Spatial Fear monsters

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Spatial Fear monsters

Post by EvilGrins » Thu Nov 03, 2011 6:12 am

I only learned about this ut99 modification recently, like today. It's got an entirely new set of monster classes. Got it on my system now but I can't figure out how to get the monsters into standard ut99, though I can summon them freely within SF.

http://www.moddb.com/mods/spatial-fear

Anybody know if anyone ever ripped/ported them into an easier to use .u file?

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Re: Spatial Fear monsters

Post by *POTS* » Thu Nov 03, 2011 9:25 pm

Spatial Fear... Ah yes, one of the many SinglePlayer/Co-op custom series.
Played that one on Mr. Loathsome's server some time ago. I didn't like the custom monsters very much though; I admit they look good, but they're nearly harmless.

If you can't make it run properly under UT, try using the OldSkool mod instead.
Unfortunately, I have no idea about any "fixed" system/U files for it.
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Re: Spatial Fear monsters

Post by EvilGrins » Thu Nov 03, 2011 9:52 pm

*POTS* wrote:Spatial Fear... Ah yes, one of the many SinglePlayer/Co-op custom series.
Played that one on Mr. Loathsome's server some time ago. I didn't like the custom monsters very much though; I admit they look good, but they're nearly harmless.

If you can't make it run properly under UT, try using the OldSkool mod instead.
Unfortunately, I have no idea about any "fixed" system/U files for it.
I've got the original Oldskool only, don't see how i could access them thru that. I've avoided upgrading it because it screws up the Sktrooper model in all the upgrades.

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Re: Spatial Fear monsters

Post by a nameless entity » Thu Nov 03, 2011 11:45 pm

Don't all of the threads of this sort belong in the Coding, Modding, Tutorials, and Theory etc. forum?

Please excuse me, but these threads are not off topic. They are very much on topic, in that particular forum. :idea: :|
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Re: Spatial Fear monsters

Post by EvilGrins » Fri Nov 04, 2011 12:12 am

a nameless entity wrote:Don't all of the threads of this sort belong in the Coding, Modding, Tutorials, and Theory etc. forum?

Please excuse me, but these threads are not off topic. They are very much on topic, in that particular forum. :idea: :|
I wasn't 100% sure about that so I figured it was safer here. If a mod decides to move it, I'm cool with that.

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Re: Spatial Fear monsters

Post by EvilGrins » Fri Nov 04, 2011 12:14 am

*POTS* wrote:Spatial Fear... Ah yes, one of the many SinglePlayer/Co-op custom series.
Played that one on Mr. Loathsome's server some time ago. I didn't like the custom monsters very much though; I admit they look good, but they're nearly harmless.
Maybe you can help me better understand this:

http://www.ut99.org/viewtopic.php?p=33617#p33617

Why can his UnrealEd2 get into that file and mine can't?

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Re: Spatial Fear monsters

Post by EvilGrins » Fri Nov 04, 2011 9:39 pm

thank the folks at ut99.org

I can now access the monsters from Spatial Fear.

Image

needed to add the following to UnrealTournament.ini
==============================================
EditPackages=SFCharacter
EditPackages=SFCharacter3
EditPackages=SFCharacter4

That and copy the files from the Spatial Fear directories to their counterparts in ut99.

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Re: Spatial Fear monsters

Post by *POTS* » Sat Nov 05, 2011 12:20 am

EvilGrins wrote:I've avoided upgrading it because it screws up the Sktrooper model in all the upgrades.
What do you mean? Do they look taller/bigger?

EvilGrins wrote: Maybe you can help me better understand this:

http://www.ut99.org/viewtopic.php?p=33617#p33617

Why can his UnrealEd2 get into that file and mine can't?
Looks like you already sorted it out, good to know.
However if you're experiencing troubles opening some files in UnrealEd, the next time use the tool named WOT Greal Exporter, it's posted at the end of this page:
viewtopic.php?f=7&t=2183
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Re: Spatial Fear monsters

Post by EvilGrins » Sat Nov 05, 2011 5:44 am

*POTS* wrote:
EvilGrins wrote:I've avoided upgrading it because it screws up the Sktrooper model in all the upgrades.
What do you mean? Do they look taller/bigger?
Original oldskool they're full sized, which is like a whole head taller than normal players. Although that's not the real issue. I got a second model set for Unreal1 models altogether.

The updates to oldskool removed the sktroopers altogether.

Actually, I misrepresented the issue. The other models from Unreal1 has an sktrooper that you can get in either size. The problem is that this model has an unfortunate tendency to freeze and lock up in game. Kinda of in mid·run. It was kinda cool as I had the oldskool sktrooper and this other one so I could have both sizes running around...

