Mayhem server controller

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gopostal
Posts: 1396
Joined: Tue Nov 18, 2008 9:32 am

Mayhem server controller

Post by gopostal » Sun Apr 05, 2009 6:15 am

OK Mayhem is now done. Please check the readme for setup instructions. Lots and lots of fixes .

Changelog
---------------

Replacements- all replacements (unless otherwise noted) are on 2 second respawn no matter the map settings. No more "That guy took ALL THREE BELTS!!!1!"

+All lights replaced with searchlight. Light battery amount left is added to HUD.
+Health pickups have some updated visuals and custom sounds.
+Scuba gear will add a timer to the HUD telling you amount left. Some code change to try to stop the out-of-water breathing, but it's not perfect.
+All jump boots replaced with UT boots with 4 jumps and a HUD tracking of jumps left. 4th messed up Unreal boot jump bug fixed.
+Shield belt, thigh pads, armored vest all have updated code and/or visuals and sound.
+Udamage reclassed and instantly respawns.
+Unreal rifle that messes up the hud is replaced entirely with the UT sniper rifle.
+Quadshot is replaced totally with the Flak. (this is the weapon with the messed up visual).


HUD

+Various timers now pop up to give you info.
+Discreet radar added.


Gameplay/Admin

+Custom announcer sounds. Female and reduced so it is not so spammy.
+Spree messages announce your kill totals for everyone to be jealous of.
+An MH coded pinata mod is added as an option. Only triggered by a monster-caused death if enabled.
+Random trans-LOCATOR replaces the random redeemer.
+New trans will not telefrag monsters and has ability to find the monsterend in any map.
+New trans has custom color and sound to be different than normal trans (if in the map).
+Trans has suppressed run-and-trans to discourage someone from blasting through a map with it.
+Antiboost fixed. If enabled no player damage (self-inflicted or by other players) or boost.
+Ammo reloading amount per tick now configurable.
+Ghost carcass added as an option.
+See ini for line-by-line configuration and setup.
+Various code fixes for stability.
Mayhemv2.zip
v2 updated to fix a problem in the Unreal sniper rifle replacement and to allow the Andromeda everlasting jumpboots. Also added the source code. Feel free to use as you like in your mods.
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*POTS*
Posts: 2233
Joined: Fri Oct 17, 2008 8:50 pm

Re: Mayhem server controller

Post by *POTS* » Mon Apr 06, 2009 2:37 pm

ScottyD wrote: +Trans has suppressed run-and-trans to discourage someone from blasting through a map with it.
That's why I was unable to run-and-trans, I thought it was a minor bug, you should've warned me before. :evil:
However you've fixed and improved a lot of stuff, really a great job Scotty, the non-telefragging translocator by itself is worth the effort. This is one of the best MH mutators ever made. :D

A special thanks goes also to Hermskii for letting us use the {MHM} tag. :mrgreen:
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BIOMECH
Posts: 1838
Joined: Sat Oct 18, 2008 1:36 am

Re: Mayhem server controller

Post by BIOMECH » Sat Apr 11, 2009 2:49 am

Yeah, when there were 6 MHMs on last night I felt really at home until we switched to JailBreak and I had to spectate.But before that there was a definite sense of team, the chatbox was full of MHM tags. :P
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-HellFire-
Posts: 1356
Joined: Sat Oct 18, 2008 6:05 am

Re: Mayhem server controller

Post by -HellFire- » Sat Apr 11, 2009 6:15 am

BIOMECH wrote:Yeah, when there were 6 MHMs on last night I felt really at home until we switched to JailBreak and I had to spectate.But before that there was a definite sense of team, the chatbox was full of MHM tags. :P
Indeed.
It was great to see so much {MHM}'s playing :D
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