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Old 15th Jun 2003, 02:03 AM   #1
WillySurvive
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(what's up with) JB-Isolated

JB-Isolated is still in the works, right?
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Old 15th Jun 2003, 09:47 PM   #2
TheSpoonDog
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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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Old 16th Jun 2003, 12:38 AM   #3
TheSpoonDog
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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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Old 26th Jun 2003, 08:49 AM   #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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Old 26th Jun 2003, 09:10 AM   #5
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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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Old 26th Jun 2003, 09:25 AM   #6
TheSpoonDog
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Hmm, okay, I'll try that
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Old 26th Jun 2003, 09:45 AM   #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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Old 26th Jun 2003, 09:48 AM   #8
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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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Old 26th Jun 2003, 09:58 AM   #9
TheSpoonDog
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Hmm, I thought it assumed all custom monsters were already in "Skaarjpack"?

Quote:
If (MonsterType != Custom)
MonsterClass = Class<xPawn>(DynamicLoadObject("Skaarjpack." $ String(GetEnum(Enum'EMonsterType', MonsterType)), Class'class'));
And I guess this part means Krall is the fallback monster:
Quote:
If (DynamicLoadObject(CustomMonster, Class'class', True) == None);
MonsterClass = Class<xPawn>(DynamicLoadObject("Skaarjpack.Krall", Class'class', True));
But yea, tried "SkaarjPack.SkaarjPupae" and still no joy

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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Old 26th Jun 2003, 10:02 AM   #10
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Alright, alright. I concede. There's a bug. It must be fixed.

[-will-]! [-will-]!
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Old 27th Jun 2003, 02:49 AM   #11
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Question

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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Old 27th Jun 2003, 09:13 AM   #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.
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Old 27th Jun 2003, 09:17 AM   #13
Crokx
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Quote:
Originally Posted by SirTahngarth
we wouldnt be able to include it as a release map then, because we dont want to make jailbreak dependent on the bonus pack.
I have supposed that...
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Old 27th Jun 2003, 09:25 AM   #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
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Old 29th Jun 2003, 10:53 AM   #15
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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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Old 8th Feb 2004, 06:04 PM   #16
TheSpoonDog
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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.
Attached Images
File Type: jpg IsolatedSky.jpg (107.9 KB, 49 views)
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Old 9th Feb 2004, 12:04 PM   #17
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now that looks impressive ... can't wait to see it in-game
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Old 9th Feb 2004, 04:26 PM   #18
Birelli
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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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Old 26th May 2004, 05:59 AM   #19
tarquin
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This map is one of my favourites....

will it be eventually released?
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Old 26th May 2004, 10:50 AM   #20
UnrealGrrl
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im hoping to play it too. is there a chance it will make it into JB?
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