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DruidsRPG155 (currently beta)  XML
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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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This should resolve some bugs and exploits with ressurection, as well as Quickfoot/Slowfoot not functioning correctly.

Sorry, no fix for the max level/cost weirdness with LoadedWeapons yet v0r.

Give this a spin and let me know what you see.

http://www.disastrousconsequences.com/dc/downloads/DruidsRPG155.u
http://www.disastrousconsequences.com/dc/downloads/DruidsRPG155.ucl

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
Roadmun



Joined: 02/12/2005 10:32:16
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Can someone tell me why I can't get the references to the Druids mod to stay in the ut2004rpg.ini file?

I put them in the items are available for one map the they all vanish from the rpg.ini file.
Is this information cached somewhere??

Help

Road
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v0rTeX

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Joined: 12/19/2004 20:59:52
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are you editing the file while the game and/or server is running?

as long as you spell things correctly and edit the file when all parts of the game are shut off completely they should stay.
v0rTeX

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Dru,

I havent tested this in the new 155 but Im sure its just like the Loaded = picking the cost / max level thing,

when using the section to control what summoned monsters are available, it doesnt prevent the usual monsters that arent on the list from being summoned at all. I tested this entirely in 153 just now and I imagine since I didnt report on it earlier that it hasnt been fixed.

Im thinking its nigh impossible to make hardcoded skills and artifacts have any dynamic properties eh?
bushbomb

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Joined: 01/21/2005 14:06:46
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Yes, the changes to prevent certain monsters as pets did not work for us on version 153 either.

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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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bushbomb wrote:
Yes, the changes to prevent certain monsters as pets did not work for us on version 153 either. 


This is so weird. It works great for us. Titans, queens, and giant gasbags dont spawn on our players anymore...

I wonder if we're running into something odd here. Bushbomb, DAWGS is still still a Win32 box right?

What's your server running v0r?

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
TheDruidXpawX

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Roadmun wrote:
Can someone tell me why I can't get the references to the Druids mod to stay in the ut2004rpg.ini file?

I put them in the items are available for one map the they all vanish from the rpg.ini file.
Is this information cached somewhere??

Help

Road 


Very strange. You cant edit it while a server is using it, if you do it will just get overwritten.

The other time I've seen this happen is when the server doesn't actually see/have permissions to the DruidsRPGxxx.u file. When the server starts up I think you see a line about it being unable to load the package. Then when UT2004RPG goes to save the file, it didn't load those entries, so it saves the file without them.

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
Roadmun



Joined: 02/12/2005 10:32:16
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I could understand why edits with the game up would be overwritten..but this *DID* baffle me...

The resolution was to install the latest retail patch on the server an poof problem resolved.
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TheDruidXpawX

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Roadmun wrote:
I could understand why edits with the game up would be overwritten..but this *DID* baffle me...

The resolution was to install the latest retail patch on the server an poof problem resolved. 

Gak! I should write this one down. It seems like whenever anyone is having odd problems, when they patch to the latest version they vanish...

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
v0rTeX

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Well, when I tested the lines to prevent certain pets, I was set up with RPG and the 153 file. Also I was using satoreMonsterPack 117 with a handfull of addon monsters.

The monsters are many so listing them wont be as much fun as just listing the files they come from.

Invasion_Parser.u
Invasion_Kang.u
SangHC.u
Evil.u


I can try testing without these to see if it works.
I was mainly interested because of trying to prevent the queen and titan since they pose quite a problem when it comes to other players shooting them before they can positively see the halo.

(Especially with FF on and Team Damage mut active)

TheDruidXpawX

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v0rTeX wrote:


I can try testing without these to see if it works.
I was mainly interested because of trying to prevent the queen and titan since they pose quite a problem when it comes to other players shooting them before they can positively see the halo.

(Especially with FF on and Team Damage mut active)

 


We block queens and titans because if you get tons of queens on a small map, they just all keep spawning kids and it totaly jacks the wave progression; with titans, they have a tendency to spawn on the summoners head and kill them.

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
bushbomb

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Joined: 01/21/2005 14:06:46
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Can I change the cost of summon? We like the default costs, so aren't using the druid153 monster tongue. I got the "only allow these as pets" thing worked out, but monster tongue is not very expensive with yours, can I set it similar to setting the Loaded Weapons purchase price?

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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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bushbomb wrote:
Can I change the cost of summon? We like the default costs, so aren't using the druid153 monster tongue. I got the "only allow these as pets" thing worked out, but monster tongue is not very expensive with yours, can I set it similar to setting the Loaded Weapons purchase price? 


Give it a try and tell me what happens? It should work but we'll have to see...

To tell you the truth though, I lowered the price because the skill just doesn't do much for ya...

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
bushbomb

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Yeah, I agree, it doesn't do much, but people love to get pets anyways. The higher cost is to keep everyone and their brother from having a pet on every map We'll try version 155 shortly, does it work with 153, or not til 155?

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v0rTeX

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Joined: 12/19/2004 20:59:52
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Well if you like the cost scheme of the default monster tongue, why not just keep using it. From my understanding the only difference in Druids monster tongue skill IS the cost.

Unless it does something else Im not aware of?
 
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