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| Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my! |
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#46 | |
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beep...beep....beep...
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Can't wait also mate
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![]() It wasn't hard to find it in the properties and turn it off, but with OSM being unleashed on the general public you don't want Warlord teleporting to be the next "white viewports"....rofl ![]()
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#47 | |
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Registered Monkey
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Quote:
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#48 |
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Registered Monkey
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#49 |
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beep...beep....beep...
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Good work mate, i hope the community embraces the gametype when they see what it can do.
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#50 |
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Registered Monkey
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Full public release complete
I've been taking it slowly, mostly due to lack of free time.
![]() But OSMT has been announced in many Unreal news pages, posted on several Unreal-related forums, and is now available in just about all the major Unreal/gaming download sites. It's easily searchable. Most of the announcements link to either UP or Epic's announcement. Many link to OSM-Gauntlet and OSM-Wangara as examples for OSM Adventure. With few exceptions, the community response has been very positive. I'm sure we've caught the interest of the mapping community interested in SP (or CoOp) mapping and we've definately caught the interest of Players, especially for an OSM Adventure Map Pack. All in all, I'm very pleased with how this project has turned out. Thank you again, everyone. Your help was indispensible.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#51 |
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beep...beep....beep...
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Yeah, was a good release
![]() I've got three more in dev, being nanoclean, W3 and the DOOM map. UCMP4 has just started up though, so i'm flat out getting an ONS ready for that baby ![]() Also, i have my map #100 coming up, and i've got something very cool planned for that one ![]()
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#52 |
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don't worry about it
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Is anybody interested in some insanely high poly SMs? I was thinking it would be cool to do a highly zoned off level along the lines of DOOM or FEAR with a lot of detail in small spaces so that it could be zoned off for good optimization, (basically R-C-R type mapping) but I just can't come up with any good ideas myself for this. But I'd be more than happy to provide deco for anyone.
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#53 |
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Registered Monkey
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Moved to OSMT Map Ideas.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#54 |
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Registered Monkey
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OSMT v1.1 Released
This update adds a few new features, including:
ScriptedActions added: - ACTION_SubTitleSwitch : Sets the currently active SceneSubtitles actor to help organize subtitled cutscenes. Miscellaneous Actors added: - HintItem : An actor that can be Used by players to toggle a Material HUDOverlay, as if they were closely inspecting it. Useful to give clues or hints in story-driven adventures. - PlayerUseTrigger : Only allows Player Pawns to Use and activate. Toggled if triggered. Features added: - ScriptedCharacters now have override properties for Health and ShieldStrength. - ScriptedCharacters can use AmmoPickups in their GoodieDrop array as well as WeaponPickups. As usual, the last item in the array is used first, so list ammo after the weapon. - OSM Adventure maps may have a custom loading screen by naming an embedded (myLevel) texture "LoadingScreen". The map name and "Loading..." text are omitted when a custom screen is displayed. To keep this texture embedded and saved, assign it as a Skins property on any NavigationPoint or other hidden actor. - OSMObjectiveManager includes a per Objective AdditionalEquipment property array to allow players to respawn with additional default equipment after that Objective is reached. This string array is defined the same way the DefaultEquipment property is: <PackageName>.<ItemName> (example, "XWeapons.LinkGun") What works: - Fixed Ambushing creatures to be associated with AmbushPoints via OrderTag. - OSM Adventure default timelimit set to zero. (unlimited) - Fixed OSM Adventure DeathScenes so that Broadcast Messages can be displayed afterwards. - Mantas flight movement improved. They now climb and dive smoothly with banking turns. - ScriptedCharacters prevented from crouching if DrawScale is set to small or too large, preventing reset of default CollisionHeight. - ScriptedCharacters forced to stop firing animations when they die. - Fixed ACTION_VehicleFireStop to prevent vehicle weapon removal. - Fix to stock loading screen code so loading maps may now display the fourth "missing" image (Xan backlit). OSM Adventures only. - Minor miscellaneous fixes to scoreboard and menu hints for OSM Adventure. Enjoy!
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 11-07-2006 at 07:52 AM. |
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#55 |
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Registered Monkey
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Please note that a bug has been found with ThingFactory and CreatureFactory.
- ThingFactories or CreatureFactories set to ThingFactory->bCovert=True will still spawn while player has a line of sight to the SpawnPoint. This is because they use Actor.PlayerCanSeeMe() and that always returns false when the actor is Advanced->bHidden=True, which all SpawnPoints are by default. The workaround is (WORKAROUND INSTRUCTIONS REMOVED. Please see OSMT v1.2). This workaround will allow backwards compatibility when this issue is fixed in the next version of OSMT. This is a minor bug with a workaround that will allow backwards compatibility when the issue is resolved in the next version of OSMT. Sorry for any inconvenience.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 10-30-2006 at 12:33 PM. |
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#56 |
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Registered Monkey
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OSMT v1.2 Released
I do hate ticky-tack updates that seem to drag on and on. The problem addressed here was brought to my attention just recently. This update fixes a semi-critical bug having to do with ThingFactory and CreatureFactory when set to bCovert (spawning things or creatures while no player is looking). I have spent time testing this small update to ensure it is robust. I chalk this up to having to do most of my own initial beta testing for this very large add-on mapping toolset.
What works: - Fixed ThingFactory and CreatureFactory bCovert property. - Fixed ThingFactory and CreatureFactory to immediately attempt spawn when Touched. - Fixed CreatureFactory bAutoRespawn to begin respawn interval upon creature death, not Pawn removal. Everything is backwards compatible. Sorry for any inconvenience this may have caused. Thank you for your patience and understanding.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#57 |
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UP Regular
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This is an amazing work SuperApe!
There are so many incredible ways of building great maps with your monsters. Awesome! I just arranged botpathnetwork in my ons map but additional I will set up some of your monsters, because they'll really fit to my map, I think so.
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Cosmix |
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#58 |
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Registered Monkey
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Awesome.
![]() Can't wait to see it. In other news: A new version should be released within a few days. OSMT v1.3 fixes an annoying Pause bug online, shores up online problems with ScriptedCharacters and cleans up miscellaneous online logs and warnings. More soon.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 12-07-2006 at 08:24 AM. |
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#59 | |
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Registered Lemon
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[truth]osm has stolen all the map makers in up[/truth]
if i was just better at mantine and aiscript i would be so much faster at making it....like everyone else ![]() aka Lord_Simeon
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DRINK MORE IT MAKES YOU SMARTER! ![]() Quote:
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#60 |
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Registered Monkey
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OSMT v1.4 released
(v1.3 was released internally for testing only)
Here are the updates: ScriptedActions added: - ACTION_GiveGoodie : Equips ScriptedMonsters with additional GoodieDrop array Pickups. - ACTION_SetEnemy : Selectively sets the Enemy of a ScriptedMonster. What works: - Following creatures will threaten but likely remain loyal to Player leaders, even after repeated friendly fire hits. - Fixed Poison to prevent reduced damage on lower game difficulties. - Fixed Poison actors to only damage once per second. - Fixed Dummy to stay in-game by removing the Texture property instead of using bHidden. - Fixed GiantGasbags spitting out smaller Gasbags online. - Fixed Mantas online to begin animating at map start. - Fixed Brute to play sleeping sounds only when sleeping. - Fixed Brutes, Skaarj and Warlords online to play footsteps & wingbeats. - Fixed ScriptedCharacters online to stop firing and to display as PlacedCharacterName. - Fixed miscellaneous online client warning logs. - Fixed OSM Adventure to prevent pausing online. - Fixed OSM Adventure Server Rules options display. Last update of the year. Perhaps the last update for a while.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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