Welcome to destination Unreal
Please sign in Here or Register
warning  Welcome to destination Unreal, To access all areas of this site please register an account by clicking here now. warning

 


Search found 43 matches
Author Message
  Topic: ATTENTION ADMINS : REQUEST ATTN IN MAIN ...KARKY!!!
Miks

Replies: 15
Views: 3593
PostForum: UT99 MonsterHunt Main Server   Posted: Sun Mar 04, 2018 11:25 am   Subject: Re: ATTENTION ADMINS : REQUEST ATTN IN MAIN ...KARKY!!!
I don't know why here it's not used a ServerActor easy to do, limiting monster's health to a certain value - any monster, and then let's see if Score Hunters (not Monsters Hunters) are gonna join for their usual mess. More than that, if monster has over 1,000,000 put it to 200 HP - this way of doing will make mappers to rethink their dumb ideas and to mind the normal way of doing working for community rather than messing up around.
Score based on Damage without restrictions was never a good idea - this is a TEAM-GAME, btw...

Just my two cents.
  Topic: MH-PurpleChristmas
Miks

Replies: 36
Views: 12901
PostForum: New Mapping Projects   Posted: Thu Jan 10, 2013 12:36 am   Subject: Re: MH-PurpleChristmas
From my side map is OK. Last part with BlockMonsters to prevent them runing away ? I think you need a HomeBase not BlockMonsters - maybe is not an option for using mantas there, could be brutes or others. Also or some kickers I think will bring them back to restore their position. Yeah, put a few paths over bridge and link in the middle a HomeBase, just try this "at home Very Happy1".

Big Krall very strong. I like it... you know why ? Because I saw all kind of maps with Kralls acting like idiots just runing away jumping at walls being a mess. This one is THE FATHER. I died I think 12 times or more but NVM, if 10 players are cooperating (like should be in MH) that Krall doesn't have more chances.

Maybe check ... I don't know (teleports serialized, heck) - I don't like that ...
  Topic: MH-PurpleChristmas
Miks

Replies: 36
Views: 12901
PostForum: New Mapping Projects   Posted: Fri Jan 04, 2013 8:12 pm   Subject: Re: MH-PurpleChristmas
Magic or not ? Um, I think is my fault, I just changed resolution...
  Topic: MH-PurpleChristmas
Miks

Replies: 36
Views: 12901
PostForum: New Mapping Projects   Posted: Wed Jan 02, 2013 11:42 pm   Subject: Re: MH-PurpleChristmas
Hyp, version ][ seems to work much smoother, is great, a single spinner is falling in void but this is not a problem, great job...

Smile
  Topic: MH-PurpleChristmas
Miks

Replies: 36
Views: 12901
PostForum: New Mapping Projects   Posted: Wed Dec 26, 2012 10:36 pm   Subject: Re: MH-PurpleChristmas
Good things:
Map has succesfully embeded the Christmas spirit, people can enjoy such work.
Monsters are pretty well placed, snipers are doing their job properly. At first play is a nice challenge.

Less good things (not really bad):
You ought to remove MonsterWayPoints because they are for Bots and Bot Support is not available without paths.
Even adding paths (I toyed a bit) bots are useless in this map with default MH, and they heavily can push first buton in second area using another MH with a faster controller. This is proving a big load for engine if A.I. is almost suppressed, if engine not works properly this cannot be very good. I think there are too many lights, map is pretty big.
  Topic: Glitches ?
Miks

Replies: 5
Views: 2975
PostForum: Mods, UScript and General Coding   Posted: Sun Oct 21, 2012 12:34 am   Subject: Re: Glitches ?
Nvm, works fine with other mod, I played it until end, is good.
  Topic: Glitches ?
Miks

Replies: 5
Views: 2975
PostForum: Mods, UScript and General Coding   Posted: Sat Oct 20, 2012 10:38 pm   Subject: Re: Glitches ?
You aren't guilty for monsters, I tried to understant what is about. I did not checked map but for my personal curiosity did you tried to use bHateWhenTriggered not CombatStyle or others. Let me see with other mod how they acting.
  Topic: Glitches ?
Miks

Replies: 5
Views: 2975
PostForum: Mods, UScript and General Coding   Posted: Sun Oct 14, 2012 1:39 pm   Subject: Glitches ?
I played a bit ParisAttackV2 map in private server.

