UTJ redo

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gopostal
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Post by gopostal » Sun Nov 23, 2008 1:47 am

The finals for all four mods can be found HERE. I stopped the server because it's giving horrible pings. I'm not surprised. I live about 3 miles past the exit for BFE.

K, I know we discussed some more changes for UTJ. I will finish that with you and make a separate version for the things you wanted to include. This version is close, but it makes an excellent "vanilla" version that coders can alter to suit their servers.

I got the link for the rebel too. I'll look at that in the morning and let you know.

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Hermskii
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Blink

Post by Hermskii » Sun Nov 23, 2008 10:31 pm

I guess I blinked or something and missed some psts here. What are the 4 you are talking about? I knew you were working on the UTJMH mod. I could tell that you were into the AntiBoost mod some too. I know what pinyata is but what is different about yours? What is Shot A and Shot B? Are they mods too? What do they do?

I think in the naming convention of the UTJMH mod if you make a change as was done with the .U file, you should change the name of the version of the mod and include a change log in a readme which is still to come correct?

I will get back to testing the newest release soon.
~Peace~

Hermskii

gopostal
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Post by gopostal » Sun Nov 23, 2008 10:42 pm

The four files are the
-UTJ remix
-antiboost that works with MH, has client side on/off, and also has ghost camper
-pinata for MH servers. Has no suicide or map death pinata to keep BT sections from gathering too many weapons
-PMHhudBeta is a stripped version of the monster radar. I had a couple of people ask me for just that and not the rest of UTJ.

The pinata and antiboost were redone because normal mods for that won't work in MH games.

Shot A and B are from here:
http://utforums.epicgames.com/showthrea ... 1&page=131
I still support invasion development and I'm helping a senior coder there named Iniquitous with his mod called Iniland. I photoshopped a picture (the jurassic park retagged as iniland) and posted the subsequent two from the thread to begin to build interest in his mod. We were busy as beavers today squashing bugs and playtesting so I tossed the shots into that folder trying to hurry.

As for changing the UTJ, I plan on that from now on. Any subsequent versions will be rebadged. The v1 is a perfect vanilla version as a basis to build from and personalize.

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Hermskii
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Notta

Post by Hermskii » Sun Nov 23, 2008 11:30 pm

Notta, I have again completely reinstalled UT then added bonus packs 1, 3 and 4 then added the MH mod and the 5.03 patch then the UTMH mod.

Without editing any settings in the UTJMH ini file I start a practice session and and nothing as far as the UTJMH mod goes works at all. Notta.

I don't have a clue what the problem is and yes, I do have it selected as a mutator.
~Peace~

Hermskii

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Hermskii
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OH

Post by Hermskii » Sun Nov 23, 2008 11:33 pm

Oh, and I forgot to mention but in Canyon I saw messages to the effect of Skaarj killed a mesquito and vice versa. Were they ever able to kill each other before?
~Peace~

Hermskii

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K
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Post by K » Mon Nov 24, 2008 1:56 am

Monsters have always been able to kill each other.

In some maps the mappers have created new subclasses of monsters that are friends with each other and will not fight.
But this is in some maps only.
Hermskii wrote:Notta, I have again completely reinstalled UT then added bonus packs 1, 3 and 4 then added the MH mod and the 5.03 patch then the UTMH mod.

Without editing any settings in the UTJMH ini file I start a practice session and and nothing as far as the UTJMH mod goes works at all. Notta.

I don't have a clue what the problem is and yes, I do have it selected as a mutator.
It works fine for me. I dont understand why you are having problems Herm.
Make sure you have the same version i have.
Mine is called "UTJMH29v1.u"

gopostal
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Post by gopostal » Mon Nov 24, 2008 7:17 am

And to think I reproduced......

I neglected to include the sound file into the zip package. I meant to compile the sounds into the .u, and I will for any new versions but I left it external for this one so it would be easy for others to change. It's never a good idea to leave files external because you might...welll..miss them (duh) so I never do. That's why I overlooked it.

I added the file in and it's ready to go now. Just hit the same link and get the same file. :roll: That'll teach me to hurry....

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*POTS*
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Post by *POTS* » Mon Nov 24, 2008 5:01 pm

I quickly checked out all mutators (except the antiboost one because you said it doesn't affect bots) and there are a few things I'd like to point out:

1) The "ExtraHud" mutator is not addable to the UTJMH remixed so I think it aims at enhancing other existing mutators.

2) I wish the monster health was visible from a longer distance (let's say twice the current range)

3) I really like the Pinata mod is awesome and affects also bots!

4) Here are a few SriptWarnings I've found after playing on MH-Arden:

Code: Select all

ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
5) I already have the original UTJMH version 2.9 installed so I have two entries with the same name in my mutators list; I think you should rename the newer version (see screenshot)

Image
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gopostal
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Post by gopostal » Mon Nov 24, 2008 7:51 pm

*POTS* wrote:I quickly checked out all mutators (except the antiboost one because you said it doesn't affect bots) and there are a few things I'd like to point out:

1) The "ExtraHud" mutator is not addable to the UTJMH remixed so I think it aims at enhancing other existing mutators.

