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DZMapMv2.0 (Mutator) Released :)
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Oct 31, 2004 7:21 pm    Post subject: DZMapMv2.0 (Mutator) Released :) Reply with quote

New version 2.0 has been completed for the public....phew

For those who don't yet know what DZMapM is then here is a rough summary.
Quote:
DZMapM is a coop Map Mutator originaly designed to fix COop levels that typicaly get blocked by players. It also supports great features such as automated customizable map sequencing, customizable Item/Weapon/LevelPawn replacing, customizable DropWhenKilled, customizable MonsterSpawner, Pawn-Spawn Inventory, customizable startoff translator message, and more.


Here is what's new , the Change log:
Quote:
* The mutator now ONLY works as a true mutator. No more Global serveractor run mode. This was neccessary to optimize some of the routines.
* Added RTNP map fixes (aka. Previously RTNPMute - RTNP Fix Mute). This makes normal RTNP maps playable online without needing re-released fixed maps (ONLY for version 226Gold).
* Itemreplacer and DropWhenKilled can be set to only replace/change at level start rather then continuously. (bLevelStartOnly option)
* ItemReplacer now has the options 'ActionOnEvery' and 'ActionMaxNumber'. If you've ever used WMutate from }TCP{Wolf then you should already know how that works, otherwise read the packaged readme.
* Added Special optional 'Monster Kill Requirement' mode. Players must kill more then 80% of the total monsters in the level before the end is enabled. Also includes a 'MKRBackupEndMinutes' timer in case the 80% cannot be met within reasonable time.
* Added a MonsterSpawner as a brand new feature. Users can control how many monsters spawn at level startup, how fast they respawn, random spawns from list, and more. (ReadMe for details)
* Better error logging and replacing internal unreal actors with other internal actors. This simplifies replacing when the ReplaceWithClass actor comes from the normal 'Unreali' or 'UnrealShare' packages.
* LevelRecycle option removed. New custom MapSequence configuration now replaces it.
* Fixed an infamous well-known native Unreal bug caused from spawning carcasses that results in a server crash (250 call CheckReplacment 0000 Infinite recursion).
* Configurable psInventory (Pawn Spawn Inventory) classes. Spawn pawns from a host pawn after death. Users assign the psInventory classes to monster pawns using the PawnDWKChanger.


Download DZMapMv2-0.zip Enjoy :D

Should also be able to get it at http://www.cooperativewhores.com/ in case the other URL terminates.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Oct 31, 2004 9:42 pm    Post subject: Reply with quote

Sounds nice! Especially the 'Monster Kill Requirement' sounds nice to stop the level rushers. But i'm unsure if it works well together with a monster spawner.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Oct 31, 2004 9:53 pm    Post subject: Reply with quote

Yes, a MonsterSpawner with timed respawning does not work out well with that feature on. That is exactly why the MonsterSpawner included within DZMapM will not allow respawning on a timer while the SpecialLevelMode is on 'MonsterKillRequirement'. So if another MonsterSpawner from another mod is used besides the one in DZMapM I suggest NOT using the 'MonsterKillRequirement' mode unless the spawn timer is set very high. The readme file explains this is more detail...


-Zombie
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Oblivion[CW]



Joined: 28 Jan 2004
Posts: 59
Location: Chizra, Nali Village, Na Pali

PostPosted: Mon Nov 01, 2004 1:51 am    Post subject: Reply with quote

It's up, couldn't wait on me? ;)
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Mon Nov 01, 2004 2:02 am    Post subject: Reply with quote

It's only fitting that a developer post their creation up somewhere first. I'm sure you didn't lose any news impact since it's only been on 2 forums beforehand. ;)


-Zombie
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Mon Nov 01, 2004 7:58 pm    Post subject: Reply with quote

Unfortunatly a tiny bug slipped by testing so I decided to release a quick update to a 2.01 version.

Version 2.01 Change:
Quote:
* Fixed a minor bug with TriggeredDeath actors in a couple maps while 'MonsterKillRequirement' mode was enabled.


Download DZMapMv2-01.zip

The old linked package is updated just incase people try downloading the older package still.


-Zombie
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Oblivion[CW]



Joined: 28 Jan 2004
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Location: Chizra, Nali Village, Na Pali

PostPosted: Mon Nov 01, 2004 10:36 pm    Post subject: Reply with quote

NU, UD, and my site has been taken care of. But TNN is another story, cause I can't delete post/files .
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Oblivion[CW]



Joined: 28 Jan 2004
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Location: Chizra, Nali Village, Na Pali

PostPosted: Wed Nov 03, 2004 10:39 pm    Post subject: Reply with quote

Hyper, you have "download from cooperative whores" on your site. That dl link is the one Zombie provided not mine, heh.
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Zombie



Joined: 27 Jan 2004
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PostPosted: Sat Nov 27, 2004 8:34 am    Post subject: Reply with quote

It has come to my attention that some players who have used DZMapM have had trouble learning to use it and haven't asked for help. Most of this was found out rather indirectly so I'm completely unaware or able to help these users out. If you've tried or been using the mutator then don't be shy, and post/E-Mail what aspect of the mod you're having trouble working with or if you encounter a bug. I also incourage anyone who knows a person using this mutator to E-mail me if they have trouble too. I get very little feedback from the usage of this mutator, so I don't know if people are afraid to confront me, too lazy, or there are just very few using it. This feedback is valuable in helping me improve this tool to what users expect.