...but what's the challenge fighting bots that're just gonna freeze in place, even after you walk up on them and shoot them?

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Re: Spatial Fear monsters

Post by *POTS* » Sat Nov 05, 2011 9:43 pm

Hmm I see...

However I have managed to find the Oldskool Full some time ago (the Lite is totally missing support for the Unreal1 models, and some other things), and there's an option that allows you to set the SkaarjTrooper models either with human size, or bigger if enabled.

Guess it wouldn't solve the "freezing" issue you mentioned, though. Have never used the Troopers as bots so I have no idea. :?
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Re: Spatial Fear monsters

Post by EvilGrins » Sat Nov 05, 2011 9:47 pm

*POTS* wrote:Hmm I see...

However I have managed to find the Oldskool Full some time ago (the Lite is totally missing support for the Unreal1 models, and some other things), and there's an option that allows you to set the SkaarjTrooper models either with human size, or bigger if enabled.

Guess it wouldn't solve the "freezing" issue you mentioned, though. Have never used the Troopers as bots so I have no idea. :?
It doesn't. From a time back when i tried the full version I still have that option. Guess replacing it with lite didn't make that option go away. Fortunately it seems to not effect the original Olskool troopers.

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Re: Spatial Fear monsters

Post by EvilGrins » Wed Nov 09, 2011 10:03 pm

So my first little experiment putting Reavers from Spatial Fear onto my favorite test map went pretty okay. Did run into one little problem though, which may be a factor for all of these new monsters. They use a pheromone actor, a scent marker attached to the main player of that game, so the creatures can track you down when you're playing.

So far as I know, not a factor of standard ut99 play.

The Reavers are pretty tough, especially in a herd. Thing is, they won't attack you without you getting close enough to provoke them. After provoked a number of them will hunt you down... but otherwise they basically just sit where they are and occasionally move amongst themselves.

Image

Image

Image

I just found this interesting. I haven't tested the other classes of Reavers, or the other monsters, as yet.

//=============================================================================
// Spatial Fear
// Name: SFPheromone
// Description: A simple actor that represents a scent mark, constantly generated
// by the main actor Jael during gameplay. These marks are used by
// "smell enabled" scripted pawns, to track the player by scent.
//
// Author: Markus Nuebel
//=============================================================================
class SFPheromone extends Actor;

var float m_fImportance; // Private: How important this pheromone is: Between 0.0 and 1.0
var Actor m_actInstigator; // Private: Source of scent

function PostBeginPlay()
{
Velocity = (Vector(Rotation) + VRand()) * (80 * FRand() + 20);
// Velocity.z += 18;
// Call to base class
Super.PostBeginPlay();
}

simulated function Tick( float DeltaTime )
{
if ( Level.NetMode != NM_DedicatedServer )
{
m_fImportance = LifeSpan / Default.LifeSpan;
ScaleGlow = Lifespan;
AmbientGlow = ScaleGlow * 255;
DrawScale = 4*m_fImportance;
}
// Call to base class
Super.Tick(DeltaTime);
}

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Re: Spatial Fear monsters

Post by EvilGrins » Sat May 19, 2012 12:08 am

The last time I just tried them and got bored quick. This time instead of just making a temp map I made 2 new ones, standard map I often edit but done over with a desert theme and some monkeying around with the skybox.

There's 3 classes of Reavers, two classes of Skav. Each class of Reaver is a little more lethal and faster than the last, even without that whole pheromone marker doohickey. The Skav's two classes are a basic Skav and a SkavLeader. They're about the same excepting if you place them on the same map the Leader actually seems to be able to influence the other Skav...

...that and the SkavLeader has it's own weapon. Thing hits REALLY hard but while you can pick it up if they drop it, you can't use it. Also might wanna be careful in picking it up as it will detonate if left alone too long.

There's several other classes of these monsters in Spatial Fear I haven't tried yet.

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Re: Spatial Fear monsters

Post by EvilGrins » Tue May 22, 2012 2:03 am

The reavers are pretty uncomplicated. They're fast and they stab you with those pincers of theirs a lot.
Image

The Skav are a bit more involved. They attack you with those sucker/claw things tat they have all over their bodies...
Image

The SkavLeaders mostly fight at a distance with that weapon of theirs...
Image

Image

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Re: Spatial Fear monsters

Post by EvilGrins » Tue May 22, 2012 2:07 am

Recent internet connectivity problems continue, I'm basically stuck at close to the approximate speed of 56 baud (memories...) so I made these.

Image Image Image Image

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