I was wandering what is about those SkaarjInfantry types, they looks like ignoring player.
  Topic: Map conclusions
Miks

Replies: 14
Views: 5550
PostForum: Unreal Tournament UT99   Posted: Sat Sep 22, 2012 11:40 am   Subject: Re: Map conclusions
Yeah, I saw many "HTD" I prefer S3TC textures HIGH-END for good looking generally (much better). Were a few problems (first time were funny, later pissed me off) Second "Spawn Pionts" enabled even wasn't any Second in that time, repeat, repeat, repeat, Is a bullshit spam in HUD useless and nothing interesting, "Aleins forces have landed" - they were already killed, LOL - another broadcasted spam this time, I was curious about BSP holes if they could be fixed - YES, I solved them for my fun without BlockAll. The guy have to work at triggering side as well (the easier part, LOL - player doesn't need to be spammed with the same thing). Is a bit tricky to make second spawnpoint correctly to work in Local party without to spawn player in unwanted area Very Happy1 . I know what is about - is for coding topic not here, LOL, I need to be in topic so I won't debate the subject, Very Happy1.

Also I don't talk about Bot Support for MH Maps - you have no fun; but I cannot talk about even Monster Support since here is a problem with A.I. paths, LOL - this is I guess for covering less skills in handling default UT99 stuff fo monsters: State Patroling, Guarding, Ambushing, Retreating to Base, Triggering Help, Shooting an objective to make hard things for player with closing a door, etc. More ideeas can be developed but we want only monsters camping useless - not a good fight, so we can let things as they are continuig to say "great" "cool" "awsome". Maybe they are and I'm the only idiot, then I apologise in advance.

Anyway last 2 years a lot of maps and less maps "exploded", I'm glad to see interest for UT99.
  Topic: Map conclusions
Miks

Replies: 14
Views: 5550
PostForum: Unreal Tournament UT99   Posted: Fri Sep 21, 2012 4:33 pm   Subject: Re: Map conclusions
I'm extremely agree, but as fan of Teraniux as well, and doing tests, I noticed a few troubles to be fixed, eh nobody needs to feel hurt or something, are just discutions around a subject like should be in a forum.

Don't get wrong this personal mapping top (is just in my mind), indeed I forgot to say about old maps and old mappers doing great stuff (even SP maps - some of them are truly awsome), but is far of TB topic to talk about other things. A few members said "Nice", yeah, I'm agree, even are No. 1 (at design), other issues in these maps and others as well (since is other topic now) I prefer to not talk. Why to not talk ? Because I don't want to disturb anybody about small nothings, I keep them for me and I'll fix them for Local Play - no testing in servers with "collectors", no public advertising, no adress, just the game and visiting even original here at DU to compare contents (reaction of monsters in purpose). After playing enough, I get rid of them (I need to buy another HDD finally).
  Topic: Just for info: TheDane is not dead
Miks

Replies: 10
Views: 6959
PostForum: General Discussion   Posted: Thu Sep 20, 2012 11:58 pm   Subject: Re: Just for info: TheDane is not dead
Meh, this story is older already.
Yeah, this issue of "feigning death" was discovered but wasn't confirmed until he appeared... cough, do not scream. Surprised

My question is: Why he did this ?

My point: If someone like TheDane did this thing, must be a reason (I hope that), something not worked as expected, something pissed him off very bad, or... only he knows WHY he did this...