It might of been a little of my fault for not warning users well enough ahead of time that is mutator is a fairly complex advanced tool. It's comparable to using WMutate and maybe even quite a bit harder then that to learn to use properly. However once that it's all grasped then users can realize how well it can help them create a unique server as well as protect it from some common lame player actions. If anyone is using DZMapM as the main tool for the public release of their own mod then I recammend supplying a pre-made DZMapM.ini configuration to save them any trouble. I only request that the rest of the DZMapM files remain unchanged.


-Zombie
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sat Nov 27, 2004 3:15 pm    Post subject: Reply with quote

Zombie wrote:
It has come to my attention that some players who have used DZMapM have had trouble learning to use it and haven't asked for help. Most of this was found out rather indirectly so I'm completely unaware or able to help these users out. If you've tried or been using the mutator then don't be shy, and post/E-Mail what aspect of the mod you're having trouble working with or if you encounter a bug. I also incourage anyone who knows a person using this mutator to E-mail me if they have trouble too. I get very little feedback from the usage of this mutator, so I don't know if people are afraid to confront me, too lazy, or there are just very few using it. This feedback is valuable in helping me improve this tool to what users expect.

It might of been a little of my fault for not warning users well enough ahead of time that is mutator is a fairly complex advanced tool. It's comparable to using WMutate and maybe even quite a bit harder then that to learn to use properly. However once that it's all grasped then users can realize how well it can help them create a unique server as well as protect it from some common lame player actions. If anyone is using DZMapM as the main tool for the public release of their own mod then I recammend supplying a pre-made DZMapM.ini configuration to save them any trouble. I only request that the rest of the DZMapM files remain unchanged.


-Zombie


I use it as replacement of the 1.1 version, and also as replacement of Winged Unicorn's CrappyBugFixer (Which removes some carcasses before they can crash the server) because DZMapM 2.0 fixes this bug now at all. I kept using WMutate 2.0 to spawn monsters and add DropWhenKilled items, because it works nice and is fully configured.

I use DZMapM to return to crash map, prevent level blocks, prevent lamer blocks, set translator message, replace a small percentage of tentacles with death tentacles and a small percentage of devilfishes with Jaws (Boodaflow's sharks)

The mutator runs fine and helps to make the server run more stable.
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[B@D]Thug



Joined: 07 Oct 2005
Posts: 315

PostPosted: Thu Feb 23, 2006 3:30 am    Post subject: Reply with quote

DZMap Mutator works perfect for servers. I use it on my server, its ALSOME
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Feb 23, 2006 6:59 am    Post subject: Reply with quote

A new version will be in development again (no ETA). I had wanted to get a bugfixed v2.1 out last October, but my priorities were refocused on JCoopZ so I could get the first release out. The top bug on the list I have to eliminate is the 'missing' decorations problem on UPak.u enabled 226Gold servers. I'm sure a number 226Gold server admins may have been annoyed to ditch that mutator version because of it. That will be fixed along with improvements to the MKR SpecialMode, and some neccessary tweaks to the MonsterSpawn. Plus, I intend to include the AI hang prevention and scriptedpawn correction code I had developed for JCoopZ to improve server stability.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Feb 23, 2006 8:21 am    Post subject: Reply with quote

Zombie wrote:
A new version will be in development again (no ETA). I had wanted to get a bugfixed v2.1 out last October, but my priorities were refocused on JCoopZ so I could get the first release out. The top bug on the list I have to eliminate is the 'missing' decorations problem on UPak.u enabled 226Gold servers. I'm sure a number 226Gold server admins may have been annoyed to ditch that mutator version because of it. That will be fixed along with improvements to the MKR SpecialMode, and some neccessary tweaks to the MonsterSpawn. Plus, I intend to include the AI hang prevention and scriptedpawn correction code I had developed for JCoopZ to improve server stability.


-Zombie


Nice. Does this include a feature to spawn giant monsters like the WaterTitan and Galioth?

And I plan to use DZMapM at the HyperDM server to fix the hanging problem with the monsters.
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Hyper



Joined: 24 Jan 2004
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PostPosted: Thu Feb 23, 2006 8:24 am    Post subject: Reply with quote

And one more thing. During the development and testing period I requested an advanced map voting option for JCoopZ, mainly to stop the 'ending without asking' problem forever. I know you passed this feature for inclusion in a next future version of JCoopZ. Do you have any news about this one one?
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[B@D]Thug



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PostPosted: Thu Feb 23, 2006 10:06 pm    Post subject: Reply with quote

can you make the custom pawns you have made drop certain weapons in this DZMap Mutator? And how if possible.
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