MH-MHMDeadCity

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Scify
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Re: MH-MHMDeadCity

Post by Scify » Wed May 06, 2009 2:17 am

Herm,
You really need to play this map.He really done job.Pots been help too. 8) Should try tomorrow night or today . I saw how Biomech like it.Sunday Morning I saw how He put it.Really cool.He used my cats eye Avatar.That really cool.Every body house are wonderful.

I guess I get Off work today at 9:45 pm. I will try it out.
" If I had a brain, I'd be dangerous!"

gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Wed May 06, 2009 6:24 am

Hermskii wrote:He sounds just like Darth Vader in real life.
That's just the iron lung :twisted: .

(Wonder how many of the younger crowd is going "iron lung?"...Well, when we were very young there was this thing called polio that was certainly no joke. Be glad you missed that.)

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BIOMECH
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Re: MH-MHMDeadCity

Post by BIOMECH » Wed May 06, 2009 7:42 am

Because you can only reach the Plane of Scify through the protective shield anyway, Scify's house is the only one where you can drop down the chimney :D
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gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Wed May 06, 2009 7:53 am

Yeah, I didnt really see the need for a door either. If you do indeed want one Scify, just let me know.

The server will be down in a few minutes while I load the new map. This afternoon I'll post the map, files, etc...

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BIOMECH
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Re: MH-MHMDeadCity

Post by BIOMECH » Wed May 06, 2009 7:56 am

No problem for me :(

:P
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gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Wed May 06, 2009 8:30 am

OK its up and running. A couple of quick items...

All pets are telefraggable with the exception of Bio's temple cows. The village cows can be tele'd. If your pet escapes (very unlikely) and becomes a nuisance, just tele them. I purposely made them hard to kill but with a little effort they are not invincible. If you kill them though they dont come back until next time the map reloads so take care of them.

A note on mapsize: We have just passed 25MB. Now it doesnt bother me, but we are starting to push what lower end systems will be able to cache. Adds now may very well require giving up something in return. Now this doesn't mean you cant do changes, thats fine. But "new" areas or added pictures, songs, etc will start becoming trade-offs. Let's playtest and see...

I'll post the map and files when I get home this afternoon. BTW please dont uncache the file "villagemonsters" yet. I may be forced to make code changes if something pops up with someone's pet.

POTS, Rei I'll post a list of summonable pets so you can call them in if someone kills their pet but wants a new one. Please respect the fact that each person kinda "owns" their pet so dont spawn them all over for fun. I'd very much appreciate it if you put them only where they belong unless the "owner" wants them somewhere else.

Heres the list:
summon villagemonsters.HellKrall //Hellfire's Pet
summon villagemonsters.Incow //Bio's temple cow (the tough one)
summon villagemonsters.outCow //The easier telefraggabled village cow (no owner, he's everyones)
summon villagemonsters.IcesPetBunny //Duh, Ice's pet

Scify, your pet is a reskinned HellKrall so you cant summon more. I'm sorry but it's simpler like that and saves map size.

Please note any changes you want and post it to me. I think next version will have the hall of fame and may very well be the final.

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*POTS*
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Re: MH-MHMDeadCity

Post by *POTS* » Wed May 06, 2009 10:30 am

ScottyD wrote: A note on mapsize: We have just passed 25MB. Now it doesnt bother me, but we are starting to push what lower end systems will be able to cache. Adds now may very well require giving up something in return. Now this doesn't mean you cant do changes, thats fine. But "new" areas or added pictures, songs, etc will start becoming trade-offs. Let's playtest and see...
Yes it already takes me 5 minutes to load that map, it's gonna become like the NaliWeapons pack... :roll: Do you think using external packages instead of everything embedded in the map file might help?
ScottyD wrote: POTS, Rei I'll post a list of summonable pets so you can call them in if someone kills their pet but wants a new one.

Heres the list:
summon villagemonsters.HellKrall //Hellfire's Pet
summon villagemonsters.Incow //Bio's temple cow (the tough one)
summon villagemonsters.outCow //The easier telefraggabled village cow (no owner, he's everyones)
summon villagemonsters.IcesPetBunny //Duh, Ice's pet
Where is the code for my mantas? :evil:
And how come Ice has got pets now? :P
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Scify
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Re: MH-MHMDeadCity

Post by Scify » Wed May 06, 2009 11:11 am

I am fine with out door 8) 8) 8) 8) . Pets ,you should me didn't fellow you and attach attach you.That fine 8) 8) 8) i guess I when I get off work check it out.
" If I had a brain, I'd be dangerous!"

