Hey everybody, I've been out of touch for a while.
The day before New Years eve, I was staying with a friend, and their roommate left the door unlocked. Subsequently. the house was burgled while we were asleep. Among other things, they took my Laptop, and I've lost all my UT data. The backup drive I once had went missing about a year ago, and the only other backups I kept were local, on the secondary drive in case of a failure. As a result, I've lost my library of UT content.
While most of it is recoverable, there's a lot of unfinished or half-finished content that I sent out to a few members of the community, either on request or to assist with other projects. I'm asking anyone who has bits of my UT or Unreal 1 Work to send me copies if they can. Fortunately, I sent a large quantity of the aforementioned work to someone on request just a week before the theft, and have recovered the majority of my own work. The two maps I was working with at the time of the theft are unfortunately gone forever, but with luck I may recover nearly everything else.
Thank you in advance for any assistance, I have a lousy memory so I have no idea who I have or haven't sent content to over the years (And even then, it can end up in strange places!)
, it's an invaluable wealth of knowledge, including the internal documentation that Epic released. Remember to grab the Microsoft Help Tool for Win7/8, since the guide *is* an old chm file.
Thought I'd drop this here since there are a lot of MH mappers here who might like to participate in something like this, after all more MH maps are always good.
There is no prize, this is just a fun contest for bragging rights and pats on the back. The main goal to hopefully make a bunch of new maps for the UT community, and have some fun while doing it The real winners of these contests is the players, because they get some new maps to frag in The submitted maps will be included in a map-pack following the contest.
TIME-FRAME:
One month, starting Nov.15, 2012 and ending Dec.15, 2012 (plus 5 days grace for final submission)
CONTEST RULES:
1. Map is to be based on Epic product maps for any version of UT, and Unreal (because Unreal works in UT). Map can be a conversion with a new theme, or a modified layout, or a mash-up of Epic maps parts, or can be brushed from scratch - as long as map has recognizable Epic Games design elements. A mapper is allowed to submit a map that does not conform to the "Epic" rule - but the map will lose a point in score.
2. DM, MH, CTF game type - Maps must be runnable in ut99 and should be playable online. If map is not one of these types, it will lose a point in score.
3. XMas theme. If map is not xmas theme, that's okay, except it will lose a point in score.
4. Custom content allowed - credits must be included in a maps readme file if there are terms of re-use by original authors. A UT99.org contest banner graphic will be provided, and should appear in the map somewhere.
5. Maps must be submitted by Dec.15, 2012. Maps will be accepted up to Dec.20, but will lose one point from score. Maps must be named using the prefix "XC" to identify them as contest maps. "XC" stands for "Xmas contest" . Example map names: MH-XC-YourMapName, CTF-XC-YourMapName, DM-XC-YourMapName
SCORING:
Submitted maps will be scored by judges and given a point score out of 5 for looks, build and gameplay. The maps will also have a voting poll for "best DM", "best CTF", "best MH", and "Best overall" map. The winner of each poll gets one extra point added to the judged map score.
So if you make a perfect popular map, you can get 7 points. Of course, if it sucks really badly and everyone hates it, that would be ZERO
SUBMISSIONS:
Mappers can submit more than one map if they want to, can be high-poly or low poly if they want, whatever you can do in one month. The contest ends Dec.15, 2012, but late mappers have until Dec.20 to get their map submitted. A submission thread will be set up for mapper to include a download link for their contest map.
Contest map should be submitted in a zip or rar archive file. Archive file must contain the map, a screenshot, a readme text file with any required credits, and any other required packages (utx, umx, uax, u, etc). Packages can be MyLeveled if you want.
So that's it!
All mappers are welcome. One month is plenty of time to make a good map, so have fun and create some cool maps for the UT community!
UT99.org
This post will be adjusted if there are any changes during the contest, for example: the participating mappers or slight differences
There's one or 2 texture sets in there that are pretty bad, but someone might find a use for. Also, some of them bug out on older renderers. Once it's done I'll post the one I'm working on for a map at the moment.
are good, at least the metal one, but you'll have to "dirty" them a bit or they look a bit plasticy. Some of the textures in the ZacmanMHDecosA.utx were made using it.
There's a Monsterend Blue and Monsterent Red. Whichever ME is triggered first is the winning team. IIRC, one problem with it was that if the map was set up wrong, the Red Team could finish the map and win for the wrong team I found it odd when I played it, teams couldn't damage each other by default, which felt kind of ridiculous.
Neocron, yeah. I might try Planetside, they say it's also a MMOFPS. But i think only Unreal could pull off a good one as long as it's based on UT1 physics/gameplay, but with better graphics, and based on monsterhunt for real coop and not "side against side", which i don't like. Not sure you can pull it off if it's not based on UT1... Epic might be sitting on gold and not use it.
More ideas:
Instead of mounts, you ride strangeloves. Eq bonuses give you more fuel, more rockets, rockets regen quicker, more damaging explosions.
