Herm: Big problem

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BiGbOsS
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Herm: Big problem

Post by BiGbOsS » Sat Apr 11, 2009 11:37 pm

Well maybe Not the biggest of problems but i figured something out today:
So i hopped on good old mhm (after talking about the good old days lol) and i play for a couple (or a few) hours, and as the night progressed i noticed something, killzones and such are not working.
For instance the traps in Indiana Jones do NOT work, you know the first trap with the saws? well they dont kill you lol. And at the end of the map where you have to chose the right cup? well the other cups dont kill you anymore....
here check this out:

here I am at the top of the jump part in andromeda, you know right before the underwater part:
Image

and here i am now at the bottom:
Image

Notice anything? Im supposed to be dead, thats a killzone i shouldnt have lived :shock:
not sure how long its been like this, and im not sure if MHM 3 has the problem too, just thought i would bring it to your attention.
What was the las mod or mutator you added? could that be the problem?
I played a couple of other maps and noticed some similar things
Im not sure other than that it was fun playing on good old MHM again 8) Just plain old monster hunt, just how i like it...
BoSs is in the HOUSE!

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Scify
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Re: Herm: Big problem

Post by Scify » Sun Apr 12, 2009 1:14 am

you found hole in map.
" If I had a brain, I'd be dangerous!"

gopostal
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Re: Herm: Big problem

Post by gopostal » Sun Apr 12, 2009 4:13 am

It's probably due to increased health. You have enough to overcome the initial "hit" of the fall. Sloppy or lazy coders won't set up a zone of repeated damage, instead depending on the fall to kill you. I've lived several times there, and many other spots (even Indiana Jones, but not the leap of faith lol). There is no real way to address that with a mod as some spots have no real code to them other than a big empty space.

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BIOMECH
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Re: Herm: Big problem

Post by BIOMECH » Sun Apr 12, 2009 7:35 am

I survive the JB death effect, is this a cow thing? :D
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Ice
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Re: Herm: Big problem

Post by Ice » Sun Apr 12, 2009 8:27 am

no if you shoot someone in a jb prison they can survive because of
spawn protection unless you go into lava or into space etc.
also because your a cow :D
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gopostal
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Re: Herm: Big problem

Post by gopostal » Sun Apr 12, 2009 9:03 am

I've seen people survive a poorly coded jb death sequence, but it won't matter. The sequence could be skipped and the points would still go to the winner. I remember opening the 2004JB maps in ed to try and find the safe spots (if there were any).

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BiGbOsS
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Re: Herm: Big problem

Post by BiGbOsS » Sun Apr 12, 2009 9:52 am

normally im with you scotty, but these spots use to kill us when MHM was set at 5000 health! Especially in Andromeda because it would suck having to get all of that health back.
BoSs is in the HOUSE!

gopostal
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Re: Herm: Big problem

Post by gopostal » Sun Apr 12, 2009 9:56 am

I'm rebulding deadcity atm, but let me look at androm as soon as it is done and I'll have an answer.

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BIOMECH
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Re: Herm: Big problem

Post by BIOMECH » Sun Apr 12, 2009 10:37 am

Ice wrote:no if you shoot someone in a jb prison they can survive because of
spawn protection unless you go into lava or into space etc.
also because your a cow :D
I have the favor of the Ancient Cow Gods.
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gopostal
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Re: Herm: Big problem

Post by gopostal » Sun Apr 12, 2009 10:59 am

Took a look at the pit in androm. It does indeed have a death zone in it. I *think* what is happening is the utj mod is scripted to replace certain movers that crush you, and instead make them return to where they started instead of killing you. This replacement has probably bled over into the death zones if they use the same type of damage call.

The next version of Mayhem I do I will address that and find a fix for it. As it sits now, you'll have to suicide. I'm sorry.

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BIOMECH
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Re: Herm: Big problem

Post by BIOMECH » Sun Apr 12, 2009 11:22 am

Suits me fine, I call them Noob Traps. :mrgreen:
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BiGbOsS
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Re: Herm: Big problem

Post by BiGbOsS » Sun Apr 12, 2009 12:12 pm

Is herm using the utj mod? i thought he was still using the Excalibur Holland mod that they use.
Thanks for looking at it though Scotty i guess we will have to wait for Herm on this one.
BoSs is in the HOUSE!

gopostal
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Re: Herm: Big problem

Post by gopostal » Sun Apr 12, 2009 12:25 pm

Most of that type of code is either taken without credit from other mods or openly used but still coming from the same place. I've looked at Excal's, dU's, Bigiz, and even Mayhem and they all copy the same code lines. I guess " if it ain't broke"....

That's probably why it works on them all. I could look to be sure but that has to be it.

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BiGbOsS
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Re: Herm: Big problem

Post by BiGbOsS » Mon Apr 13, 2009 2:32 pm

Interesting although it makes a lot of sense.
UTJ was the first right? then Bigiz, so he must have taken his from the UTJ mutator, and it must have expanded from there.
If you think about it (from the player point of view not from coder lol) they have similar characteristics in gameplay and style.
Although i never understood why Bigiz put his own gravity settings in the mutator when you can easily set them in the ut menu, i always liked bigiz settings lol.
BoSs is in the HOUSE!

gopostal
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Re: Herm: Big problem

Post by gopostal » Mon Apr 13, 2009 5:49 pm

Yeah that's a pretty good rule of thumb on things. If it just "feels" the same it's probably using the same code. I've noticed that I can code something two different ways and it will often feel different in play even though it does the same thing. That's probably why the various MH mods all seem cut from the same cloth.

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