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BIOMECH
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Re: MH-MHMDeadCity

Post by BIOMECH » Wed May 06, 2009 1:05 pm

Because
*POTS* wrote:how come Ice has got pets now? :P
Because she finally realised boxes don't make good pets :)
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Ice
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Re: MH-MHMDeadCity

Post by Ice » Wed May 06, 2009 9:20 pm

:lol: Yep boxes arn't as cute as rabbits
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Hermskii
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Re: MH-MHMDeadCity

Post by Hermskii » Wed May 06, 2009 10:00 pm

How Scotty puts up with all of this I'll never know. He is such a better person than me. I would have already......


Well, lets just say this map would not even exist anymore if it were me.
~Peace~

Hermskii

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Scify
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Re: MH-MHMDeadCity

Post by Scify » Wed May 06, 2009 10:11 pm

Here look my pets
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Image

The Supreme One house did any there was other whole in roof line .
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" If I had a brain, I'd be dangerous!"

gopostal
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Re: MH-MHMDeadCity

Post by gopostal » Wed May 06, 2009 10:52 pm

*POTS* wrote: Yes it already takes me 5 minutes to load that map, it's gonna become like the NaliWeapons pack... :roll: Do you think using external packages instead of everything embedded in the map file might help?

Where is the code for my mantas? :evil:
In short the answer is no. Saving a package in the map or as external really only tells the engine "Your information is located HERE". It still has to load into your RAM and be rendered. If it is taking that long to load, we need to scale back some. Perhaps I could dump some stuff, maybe trim down the city (like dots house, its just a filler part anyway). If anyone has any ideas, I'd entertain them. There just isnt a lot of "extra". Most everything serves some map related purpose.

About your mantas, they are recodes of the normal manta and they are stored in the map itself so they can't be summoned. I can, however, make you a summonable monster and add it into the villagemonster mod. Tell me what you want and I'll add it, then next map redo I'll place it properly.

As promised HERE is the map and files. Just put everything where it belongs. To use the warp mod, use these commands:
mutate playone
mutate playtwo
*thru*
mutate playeight (look at the locationlist.ini file to see them). These are dummy passwords and not the real thing, as you can see there is no "packme".

Last thing: I have NEVER made anything and said it wasn't open source and anyone could use any way they like. This map though I consider the property of everyone here so if you are reading this forum as a non-member and want to install the map on your server to play in, I would ask you not to. This is a very personal project of MHM and belongs here only. If you want to use the warp mod for your own use, I'll show you how to code it yourself (its quite easy). Any custom textures I have created for this map have been by request, as have the monsters. Please respect "ownership" of them. We have all spent a lot of time and effort on this, so go build your own playground and make it better :)

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BIOMECH
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Re: MH-MHMDeadCity

Post by BIOMECH » Thu May 07, 2009 10:47 am

Ice looks so much better now she has an avatar :D
And gopo isn't called ScottyD anymore :|
And Scify's house looks more interesting with those black lizard-krall standing outside :)
And Hermskii's post makes him look like an explosive barrel :roll:
And HellFire can continue to be driven insane by the SuperHappyFunCows. :twisted:
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*POTS*
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Re: MH-MHMDeadCity

Post by *POTS* » Thu May 07, 2009 6:47 pm

gopostal wrote: 1 - In short the answer is no. Saving a package in the map or as external really only tells the engine "Your information is located HERE". It still has to load into your RAM and be rendered. If it is taking that long to load, we need to scale back some. Perhaps I could dump some stuff, maybe trim down the city (like dots house, its just a filler part anyway). If anyone has any ideas, I'd entertain them. There just isnt a lot of "extra". Most everything serves some map related purpose.

2 - About your mantas, they are recodes of the normal manta and they are stored in the map itself so they can't be summoned. I can, however, make you a summonable monster and add it into the villagemonster mod. Tell me what you want and I'll add it, then next map redo I'll place it properly.
1 - No problem, I've found out that it used to take a longer boot-time just during the first download, but once the file is saved in your cache things go better.

2 - Make my mantas blue please. :wink:
BIOMECH wrote:Ice looks so much better now she has an avatar :D
Yes, I like her avatar, I think it's a good fit. :wink:
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