoryPrevious
InventoryActivate
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My thought is that at best a quest system, at least where it consists of killing X monsters in a row, or X kills in a certain way in a row, will at best cause some minor bickering and will be done occasionally.
One reason is that there is a finite number of monsters of each type - if everyone has access to the same quests, such as kill 15 krall in a row, you're going to have people 'call them.' This happens sometimes already on waves with Nali because of the headhunter bonus. But ultimately quests will be largely ignored, unless they're optimal in terms of xp.
Another option is having players randomly assigned a quest or set of quests at the beginning of a match. This would somewhat eliminate people going for the easiest or best monster quest, or bickering over who gets to kill which type of monster. Even then it's highly unlikely that all quests could be 'equal' - there will always be one that is slightly easier and more optimal, and this would be highly dependent on wave configuration. It would remove the equal playing field that we enjoy now. Just imagine the comments on high scores. "You had the skaarj quest, so of course you got 500 xp more than everyone."
Weapon-based or collection quests are fair bit more neutral. Shield gun kills, that sort of thing are harder to do, so I think it would work better, are are much more in line with the current bonuses.
And Szlat, good to see you back.
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I don't see Druid's invasion spree in your server packages. It's a mutator not a server actor, so needs to be in the list. Also any mutators you run on your server also need to be listed in your packages (or in your druid's mutator config.) Score fix and rpg hud need to be listed as part of your mutator list (they're in the DruidsRPG200 package so are already listed in your server packages list.) I think it would be helpful if you posted your mutator config or command line parameters.
The score fix mutator overrides the magical weapon percentage you put in your UT2004RPG.ini - perhaps you have it set to zero in the score fix ini, or don't have it configured properly?
If that's not it, "sonic rpg" might be overriding or otherwise conflicting with the changes that the druidsrpg mutators make. In other words, they might be incompatible or will only partially work together. Do you have a link to this mutator?
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Szlat wrote:
But let's not get too negative here. All thanks to Druid and Shantara for providing the server in the first place, and the time and commitment they have put in over the years.
Of course, I don't deny that keeping the server running all these years isn't an accomplishment in and of itself. Still this is a nearly 7-year-old game with a dwindling player base. Delaying things like simple bug fixes doesn't exactly help keep players interested in the server - nor is it rewarding for the people who have donated toward server upkeep. It is frustrating for all.
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