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DruidsRPG145 Released https://www.disastrousconsequences.com/dcforum/posts/list/23.page
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Here's a short list of changes:
Null Entropy is a more effective.
Freezing allows very slow movement dependant on modifier.
Loaded Weapons can be somewhat changed via the UT2004RPG.ini properties file.
Monster Summon abilities can be somewhat controlled in the UT2004RPG.ini file. I did this to get queens and giant gasbags out of the summonable monsters list.
DruidGhost doesn't use the Ghost code anymore. It now calls the ability Resurrect (No properties changes, Just UI changes). Instead of the slow traversal that we've all seen cause the ghost bugs, it just respawns you somewhere else and gives 3 seconds of protection. It also regenerates after an interval dependant upon level.
As a hidden tips and tricks. I changed most of my classes to use the UT2004RPG.ini file for their properties, although not all the classes are setup to accept changes other than the defaults. If you flip undocumented settings around, your results may vary.
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Step 1) make sure the DruidsRPGXXX.u file is in your UT2004\System directory
Step 2) open a cmd prompt and change to your \UT2004\System directory
Step 3) ucc batchexport DruidsRPGXXX.u class uc \Path\To\Export\To
Step 4) with the editor of your choice, look at the source files exported in the directory you chose. All the info is right there
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check it out....
http://www.disastrousconsequences.com/dcquery/
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Shantara wrote:
...but we do have one Kick The Cheat... We don't have any pets, either, but eventually I will talk him into finding a cat...
More like an opening for Kick the Cat!
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I've actually got some perl code that's used on a regular interval to query the server and pull info for the mrtg page http://www.disastrousconsequences.com/mrtg
It probably wouldn't be all that hard to have that run every minute on a cron and html up the results, posting them on the server.
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Cloud34 wrote:
About the the ghost thing. With the old ghost, you had a non-corporeal "body" that traversed a distance and would take x amount of time to do so based on the ability level. Since the not-quite dead person doesn't traverse a distance anymore, and instead respawns instantaneously- does that mean at all three ability levels it takes the same amount of time to respawn, unlike the old version of ghost?
That's true. It wont work that way anymore. Everyone respawns instantaneously. I think the regen time reduction/level for it will more than compensate for the slow traversal.
In 145 I'll rework the wording on ghost to indicate this.
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Azumarril wrote:
I found a bug with freezing!
if it's -1 or -2, then it's simple math: -10 * -1 = 10 and -10 * -2 = 20
otherwise, great job. loaded looks very customizable.
uh? freezing with a negative multiplier? I'm a bit confused. It doesn't go negative....
Ok, I just checked the code. I've got the freeze min at 3 and the max at 6... it doesn't allow a negative modifier.
If you're reconfigurating it outside the supported set, I can say that your math is correct, It will actually probably make your opponent go faster, which might be a fun cursed weapon at some point
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This isn't an offical release note yet. I'm still testing out some of the changes, but here's the short list:
Null Entropy is a bit more effective.
Freezing allows very slow movement dependant on modifier.
Loaded Weapons can be somewhat changed via the UT2004RPG.ini properties file.
Artifact Monster Summoning doesn't allow the queen or the giant gasbag to be summoned. (There's just too many problems with the child monsters these spawn)
DruidGhost doesn't use the Ghost code anymore. Instead of the slow traversal that we've all seen cause the ghost bugs, it just respawns you somewhere else and gives 3 seconds of protection. It also regenerates after an interval dependant upon level.
I'm curious to see what people on the server think about these changes and any bugs noted on the server.
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v0rTeX wrote:
Would it be possible to alter the enhanced monster summon charm in such a way that a list of choices for what you want to summon would appear? Sometimes if I have 100 adren and I dont want a titan queen or warlord its a pain to use it all then build it to about 70 or 80 so I can summon a skaarj or merc instead. Might be nice if a list or perhaps a rotating name showed us what we could summon and choose it manually.
It's probably possible, but it's a bit beyond my unreal modding skills. I dont much know how to get things to draw on the HUD like that...
I could fragment it into multiple artifacts that summon monsters based upon the artifact type instead of the amount of adr..
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Ok the change is official. Freezing makes you move really really slow in the air, on the land, or by sea. The bigger the modifier on the gun, the slower you move. It no longer restricts falling.
The change on Null Entropy is now more pronounced, and it restricts falling. Sign on the server and give it a go!
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I'll see what I can do
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the RPG info for disastrousconsequences.com is stored on the server. There's nothign to backup, although you might want to backup your cache so you dont have to re-download everything
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[HYA wrote:
Wanker]Uhhhh if you do then fool around with null ent a bit cause It doesn't seem to faze titans and the delay is a bit short...
Well titans dont move very fast, so stopping them doesn't cause much of a big deal, although if you get it on a minigun it sure holds them in place good.
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v0rTeX wrote:
my server setup is a bit different from the BEL clan.
It's not a bel clan server Shantara and I joined the bels, but the server has it's own distinct rules and leadership than the BEL clan.
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