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Messages posted by: BattleMode  XML
Profile for BattleMode -> Messages posted by BattleMode [120] Go to Page: Previous  1, 2, 3, 4, 5, 6, 7, 8 Next 
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Grizzled_Imposter wrote:
Screen shot says version 7. lol 
The screen shots are still valid, but I indeed made them with V7.
A completely operational RPG for UT3 which supports all UT3 game types!

Features levels, experience, Mana, magic weapons, artifacts, player classes (optional) and full ability management. BattleRPG is highly customizable. Includes Galtanors Invasion.

With BattleRPG each player gets a persistent level and persistent experience. This means the server keeps a database and remembers your achievements permanently. For each point you score you get experience, if you have enough experience you go to the next level. Besides experience and levels you also collect Mana. Mana can be used for artifacts and for the Ultra GIB and Quantum weapon magic.

For each level you get some RPG$. With those RPG$ you can buy abilities like Health bonus, Weapon speed, Vampirism and Quick foot. BattleRPG also has magic weapons like Quantum, Bounce, Knockback and Ultra GIB. BattleRPG also has artifacts like God Mode, Spiderpig and Mana Gambling.

Go to http://www.onsrpg.com/battlerpg.php for download. Includes manuals and all source code (GPL V3).

New in V9:
- New magic: Quantum that slows down your victim Matrix style (uses 1 mana per level per hit).
- New magic: Knockback to use your opponents as que balls.
- New magic: Force and slow motion for faster or slower projectiles (rockets, shock balls).
- New magic: Bounce for bouncing projectiles (rockets, shock balls, plasma bolts).
- Improved balance: disabled protection for players having an orb or flag.
- Made players with an orb twice as vulnurable.
- Implemented support for Galtanor 009.
- Implemented fix from Thief^ for non magic weapons in Invasion.
- Removed Kamikaze to improve compatibility with custom maps not having a redeemer.
- New NeededXPFactor setting that allows admins to tune the amount of XP needed per level (default=100).
- New MinimumLevel setting that allows an admin to have all players get at least this level.
- Ammo regen now generates ammo for all weapons you are holding, not just the current one.
- Disabled ammo regen and resurrection for special weapons (e.g. no more unlimited spiders).
- Medic healing speed now depends om the medic magic level.
- Medic self healing speed has been reduced.

Magic Weapons:


The BattleRPG menu:


BattleRPG with Galtanor's Invasion:
Support for Galtanor 009 is working now.
Gave BattleRPG (too) little attention for a while while I made Battle Team Arena / Battle Freezetag Arena the last few weeks (http://bigbattleservers.com/forum/viewtopic.php?f=29&t=1089). Time to work on BattleRPG again.

#1 on the list is to implement support for the new Galtanor invasion. I have been nagging him to change the way it is setup so I do not have to create a new version of BattleRPG every time he makes a new version of Galtanor (not that I mind the new versions, but I prefer as little dependencies as possible, it would be nice if BattleRPG just supported new versions of Galtanor automatically).

Next is to implement some neat new stuff. I want to try force magic (faster projectiles), ??? magic (more momentum, forgot the name) and space time continuum magic (this will be the BattleRPG version of freeze/null). I do nto know if I will get all of these to work, e.g. I already tried momentum once but could not get it to work in networked mode. I learned some new tricks making BTA/BFA though so perhaps I can get it to work this time.

TheDruidXpawX wrote:
BattleMode: Do I need to run this release with the GlatnorsInvasion008 or can I run it with 009? 
BattleRPG V8 does not support Galt 009, it supports the version of 008 that is included in the ZIP. I think I will release a new version of BattleRPG in 0-2 weeks that will support Galt 009. If you do not want to wait for that you can recompile it or you can ask bushbomb who already recompiled BattleRPG for Galt 009.
Please try to follow the instructions in the ReadMe. You have to choose 1 version of BattleRPG (depending on which version of Invasion you want to use it with) and put that in the proper directory.

If you do not want all the trouble of installing it, just go to a server running it, there are several of those available.

E.g.:

]UR[ Maxi's Padded Headboard RPG Invasion (UT3)
IP/Port: 8.9.5.175:7777
URL: http://ur.clanservers.com

Slaughter's Place BattleRPG Invasion | slaughtersplace.com
IP/Port: 64.37.73.212
URL: http://slaughtersplace.com/

HTM ]|[ Revolution *Invasion RPG*
IP/Port: 72.29.117.197:7777
URL: http://H-TownMadness.com

#1 UT3 Invasion BattleRPG
IP/Port: 79.99.24.9:8888
URL: http://bigbattleservers.com/server.php?id=25

FodderFigure wrote:
I've downloaded it (version eight) and read the readme and put the .u and .upk file(s) in my ..\UTGame\CookedPC\ directory and the
.ini file(s) in my ..\UTGame\Config\ directory. But when I click the shortcut to start the game I get this error:  
In the error I see the SpecialVersions directory that is in the zip. It is almost as if you unzipped BattleRPG_V8.zip into your unreal directory?

