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DZMapMv2.2 Public Release

 
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Jul 03, 2008 2:13 am    Post subject: DZMapMv2.2 Public Release Reply with quote

Hopefully this release leaves no more annoying bugs for users. There are fixes as usual and a couple improvements. Finally DZMapM can optionally handle creaturefactory locations to go with the PawnReplacer. Please read the notes in the readme txt file before using that option. The map sequence feature is now suitable for all custom maps regardless of the next map that's in their end teleporter URL. The rest of the details are below.

The change log:
Quote:
* Fixed a bug that could cause player inventory replication failures on some server setups.
* Fixed creaturecarcass safety handler bug that caused replacements by a mutator to be destroyed.
* Fixed 'bPreventLevelBlocks' option not staying disabled when configured to be.
* Fixed an RTNP CrashSite2 client crash near a forcefield as well as other possibilities in maps.
* Added to PawnReplacer a 'bUseCreatureFactory' setting to use an entry for changing the pawns that will spawn by a creaturefactory actor in a map.
* Added another map fix for Passage.
* Added another lamer map fix for SkyBase.
* Changed RTNP and "The Gateway" teleporter fixes to a better method.
* Improved MapSequence feature so that the current map and its URL can be specified in the 'OriginalNext' setting separated by a colon. This optional format can allow the function of multiple identical OriginalNext URLs in the list.

EDIT: DZMapM was updated (12/15/11). Follow this link:
http://174.132.89.98/~hypernl/viewtopic.php?t=1043
Download: DZMapM - 2.34


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


Last edited by Zombie on Fri Dec 16, 2011 2:40 am; edited 2 times in total
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Thu Jul 03, 2008 1:44 pm    Post subject: Reply with quote

Cool.. awesome Zombie..ill try it out right away.. good job ;)
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StaticNova



Joined: 05 Nov 2007
Posts: 84

PostPosted: Thu Jul 03, 2008 5:47 pm    Post subject: Reply with quote

Hey, so you can Replace Pawns that will be Spawned during the time the map is player? that's cool, i have kinda looked for one of those :3
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Jul 03, 2008 6:28 pm    Post subject: Reply with quote

During the time the map is played? Yes. When I refer to a creaturefactory it's those locations in various maps that spawn pawns many times at intervals. Maps with good examples can be IsvKran4, IsvDeck1, ExtremeCore and ExtremeGen spawning Skaarj classes or DasaCellars spawning many Krall in those sealed off traps.


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



Joined: 05 Nov 2007
Posts: 84

PostPosted: Fri Jul 04, 2008 10:50 am    Post subject: Reply with quote

Ah, i see now what you mean, this doesn't include the Replacement of the spawned Titan in Dark.unr right?
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Fri Jul 04, 2008 11:36 am    Post subject: Reply with quote

Youll have to find out
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Tue Jul 08, 2008 3:52 pm    Post subject: Reply with quote

This version still didn't got rid of that annoying bug that when you use the defaultweaponclass option and you want to switch to another weapon in game or on the server, it selects your defaultweapon like 50 times before going to another.
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Bleeder91



Joined: 28 Sep 2006
Posts: 265

PostPosted: Tue Jul 08, 2008 4:12 pm    Post subject: Reply with quote

wich means you got 50 times that weapon. lol good its a game else your back would snap under the wieght!
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue Jul 08, 2008 8:55 pm    Post subject: Reply with quote

That is not a bug in DZMapM. Take a look at the update log to JCoopZ build 120. ;) MentalHunter, you now use build 115 again and that doesn't have any sort of DefaultWeapon spawning fix. It's an original GameType problem and likely inherited by any others that hold onto inventory after player death/restart too.

DZMapM makes use of the existing mutator code for DefaultWeapon that was in the game originally. The choosing, checking, and spawning of the (mutated) DefaultWeapon is handled by the GameType when a player's default inventory is given.


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



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Tue Jul 08, 2008 11:24 pm    Post subject: Reply with quote

Ow alright, i'll just wait till you release the next version of JCoopZ.. ;) Or isn't there any??
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Wed Jul 09, 2008 12:09 am    Post subject: Reply with quote

What's in my signature is always the lastest. I plan on the next build release near or after 227 is final so it can be prepared to what's set in stone. If that takes way too long I may have an interim build released, but time will tell first.

In the mean time, you can manipulate the gametype's DefaultWeapon property (ex. "set gameinfo defaultweapon") as an autoruncommand, and use the giveitem list for your replacement weapon. That should have a similar result although not a better way.


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



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Mon Jul 13, 2009 2:58 pm    Post subject: Reply with quote

DUDE...I totally missed this release I have been so busy with this RTNP conversion....None of the RTNP fixes will be needed for it but it's good to know your on top of things as always....nice work!!!

Cheers,
Bass
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