New Maps for {MHMIII} and {MHMIV}

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Re: New Maps for {MHMIII} and {MHMIV}

Postby Hermskii » Thu Sep 30, 2010 10:44 pm

I've seen the health disappear before on these maps if the mod settings are wrong. Took me forever once to figure it out. I have not seen it destroy monsters but I guess it would have to to replace them with the ones that don't fight each other or something like that. Which version of the mod are you using? I have HOHMHMMODV2 on mine right now.
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Re: New Maps for {MHMIII} and {MHMIV}

Postby BIOMECH » Fri Oct 01, 2010 8:55 am

*POTS* wrote:Another problem is power-ups and stuff like Belts, Armors, etc do not respawn in certain maps (mostly co-op converted maps)

That's only a partial problem. In the UT editor you can change the respawn time of any pickup in the map by going to Properties > Inventory > Respawn Time > and setting it to 1.

Items spawned in by, let's say, breaking open a decoration are still broken since there's no way to select that item in the editor.
Well, the respawn time fix is working when I test my map in instant action. Might be interfered with by serverside settings.
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Re: New Maps for {MHMIII} and {MHMIV}

Postby -SuPreMe- » Fri Oct 01, 2010 9:39 am

Drew has emailed me about this dissapearing monster problem

"Ash, 3 played the map on his server and counted about 500 monsters. When he played it on the MHM3 server, he counted only 170. He said the server is removing all of the gunners, snipers and troopers from the map. He said it is likely a bad server setting.

He is running the map on is MH server now if you would like to try it out to see the difference between the 2 server settings.

I know why the MHM3 server is having difficulty with spawning all the monsters. It has to do with the filter settings I placed on the monsters in the map. In the next beta (which will likely be the last beta; I noticed some errors that I must address) I will remove all filters from the monsters so no matter what the servers's settings are, all of the monsters should spawn.

-Drew"

Ill upload the newer version as soon as i receive it 8)
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Re: New Maps for {MHMIII} and {MHMIV}

Postby *POTS* » Fri Oct 01, 2010 6:01 pm

Hermskii wrote:I have not seen it destroy monsters but I guess it would have to to replace them with the ones that don't fight each other or something like that.

Might try to disable that and see what happens.

Hermskii wrote:Which version of the mod are you using? I have HOHMHMMODV2 on mine right now.

MonsterHunt2 v2
I've noticed this problem only with the MonsterHunt2 mod AFAIK.



BIOMECH wrote:
*POTS* wrote:Another problem is power-ups and stuff like Belts, Armors, etc do not respawn in certain maps (mostly co-op converted maps)

That's only a partial problem. In the UT editor you can change the respawn time of any pickup in the map by going to Properties > Inventory > Respawn Time > and setting it to 1.

Items spawned in by, let's say, breaking open a decoration are still broken since there's no way to select that item in the editor.
Well, the respawn time fix is working when I test my map in instant action. Might be interfered with by serverside settings.

On 3's server items would actually respawn even if they were "Easter eggs" hidden into wooden boxes, vases, etc. so I guess he's using a patch or something to force them to work properly



-SuPreMe- wrote:Drew has emailed me about this dissapearing monster problem

"Ash, 3 played the map on his server and counted about 500 monsters. When he played it on the MHM3 server, he counted only 170. He said the server is removing all of the gunners, snipers and troopers from the map. He said it is likely a bad server setting.

He is running the map on is MH server now if you would like to try it out to see the difference between the 2 server settings.

I'll try to disable that "NoFightingMonsters" thing as Hermskii suggested and see what happens. Stay tuned.

-SuPreMe- wrote:I know why the MHM3 server is having difficulty with spawning all the monsters. It has to do with the filter settings I placed on the monsters in the map. In the next beta (which will likely be the last beta; I noticed some errors that I must address) I will remove all filters from the monsters so no matter what the servers's settings are, all of the monsters should spawn.

-Drew"

Ill upload the newer version as soon as i receive it 8)

Hmm filter settings... that could explain also why some monsters disappear also in other maps. My guess is there's a piece of code of the MH2 mod that prevents certain monsters from being spawned. :?
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Re: New Maps for {MHMIII} and {MHMIV}

Postby *POTS* » Fri Oct 01, 2010 10:22 pm

OK I've found the following line in my INI:

Code: Select all

bCheckMonsterAttack=True

and set it to False, but it didn't seem to make a big difference.