Hello, TheDane ! I wanted to ask you some questions (you must read this), if you let me to remove some trash from one of your maps, to deliver my local party as should be done by default. I give you CREDITS × 10 (even you were dead, LOL, in that time) for a single function inspiring me to deliver a strategy about fixing Skaarj and a few lines added for safe. Thanks, and welcome to live, you weren't dead, I cried a bit in that time but I'm glad now to know you alive.
  Topic: Map conclusions
Miks

Replies: 14
Views: 5550
PostForum: Unreal Tournament UT99   Posted: Thu Sep 20, 2012 11:23 pm   Subject: Re: Map conclusions
First of all Mr. Tester I didn't opened a thread yet here, topic was moved (maybe to develop different points of view). I'll open a topic when I see something strange and less known by me or some new ideea triggered even by other players, developers.

There are younger people here than Hook, even Bob has 38 years old (like me) Wolfi - 41. If you start a trash against ages maybe you should show some age of yours, without to show your details you just make people to believe that you are just hidding something (maybe you have a ban somewhere since you are hidding, no so important details but is a note in this case since you have seems to have a problem with me an my tastes, useless normally  Confused ).

Return to topic (to not be off-topic, LOL)
Even with a few issues (based on desire to bring interesting things) TB has a special style of design - he is forcing engine a bit, but there are extreme designed maps, done. Teraniux is a designer as well, even the same (I have the right to have the wrong point), no problem, but is a bit too exagerate with crystals. I gotta admit, they are cute but not excessive. Subjects must be changed before to make people bored, no offence, no nothing, just my point (NVM anyway).

Zacman subject ?
I want some light before to start wearing glasses - design good indeed - but I need to save my eyes - yeah, you read well, at 38 years I don't wear glasses either...

And if you need to talk more I'm ready for any IM private discution.  wave because if you want some argue, yes, IM is for debates, you can swear me there or anything you want. Leave this forum alone  eyewink ...

Other tastes are welcomed (I guess)...  Cool
  Topic: Map conclusions
Miks

Replies: 14
Views: 5550
PostForum: Unreal Tournament UT99   Posted: Sun Sep 16, 2012 12:04 pm   Subject: Re: New dU Star wars Map
Yeah, looking at these screenshots I have conclusions:

Design:
- 1st place Thunderbolt;
- 2nd Terraniux;
- and so on;
Based on latest checks.

Monster issues ? ....  pethead Map is not ready yet.
  Topic: Mutator fix for queens stuck teleporting
Miks

Replies: 16
Views: 5974
PostForum: Mods, UScript and General Coding   Posted: Wed Sep 12, 2012 9:39 pm   Subject: Re: Mutator fix for queens stuck teleporting
Ok, I'll try to be in topic if was a bit deviated...
  Topic: ...
Miks

Replies: 6
Views: 2317
PostForum: New Mapping Projects   Posted: Wed Sep 12, 2012 9:27 pm   Subject: Re: ...
First of all you need privacy. Maps can be tested in servers unadverted and IP transmitted only to trusted players using IM applications not in public servers, also a password might keep "intruders" away. If these conditions are respected and maps are misteriously spreaded get rid of your "trusted testers".
  Topic: Mutator fix for queens stuck teleporting
Miks

Replies: 16
Views: 5974
PostForum: Mods, UScript and General Coding   Posted: Wed Sep 12, 2012 8:44 am   Subject: Re: Mutator fix for queens stuck teleporting
Yeah, the same question was asked even a few years ago. Let's see what is about with this health of monsters.

Playing in a team against monsters (not alone), 8 players hunting a few Kralls, Skaarjs can do a very easy job making game to easy. Shrimp found a formula to boost them depending on a value in INI named MonsterSkill (is modified even in Bot menu - assumed linked), even with this you might have Bots different from monsters. Based on this assumed skill (real skill is 0 or 1 depending on difficulty or some values from GameInfo) monster is boosted in a few parameters. Maximum of level granted is 7, in this 7 they are increased 150% and also by DrawScale. For this reason a normal Gasbag with 200 health is shown in game with 300, if is bigger than in default will be more than 300, and so on.

These pawns with huge health (more than 50000) can reach at 75000 in normal DrawScale and even more if are bigger.

