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#1 |
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(what's up with) JB-Isolated
JB-Isolated is still in the works, right?
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Willy |
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#2 |
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Yep
![]() I'll get another version up soon enough, the latest one is <link removed> Last edited by TheSpoonDog; 7th Oct 2005 at 08:45 AM. |
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#3 |
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There seems to be a problem with the JBMonsterSpawner...
I was using Pupae in my Jails and they were not appearing. So I looked in my UT2003.log and saw the line: "Warning: Failed to load 'Class SkaarjPack.Pupae': Failed to find object 'Class SkaarjPack.Pupae'" I noticed that the pupae in the bonus pack are actually named SkaarjPupae instead of just Pupae, so I'm guessing this is the problem? ... as it seems I have everything set up the same as JB-Bollocks... |
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#4 |
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*bump*
*Chants* [-Will-], [-Will-], [-Will-], [-Will-], [-Will-]!!! Oh where on earth is [-Will-]! Will I ever find [-Will-]! |
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#5 |
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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You know you can enter a custom monster class name? You don't have to wait for [-will-] to fix anything (though it'd be nice if he did).
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#6 |
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Hmm, okay, I'll try that
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#7 |
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Okay, I set the MonsterType to "Custom", set CustomMonster to "SkaarjPupae" and MonsterMesh to the pupae mesh (VertMesh'SkaarjPack_rc.Pupae1'). There's pupae there now but for some reason they have the behaviour, sound and collision of Kralls, as if Kralls are the default fallback monster or something (looks this way in the code)... Do I need to put more than just "SkaarjPupae" in the CustomMonster property or is this some bug with the JBMonsterSpawner? (From what I gather, I have it set up correctly)
btw what does bMonsterControllable do? Last edited by TheSpoonDog; 26th Jun 2003 at 09:48 AM. |
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#8 |
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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CustomMonster must be a fully qualified class name, including a package name (like: SkaarjPack.SkaarjPupae). Maybe that's the problem.
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#9 | ||
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Hmm, I thought it assumed all custom monsters were already in "Skaarjpack"?
Quote:
Quote:
Last edited by Mychaeel; 27th Jun 2003 at 10:18 AM. Reason: [code] to [quote] for the sake of the table width |
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#10 |
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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Alright, alright. I concede. There's a bug. It must be fixed.
[-will-]! [-will-]! |
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#11 |
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What for you use DynamicLoadObject(), spawn directely the class and precise in map ReadMe file "Epic Bonus required".
Code:
var() class<Monster> MonsterClass; |
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#12 |
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we wouldnt be able to include it as a release map then, because we dont want to make jailbreak dependent on the bonus pack.
__________________
![]() ![]() ![]() ^click here to visit my dragons^ Canya put some bonus points in me drinkin' skill? http://savage2.s2games.com ^ This is a really unique game, get it. avatar (c)square enix |
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#13 | |
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Quote:
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#14 |
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well maybe you havent seen it, but it should definetly be a release map, so he cant use any route that involves requiring the bonus pack.
Just let will fix his mutator
__________________
![]() ![]() ![]() ^click here to visit my dragons^ Canya put some bonus points in me drinkin' skill? http://savage2.s2games.com ^ This is a really unique game, get it. avatar (c)square enix |
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#15 |
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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I've fixed it now; both the SkaarjPupae selection and the CustomMonster property. It'll be in the next internal release.
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#16 |
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*bump*
I was just playing around with Terragen and made a pretty cool looking skybox so I put it in Isolated. Might help the FPS slightly too as it takes away the need for distance fog. |
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#17 |
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- retired -
Join Date: Feb. 5th, 2002
Location: Germany
Posts: 1,426
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now that looks impressive ... can't wait to see it in-game
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#18 |
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I'm impressed by improved performance mostly, my comp is slow that every UT2003 map looks like crap no matter what the visuals are really like
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#19 |
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This map is one of my favourites....
will it be eventually released? |
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#20 |
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im hoping to play it too. is there a chance it will make it into JB?
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