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MH-MeltTown
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UT Name: K.A.A.L.
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PostPosted: Wed Jan 12, 2011 2:00 am
PostPost subject:No icon MH-MeltTown
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MH-MeltTownFinal3

Who doesnt know the movie F.A.K.K.2 and the MeltingPot graphic
novels - the perfect scenario for a really great MonsterHunt map!
It works best online but also with bots though the monsters then
"care for themselves" abit much ... .

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Twisted Evil  Twisted Evil  Twisted Evil

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Last edited by DELETED on Wed May 18, 2011 2:36 am; edited 8 times in total
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UT Name: K.A.A.L.
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PostPosted: Wed Jan 12, 2011 4:06 am
PostPost subject:No icon Re: MH-MeltTown
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I just decided to put in any monsters I can get in my UEd!
AQeens Doom Imps and Barons Fisks GeneStealer and the Unreal monsters ... .
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PostPosted: Wed Jan 12, 2011 7:50 pm
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Im having a weird problem!
You know I wanna try to subclass the seveb or xidiampack
weaponholder pawns and fill in a bot models properties.
But I cant open the weaponholder packages in the UEd!
However when I open e.g. the maps MH-Liandri or MH-LastVoyage
the weaponholder pawns are loaded although
the packages dont appear in the checklist.
At the moment Im trying to subclas my own package
with the working maps opened but cant say if it works ... .

EDIT: I found out that I can load the packages in my UTcollection system at least.
But im still wondering how to add them to my map ... .

EDIT2: Yohoo - it works!!!
I probably missed istalling the oldskool files
which seem to be required for the packs ... .
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PostPosted: Thu Jan 13, 2011 12:27 am
PostPost subject:No icon Re: MH-MeltTown
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The "inhabitants" ...

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PostPosted: Fri Jan 14, 2011 3:50 pm
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I like to know if its possible to add this package FinalWorldsGoodies in a server map?
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They are pretty much the same as the PerUnreal weapons only abit better ... .
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PostPosted: Sat Jan 15, 2011 2:48 pm
PostPost subject:No icon Re: MH-MeltTown
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Hmm If I remeber right FinalWorldsGoodies are from a single player project.
Dont know if it is allow to use it. But if new weapon comes up with a map. Will be places 99% to the crazy server ;)

Wolfi
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PostPosted: Sat Jan 15, 2011 3:02 pm
PostPost subject:No icon Re: MH-MeltTown
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Ok - its only sad for the badass shotgun actually.
Btw - the players might like my older map MH-Brutes2 on servers:
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EDIT: I tried to copy all buildings and mirror them but its a total mess!
EDIT2: Thats absolutely weird because I remember I did that befor with entire maps ... .
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PostPosted: Sat Jan 15, 2011 6:58 pm
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What does actually happen if someone starts a cammed redeemer
flies too high and crashes his connection?
Do the other players proceed as normal ...?
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PostPosted: Sun Jan 16, 2011 5:21 pm
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Please help!
The dumb monsters attack each others.
I also have this file MHCoopMonsters but dont know how it works in my map ... .
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PostPosted: Sun Jan 16, 2011 6:55 pm
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Is the function 'ignorefriends' true or false in the pawn's properties?
Set it to true
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PostPosted: Sun Jan 16, 2011 7:45 pm
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They won't fight each other online don't worry.
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PostPosted: Sun Jan 16, 2011 9:44 pm
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Thanks!   Idea  
I must absolutely recommend the vertex editing and grid changing - you can make so much fast without disadvantage ... .  

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PostPosted: Sun Jan 16, 2011 11:09 pm
PostPost subject:No icon Re: MH-MeltTown
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I forgat to mention a problem which occurs while vertexing.
Sometimes the pivots jump over certain gridpoints.
Mone away the questioned brush and rebuild geometry.
Then position it again and the problem is gone ... .
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PostPosted: Wed Jan 19, 2011 2:54 am
PostPost subject:No icon Re: MH-MeltTown
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Laughing   News from space!

Done so far:
all geometry except movers and lavazone
lighting and skybox dekos
pawns package with improved models properties and textures

Sill to do:
texturing
making lava zone
interior lighting
adding dekos
mover setup (nedds texturing first)
bot pathing and pickups
boss testing
monster balancing and placing
testing testing testing ...

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P.S.: Even queens and titans will be in the city ... .
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PostPosted: Thu Jan 20, 2011 7:37 pm
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Who cares - I decided to add lords of each monsterclass in the castle.
They will appear in other colours and use their own projectiles ... .
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PostPosted: Fri Jan 21, 2011 6:59 pm
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I want to exclude the UTMJMonsterhunt mutator effects from this map.
First because of the redeemers which cause crashes and also because the healthbars are nonsense.
What would that possibly be - a special mylevel code or what ...?
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PostPosted: Fri Jan 21, 2011 7:06 pm
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Kaal979 wrote (View Post):
Thanks!   Idea  
I must absolutely recommend the vertex editing and grid changing - you can make so much fast without disadvantage ... .
 


When you say about the Grid changing, do u mean changing that little number in the bottom right of your unreal ed which allows u to move things for 1/2/4/8/16/32/64 etc. Cuz i would not recommend changing those numbers.


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PostPosted: Fri Jan 21, 2011 8:11 pm
PostPost subject:No icon Re: MH-MeltTown
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Kaal979 wrote (View Post):
I want to exclude the UTMJMonsterhunt mutator effects from this map.
First because of the redeemers which cause crashes and also because the healthbars are nonsense.
What would that possibly be - a special mylevel code or what ...?
 

If the map is on dU servers it will have to use the dU mutator. Only the heavy monsters part can be excluded.
Also, if your map crashes from redeemers you'd better see what's wrong with it.
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