Capture the flag: You can obtain quests that send you to difficult zones where you must find the "enemy flag" and return it to the town's flag for XP reward. Zone boss (ie queen) also drops eq.
Bunnytrack: Map shortcuts with BT, some quests with light BT, even one or two hardcore BT zones that only a few people could do and get access to the eq.
As Zacman said, in MH will be much better to use only ScriptedPawns and their subclasses. If you want a good work stop thinking about other craps because are useless and will deliver unexpected bad results. Maybe you can stop posting that GOOD STUFF because I don't think is so good as you imagine as be. MonsterHunt sometimes was confused with Sp which is other kind of game, even it is using monsters, network play is based on a replication, a network code, is not so simple to do such a stuff, more coders tried to put on-line servers for SP, and such a job was not easy at all. Almost all inventory, even decals, and some properties were altered and/or adjusted to avoid errors. We want ScriptedPawns not Pawns, Btw Pawn is abstract, cannot be added in maps, only subclasses can be used, of course if you put them in a MH map and somehow will broke the replication do to blame somebody because you fooled with PAWNS.
With some modification, StationaryPawns can be used. Also, FlockPawns can be used as long as people use them APROPRIATELY (I.E, make the biterfish Docile, Don't make them hostile, they're very small, near impossible to hit online due to lag) Bots can also be used, given you subclass them and add some code that causes them to be DESTROYED, rather than respawning when dead (Basically just a call to Destroy() in their death, respawn or hide function) But they make fairly insane enemies, unlike Monsters which will hunt the player when they see them, these bots will come after you from the second the map starts. Most FlockPawns, with the exception of the Bloblets, are designed for decoration only. The Bloblet needs to be set up right in order to be a functioning enemy. (I can write a quick tutorial on this if anyone wants-The Bloblets are the one Unreal enemy I've never seen in MH. Although, with how hard they are to fight, it may be a blessing I may even write a generall MH-monsters reference guide if I have time, covering Monster use and pathing.)
More or less, Horseflies, Biterfish and NaliRabbits should be treated as Decorations. Actually, imagine they're barrels. They are not monsters, IMO.
Great link - thanks! (+) Btw i think there could be even more additional beta versions of the pawn skins.
There are. There's 3 different Krall skins that I know of, 2 Beta ones, the 1st beta skins being the Armoured ones, after that came a slightly more "ridged" skin, and then the one we see now (The 2 beta ones were actually miles better than the current one D: ) One of the Unreal Betas actually had an entirely new pawn, a DRAGON, but it was cut from the game unfortunately <Edit> Screenshot I found at USP of the other Beta Krall
I'm having a problem with the weapon now, it's about textures, you see i'm editing the pulse gun and it has a little screen in it to show the ammount of ammo it has. it was getting covered by a texture beofre, but now i changed the multiskins and the weapon texture is now on 2. the weapon in first person now looks normal but in third person it has the original green texture, and when i want to change it again the "little ammo screen" gets replaced again by my texture. if you understand please tell me how to fix it xD thanks
The Tournament weapon skins are attached to the models, so they can use different multiskins for each part. You'd have to either export and then reimport the models. or write some code that tells it to change the skin for each view. I believe Feralidragon did something like this with X-Pickups, maybe ask him.
The UEd log tab always reports the missing loading files.
But only if you don't have the files in the first place. chances are you will, if you have included them in your map. You could make a fresh install of UT in another folder, just for testing maps. This would then highlight, when opening the map in UED, which files are missing.
Any Textures you have open will appear in the texture list. Actors on the other hand are tricky, sometimes the package will appear sometimes it won't
the textures are im mylevel pack oh and thanks a lot for that tree advice, i didn't know that, can i do the same with the blue thing of the wings of the warlord? thanks again terraniux
When importing a new skin, the Indexing has to be done right or UT won't mask it. I only found this out a few days ago when one of my textures wouldn't mask.
Down the bottom is how to index it in Photoshop. Unfortunately, it only teaches you how to mask black, since the tutorial is incomplete. So just change the blue to PURE black (RGB 0,0,0)
And a little comment on those screenshots, they look very nice, but those Torchflames could use some coronas
Do NOT use XidiaMPack/SevenBullets code in MH. It's designed for SP and it also requires extra keybinds to be set for the reload function which will only work in SP, therefore rendering the Quadshot from the mod useless and broken. The packages just aren't designed for MH, and using them will cause all sorts of trouble. Trust me, you'd be better of using standard tournament bots (You can stop them spawning with a simple bit of code, I didn't write it so I'm not at liberty to distribute it, it was written by an Unreal 1 modder called Zora, ask her if you're interested.
Mapsize would be possible using Shadow's Unreal Tournament SDK, as long as you're willing to deal with the horrific BSP that would ultimately come with so much datail (Keep in mind you're still limited to 64 zones) However, I doubt Unreal Engine 1's netcode could handle so many players.
That said. Unreal Engine 2 (the engine 2k3/2k4 were made on) could, in fact there's an MMO that was made on that engine,