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Galtanor's Monsters are BACK!!!!

Posted: Thu Aug 06, 2009 12:55 am
by DW_Fry
Thanks to the evil genius of Choco... the glorious monsters of Galtanor's Invasion are back in the mix, combined with the reliability of a slightly modified RBTT Invasion, with a spicy RPG mod built on BattleRPG, and a few mutators thrown in for seasoning.

Apparently Galtanor's code just for the gibs/gore alone is 3X longer than the entire RBTT Invasion system! Here are a few screenshots that show that these efforts may well have been worth it! It's hard to capture the moving effects in a screenshot, but check out some of the detail.

The forum won't fit the full res image, but I didn't want to lose any quality. Here are direct links, or you can right-click and view image to display properly:

http://builderbrush.com/images/screensh ... anors1.jpg
http://builderbrush.com/images/screensh ... anors2.jpg
http://builderbrush.com/images/screensh ... anors3.jpg
http://builderbrush.com/images/screensh ... anors4.jpg
http://builderbrush.com/images/screensh ... anors5.jpg
http://builderbrush.com/images/screensh ... anors6.jpg
http://builderbrush.com/images/screensh ... anors7.jpg
Image Image Image Image Image Image Image

Re: Galtanor's Monsters are BACK!!!!

Posted: Thu Aug 06, 2009 2:27 am
by DW_Fry
Nevermind about the resizing... looks like the new forum handles it perfectly!

Re: Galtanor's Monsters are BACK!!!!

Posted: Thu Aug 06, 2009 4:20 am
by DW_Fry
Come on. You can't look at those pics of Kitchen and not notice that UT3 is UT2004 with UT3 Graphics!! This is what a direct port of a UT2004 map looks like. Contrast with Campgrounds, which is remade using UT3 technology, but basically the same map (Same BSP).
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Re: Galtanor's Monsters are BACK!!!!

Posted: Thu Aug 06, 2009 4:59 am
by DW_Fry
Just counted... that brings our total variety of monsters from 18 up to 66 !!! :)

Re: Galtanor's Monsters are BACK!!!!

Posted: Thu Aug 06, 2009 6:40 pm
by Savage
Sweet! I'll be checking it out shortly. I have always like their monsters.

Re: Galtanor's Monsters are BACK!!!!

Posted: Fri Aug 07, 2009 6:21 am
by Jon!
I WHEEELY want to play on that server... but I keep getting lagged out, seemingly HDD or GPU lag. I'll sort it eventually, I mean it looks worth it-that's just an awesome server.

Re: Galtanor's Monsters are BACK!!!!

Posted: Fri Aug 07, 2009 4:21 pm
by DW_Fry
Is it lagging out in-game, or lagging out when loading the map? 'Cause even with my quad-core and 9800 it takes me 5 minutes to load some new maps (just the first time it loads).

Re: Galtanor's Monsters are BACK!!!!

Posted: Sat Aug 08, 2009 5:34 am
by Jon!
No, it has always taken ages to load the game, but once I've joined it kinda goes-

15....
...
...
...
3...
2...
...
...
...
...
DEFEAT


obviously I don't really enjoy this xD

Re: Galtanor's Monsters are BACK!!!!

Posted: Tue Aug 25, 2009 2:36 am
by kazumal
well i tried out your server today and I must say its pretty much sensory overload lol... great stuff and lots of chaos you cant beat that.

The one prob is I get some very bad pings there unfortunately and well that does some terrible things to the gameplay experience heh. I was wondering if you ever intended to release these modifications of rbtt(with the new monsters) and battlerpg to the masses?

I do hope so at least in some form so I may be able to enjoy the experience lag free offline solo or on a lan server.

Anyhow keep up the great work and take care.

Re: Galtanor's Monsters are BACK!!!!

Posted: Tue Aug 25, 2009 6:47 am
by DW_Fry
Thanks for stopping by to check it out!

Not decided on releasing the Invasion and RPG mods at the moment, so far we've just been coding what we need to get our server working the way we want it.

We're actually planning on combining both packages into one mutator, which will allow greater inter-dependency between the two, so it would probably be best to wait 'till that's done before a release, at any rate.

We are, however, planning on releasing DW>RPG Damage Display as a standalone mutator. When you damage a monster, the amount of damage is splashed on the screen at a random location a certain distance away from where the shot landed. The numbers show up green to red as damage increases, and the numbers fade away as they rise upward above the enemy, RPG style.

There will be a post when it's all packaged up, probably sometime within the week.