I gotta admit, I didn't added in any code a deal with AlienQueen any version. Why ? Simple. Those maps are based only on Big Monsters bugged, no paths, no story, no anything interesting, I didn't added another check for whatever custom queen because wasn't necesary - in a few words, I don't play them. Of course, with any mutator to remove damage from monster Vs monster, any queens can telefrag themselves and other monsters (is wise to have a single queen in area not many). Also I looked a bit at that LegLessKrall killed very easy by anybody (monster, player) but I just quit doing hundreds of checks just to fix everything which isn't so important.
  Topic: Anti-farming creature factory for TGES06 and more
Miks

Replies: 10
Views: 4779
PostForum: Mods, UScript and General Coding   Posted: Sun Sep 09, 2012 6:06 pm   Subject: Re: Anti-farming creature factory for TGES06 and more
If is permitted I'll try to explain what I'm thinking.

First of all there are a bunch of maps already made. You need to implement that Custom Factory near original suppressing original and triggering this newer. Exist a link between spawnpoint and original factory. Switching to other factory I don't know if won't break spawning to infinity triggering farming and even a crash. I prefer for myself to slap down Bad factories adjusting them as necesary, even the number of monsters spawned at once can be modified with a simple or complicated formula. If exist troubles with Custom Counters, this is not an option. I'll put down those counters bringing defaults. 10 players killing 256 monsters might develop some score, but not excessive. There are 25-26 monsters to be killed by each of them (in theory). Also Bad Factories linked with nothing can be almost ruined to 20 Creatures (for being like original). Options are many but exist chances to meet surprises - I saw a problem (was only one but is good to know as being not good ideea toying with factories too much).

I'm playing randomly at DU but, I never checked stats. Is just a team-game - original MH help is saying something like: Players against monsters - So, I wasn't ever interested in any competition because this is only TEAM-WORK. A detailed scoring in a team-game is ruining the team-game. And these were my thoughts. I'm sorry if I posted too much.
  Topic: Mutator fix for queens stuck teleporting
Miks

Replies: 16
Views: 5974
PostForum: Mods, UScript and General Coding   Posted: Fri Sep 07, 2012 8:51 pm   Subject: Re: Mutator fix for queens stuck teleporting
True, but here we talk about map issue, even more queens in a single area will telefrag each-other very easily. I'd rather prefer to put A Queen never in a big place, with QueenDest around without sniping option. Player will farm maybe triggered by other rules. I meet messages in different servers: "Kill all monsters or ban" for anti-racing, now we are worried about farming, eh nobody is ever satisfied... Good. Let's talk about TakeDamage Vs Locations. We leave Queen alone if is instigated by a player firing from 5000 UU, or even we can remove any damage from such a distance making sniping to be practiced only in sniping servers  Smile .

Code:

//Check for presence first
......
If (InstigatedBy.bIsPlayer && !InstigatedBy.Isa('ScriptedPawn') && Victim.IsA('Queen'))
 if (VSize(InstigatedBy.Location-Victim.Location) > 4500)
 Â     Damage = 0; //Come closer or give up :D
....
 

Any of such combination might help if we want a normal hunt not chickens using high range weaponry from map and monster doesn't has time to fight back.
Since this is not calling any mesh or something different, can be used only in server being replicated.

Anyway my problem is other, everybody noticed Queens but I couldn't see any King... Laughing
 
Page 1 of 3 Goto page 1, 2, 3  Next
All times are UTC + 2 Hours [DST enabled]
Jump to:  




Theme designed and coded by PHPNuke Themes © All times are UTC + 2 Hours [DST enabled]
Forums ©

Spambot Killer
Site Map

[News Feed] [Forums Feed] [Downloads Feed] [Web Links Feed] Powered by HTML Purifier[Validate robots.txt]


PHP-Nuke Copyright © 2006 by Francisco Burzi.
All logos, trademarks and posts in this site are property of their respective owners, all the rest © 2006 by the site owner.
Powered by Nuke Evolution 2.0.7 - Nuke-Evolution Xtreme 2.0 Edition.

[ Page Generation: 0.13 Seconds | Memory Usage: 8.4 MB | DB Queries: 87 ]

Do Not Click [ Home | Forums | Downloads | Contact Us | Back To Top ]