I voted for that SkaarjTower map and still only 190 monsters or so were located in the map.

I give up. :|
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Re: New Maps for {MHMIII} and {MHMIV}

Postby -SuPreMe- » Fri Oct 01, 2010 11:45 pm

That thing u changed is just to stop monsters from attacking each other.
At 1st gopo made it into a stand alone mutator and when he made MHv2 he simply incorporated it.

Anyway heres the final beta : http://www.mediafire.com/?1w0kpmh643wdntx
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----////| .|\\\\ <- 2 times the arms 2 times the awesomeness!
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------..< >
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Re: New Maps for {MHMIII} and {MHMIV}

Postby -SuPreMe- » Sun Oct 03, 2010 9:05 am

FINAL BETA (UPDATED)

Drew: "This should be it....LOL!"

http://www.mediafire.com/?xk0b58vkff9787v
-------.[ ]
---- -//|::|\\
----////| .|\\\\ <- 2 times the arms 2 times the awesomeness!
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Re: New Maps for {MHMIII} and {MHMIV}

Postby *POTS* » Mon Oct 04, 2010 5:08 am

OK for those who are interested I've added two new maps:


MH-Meteorite
MH-SkaarjTowerFBeta09


Haven't had the time to test these, but I can tell you the monster count for the beta09 version of that map says 500+.
Thanks Drew for this fixed version and thanks Supreme for uploading the map. Good job guys!
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Re: New Maps for {MHMIII} and {MHMIV}

Postby Drew » Sat Oct 16, 2010 12:59 am

The map is done (MH-SKaarj Tower). I'll email SupremeNali the final zip version and she can then forward it to have it added to the download section.

Thanks for all the help,

Drew

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Re: New Maps for {MHMIII} and {MHMIV}

Postby Hermskii » Mon Oct 18, 2010 10:28 pm

SupremeNali is a girl? Really? Did everyone but me know that? Maybe I knew and forgot but this sort of sat me on my butt to hear it.
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Re: New Maps for {MHMIII} and {MHMIV}

Postby BIOMECH » Tue Oct 19, 2010 12:42 pm

Aha..ahaha..aHahahahahha :lol:

No, that's just a typo from Drew. I can assure you he's male, judging from the photos and general attitude. :P

Now where was I? Oh yeah.
ahahahaa..heh.. :mrgreen:
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Re: New Maps for {MHMIII} and {MHMIV}

Postby Prowner » Thu Oct 21, 2010 10:00 pm

You mean my ninja partner was a girl in MH-SkyTown?? No wonder he didn't feel a thing when she fell on the tip of the roof. :shock:
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Re: New Maps for {MHMIII} and {MHMIV}

Postby *POTS* » Thu Oct 21, 2010 10:57 pm

Yes, and Supa is a boy... :roll:

Anyway back on topic...

Looks like Drew has finally released the final version of his SkaarjTower map for Monster Hunt, take a look here:

http://forums.beyondunreal.com/showthread.php?t=193877

Drew if you're reading this, this is what BlackWolf said about your map:

BlackWolf wrote:Look like a good map and good to see that he finaly finish it.

but bad that there is still the map with the same name out. I Have the map MH-SkaarjTowerF.unr here at my PC (from UT Cache),
Same name but date is from 6.6.2010. Looks like many players will get a version mismatch after putting the final at the servers :(

Wolfi

Maybe releasing another version with a different name to avoid any mismatches? IDK something like MH-SkaarjTower_RF (where RF stands for Release Final) :?

P.S. Added two new maps:

MH-AncientFutureV2
MH-SkaarjTowerF


Have fun! :P
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Re: New Maps for {MHMIII} and {MHMIV}

Postby Prowner » Fri Oct 22, 2010 12:55 am

Yeah... Um. I tried playing the "MH-SkaarjTowerF" and all I got was a missing package error, so you may need to fix this if it's not only me. :?
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Re: New Maps for {MHMIII} and {MHMIV}

Postby *POTS* » Fri Oct 22, 2010 11:29 am

Missing package? What kind of package, I thought Drew added all required packages already. Name? :?

[Edit]
I'm gonna restore the beta09 version until I can find those missing packages. The maps are quite the same anyway, just minor fixing.
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