View previous topic :: View next topic |
Author |
Message |
Zombie
Joined: 27 Jan 2004 Posts: 295
|
Posted: Thu Jul 03, 2008 2:13 am Post subject: DZMapMv2.2 Public Release |
|
|
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 _________________ 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 |
|
Back to top |
|
|
mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
|
Posted: Thu Jul 03, 2008 1:44 pm Post subject: |
|
|
Cool.. awesome Zombie..ill try it out right away.. good job ;) _________________
|
|
Back to top |
|
|
StaticNova
Joined: 05 Nov 2007 Posts: 84
|
Posted: Thu Jul 03, 2008 5:47 pm Post subject: |
|
|
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 _________________ UPDATEZ z.z
Current Projects:
Stupid3 - like needs work.
Static4 - Need ideas. |
|
Back to top |
|
|
Zombie
Joined: 27 Jan 2004 Posts: 295
|
Posted: Thu Jul 03, 2008 6:28 pm Post subject: |
|
|
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 _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
|
Back to top |
|
|
StaticNova
Joined: 05 Nov 2007 Posts: 84
|
Posted: Fri Jul 04, 2008 10:50 am Post subject: |
|
|
Ah, i see now what you mean, this doesn't include the Replacement of the spawned Titan in Dark.unr right? _________________ UPDATEZ z.z
Current Projects:
Stupid3 - like needs work.
Static4 - Need ideas. |
|
Back to top |
|
|
mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
|
Posted: Fri Jul 04, 2008 11:36 am Post subject: |
|
|
Youll have to find out _________________
|
|
Back to top |
|
|
mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
|
Posted: Tue Jul 08, 2008 3:52 pm Post subject: |
|
|
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. _________________
|
|
Back to top |
|
|
Bleeder91
Joined: 28 Sep 2006 Posts: 265
|
|
Back to top |
|
|
Zombie
Joined: 27 Jan 2004 Posts: 295
|
Posted: Tue Jul 08, 2008 8:55 pm Post subject: |
|
|
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 _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
|
Back to top |
|
|
mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
|
Posted: Tue Jul 08, 2008 11:24 pm Post subject: |
|
|
Ow alright, i'll just wait till you release the next version of JCoopZ.. ;) Or isn't there any?? _________________
|
|
Back to top |
|
|
Zombie
Joined: 27 Jan 2004 Posts: 295
|
Posted: Wed Jul 09, 2008 12:09 am Post subject: |
|
|
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 _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
|
Back to top |
|
|
srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
|
Posted: Mon Jul 13, 2009 2:58 pm Post subject: |
|
|
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 |
|
Back to top |
|
|
|