You should only extract the files you need and put them where the ReadMe.txt says to put them.
A completely operational RPG for UT3! Supports ALL game types.

Features levels, experience, Mana, magic weapons, artifacts, player classes (optional) and FULL ability management. Has abilities like Weapon Speed, Vampirism and Quickfoot, artifacts like God Mode, Spiderpig and Mana Gambling and magic like Rage, Ultra GIB and Poison. It also has a custom RPG scoreboard, a custom RPG HUD, etc. Includes UT3 Invasion and Galtanor's Invasion and custom versions of BattleRPG made to work together with them. Includes 3 example configurations: SE (standard edition) which is optimized for balance, XE (extreme edition) for those who like maximum power and CE (class edition) with Warrior, Magician and Medic classes for those who like classes. BattleRPG is highly customizable.

Go to http://www.onsrpg.com/battlerpg.php for download (including full GPL V3 source code), a player manual, an administrator manual and a developer manual.

New in V8:
* Changed Magic Weapons with custom skins so they now look like Magic Weapons.
* 3 new Magic Weapons: Harm, Poison and Medic. And this poison is lethal!
* 1 new ability: Loaded Medic.
* 1 new artifact: Medic Weapon Maker.
* 1 new class for the Class Edition: Medic.
* Made reaching level 80 easier.
* Increased the bonus for killing higher level players with 300%.
* Implemented support for Galtanor v008.

The new custom visuals for Magic Weapons:


The dynamic, future predicting and mind reading BattleRPG menu:


BattleRPG with Galtanor's Invasion:

CaRnaGe wrote:
Ahhhh...no wonder I was having trouble getting BattleRPG and his 008 to work together... Could have saved me alot of time. 
I always include the latest version of Galtanor's Invasion that BattleRPG supports in the BattleRPG zip. With permission from Galtanor of course. Both BattleRPG and Invasion are too complicated to make them universally connectable (also the UT3 engine does not have enough hooks for that). E.g. the Invasion scoreboard has to show the BattleRPG level and each version of Invasion uses a different module name.

{AW}Violator wrote:
I've tried both "#1 UT3 Invasion BattleRPG" and Slaughter's Place BattleRPG Invasion. I am also having lag/freeze-frame issues. 
This is a known problem with Galtanor's invasion. His new 008 version should have less delays. I hope to release a new version of BattleRPG (V8) next weekend which will support Galtanor's 008 version. Galtanor explained that the delays are probably caused by loading the monsters and spawning them, so 008 now preloads them instead.

Grizzled_Imposter wrote:
The other place I have been playing I don't know the name of but it is: 79.99.24.9:8888 They are running a newer version of the RPG 
That would be one of my servers (http://bigbattleservers.com/server.php?id=25). It is running BattleRPG 7.2 which is a prototype for BattleRPG V8 which I will probably release next weekend (which will also support Galtanor 008 which was released today).

I did some complicated things with visualizing Magic Weapons which I wanted to try for real before I made it part of an official release (usually my servers run the latest official release).

Pyramidion wrote:
Me personally, I've never really liked friendly fire... only because a mistake can get others upset and it leads to animosity... I'd rather see people help each other than kill each other when it's a team game, but that's just what I thought about it. 
I completely agree. I don't intend to make a friendly fire magic for BattleRPG. But it's Open Source and very easy to extend so someone else might.

Pyramidion wrote:
But overall I think your weapons are fantastic and a blast to use! 
Thank you.

Grizzled_Imposter wrote:
If you heal a vehicle with a emo weapon (link) you get health from the exchange. 
You do? Weird, will add it to my to do list.

Grizzled_Imposter wrote:
I propose a weapon of Gru. It would have ultra gib and be friendly fire as well. 
I think friendly fire would allow some lame people to do lame things.

-Jason_x- wrote:
Dont harm weapons do that now?Too? 
Probably, I do not know "harm" magic, probably something from your version of RPG here.

Wonko The Sane wrote:
(BTW, what is emo?) 
It is negative magic, the opposite of vampirism. If you damage someone, you also damage yourself a little. It was designed by Fluffy from Titan.
 
Profile for BattleMode -> Messages posted by BattleMode [120] Go to Page: Previous  1, 2, 3, 4, 5, 6, 7, 8 Next 
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