2) I wish the monster health was visible from a longer distance (let's say twice the current range)

3) I really like the Pinata mod is awesome and affects also bots!

4) Here are a few SriptWarnings I've found after playing on MH-Arden:

Code: Select all

ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
ScriptWarning: Pinata MH-Arden.Pinata0 (Function MHPinata.Pinata.PreventDeath:00F5) Accessed None
5) I already have the original UTJMH version 2.9 installed so I have two entries with the same name in my mutators list; I think you should rename the newer version (see screenshot)
1-Correct about the ExtraHud. It's kind of a "lite" version of UTJ, when you want the radar but not the rest. They use much of the same code so they will conflict if you try to run them both.

2- I settled on 2000uu because the hud can get cluttered at longer distances. It's easily expanded but my thinking on this is that any longer distance doesn't pose such an immediate threat to you. If you think it needs to go farther, let me know. It's easily changed. You know POTS it's kind of funny because I thought it was too far and considered shortening the distance. I'm glad I didn't.

3- Glad you like it! I think it adds a little fun to the game.

4- I was aware of the accessed none on pinata, but thank you anyway. I kind of hacked it to work in MH so I'm not sure if I can clear that error or not. I plan on working on it over the holiday, but it's not a problem error that will cause server issues. It's more of an annoyance.

5- I didn't fool with strong monster at all. You can use either one. It won't matter. Personally I hate the idea of making the monsters ultra strong. It just starts an arms race that keeps going and going...

POTS, thank you very much for taking the time to test. You and K and Herm are really cool for giving of yourself like that.

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*POTS*
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Post by *POTS* » Mon Nov 24, 2008 8:26 pm

ScottyD wrote: 2- I settled on 2000uu because the hud can get cluttered at longer distances. It's easily expanded but my thinking on this is that any longer distance doesn't pose such an immediate threat to you. If you think it needs to go farther, let me know. It's easily changed. You know POTS it's kind of funny because I thought it was too far and considered shortening the distance. I'm glad I didn't.
TBH I was thinking of Titans and OMGs, they're real spammers and you'd better to stay miles away from them ;) but after all I think it's almost the same range of the original UTJMH (maybe even a bit more) so there's no real need of changing that.
ScottyD wrote: POTS, thank you very much for taking the time to test. You and K and Herm are really cool for giving of yourself like that.
No problem :D
Keep up the good work ;)
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K
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Post by K » Tue Nov 25, 2008 1:25 am

*POTS* wrote: 2) I wish the monster health was visible from a longer distance (let's say twice the current range)

3) I really like the Pinata mod is awesome and affects also bots!

5) I already have the original UTJMH version 2.9 installed so I have two entries with the same name in my mutators list; I think you should rename the newer version (see screenshot)

Image
5. You are supposed to delete it after testing silly.

3. What is this pinata mod? what does it do?

2. I like it the way it is. From any further it is not a threat. also it will be to cluttered if there are allot of monsters. Right now it is just enough to not be in the way of the view to see the monsters.

Also Titans? Are you saying you are to scared to run up on a titan Pots?
I will run right up to a Titian and kick him in the toe!
They are slow and dumb. I am not afraid!

gopostal
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Post by gopostal » Tue Nov 25, 2008 7:03 am

Pinata is a simple mod (well simple in DM, for MH not so much to create) that drops your inventory if you are killed by a monster. All your weapons and pickups "pop" out of your dying body and litter the ground around you for others to get.

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K
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Post by K » Tue Nov 25, 2008 12:04 pm

Does it currently work in MH?

Does this effect monster pawns?

gopostal
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Post by gopostal » Tue Nov 25, 2008 3:29 pm

Yes, the version I made is specific for monster hunt. Other pinata mods will not work because of the way players and monsters are classed.

And no it will not do anything to the monsters, only playerpawns.

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*POTS*
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Post by *POTS* » Tue Nov 25, 2008 6:06 pm

*POTS* wrote: 2) I wish the monster health was visible from a longer distance (let's say twice the current range)
K wrote: 2. I like it the way it is. From any further it is not a threat. also it will be to cluttered if there are allot of monsters. Right now it is just enough to not be in the way of the view to see the monsters.
*POTS* wrote:but after all I think it's almost the same range of the original UTJMH (maybe even a bit more) so there's no real need of changing that.
K wrote:
*POTS* wrote: 5) I already have the original UTJMH version 2.9 installed so I have two entries with the same name in my mutators list; I think you should rename the newer version (see screenshot)

Image
5. You are supposed to delete it after testing silly.
I thought it was a final version :roll:
Oh well it doesn't matter...
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