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| Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my! |
| View Poll Results: Should OSMT v.1.5 be in Open Beta? | |||
| I would be interested in OSMT v.1.5 for UT2004 and I'd be willing to help by testing an open beta of it and giving feedback. |
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8 | 66.67% |
| I would be interested in OSMT v.1.5, but I can't help development by testing it. |
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3 | 25.00% |
| I probably wouldn't be interested in it. |
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1 | 8.33% |
| Random acronyms scare me and I don't care if your beta is left open. |
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0 | 0% |
| Voters: 12. You may not vote on this poll | |||
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#16 |
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Registered Monkey
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I can extend the testing period another week. I will be able to do some more testing on my own this weekend. If it will help get people going, I can forgo that and draw UP a proper testing plan, based on the features listed above. Is that something people would be interested in? (See previous posts)
__________________
- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#17 |
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RuneStorm Lackey
Join Date: Feb 2007
Location: Custer, Michigan, USA
Posts: 28
Downloads: 47
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At the moment, I'm not seeing much things troublesome, but what specifically would you like me to test?
I'm trying to make a level and I'll be able to try out various things, but I'm not fully sure what I should be trying. Er, I just read your post on what needs to be tested. My bad, shoulda seen it earlier. :P But anyways, I played through a few maps, not noting any problems yet. Last edited by Captain Xavious; 10-07-2008 at 10:57 AM. |
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#18 |
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HyperGames 2K8 Member
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i know i told that i would test that by maping but im currentlly waiting for the shipment of the parts for my new rig.
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#19 |
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Registered Monkey
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For all those who indicated they would be willing to help test an open beta of OSMT v1.5, here's a link to the download. (LINK) Included is the DevLog.txt (development log), which indicates which new items are done (afaik) "-", in need of testing before I can call it done ">", WIP or just started working ")" and those that are in the idea phase "*".
Of the new things to check out: OSM Populate : A fast-paced gameplay mutator, pitting players / bots against OSMT creatures, teams of creatures, etc. Similar to Invasion, but ... more, better, etc. SmartWarlord : bTacticalTeleporting is ... tactical. Will use this ability to confuse and surprise players / bots. (shown in OSM Populate) OSM Adventure features : Fun sparkley damage fx with no gore, full extra blood and guts with full gore, blood splatter on HUD with full gore, and damage shake (at 50% by default, but configurable) "Comrade" cheat with bFavWeapon and bFullAmmo now also converts comrade to a state where treated like a player by other creatures. Plus a multitude of miscellaneous improvements to creature behaviors and system stability. Q: What can I do to help? A: If you're not a mapper, just download this, install (drop four files in your UT2004 directory) and play OSM Populate. This gameplay mutator is now the fastest (and most fun) way to test just about all creatures, and many of their special behaviors, including following, hold position, individual behaviors like Krall dice games, etc. Just try it solo in your DM maplist, or with bots in TDM. (or any gametype, different skill levels, etc) This is a fun way to experience what OSMT is all about and your comments can make it better, can help me finish quicker. Then head over to the Beta Testing thread and let me know your thoughts. Cheers! ![]()
__________________
- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#20 |
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Registered User
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I found some time to test the OSmPopulate mutator, mostly in CTF maps. It found it real fun and I dind't notice any error or bug.
But I would like to comment that some times it doesn't make much sense that the map ends when all monsters are killed. I mean, I see monsters like another danger that both teams - if it is a team gamemode - have to face if thay want to win the match. But I think that, if every monster is killed, the game should continue, because sometimes ending a match suddenly can be really unfair. So I think it would be nice to be able to activate/deactivate that ending condition. I will be "free" in a couple days, so I hope to get to UT2004 again, and test as much as I can. Edit: Posted in wrong thread. Too many tabs open at once... Please move it to beta testing if you can/want/consider it appropiate. Last edited by Luctor; 02-12-2009 at 01:54 PM. |
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#21 | |
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Registered Monkey
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Quote:
![]() EDIT: And fixed.
__________________
- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 02-14-2009 at 08:06 AM. |
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