UTJ redo

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

UTJ redo

Post by gopostal » Wed Nov 19, 2008 6:40 am

K and I have been discussing a revamp of the UTJ. For ease of use, can we thread it here?

This will be a specific version for the MHM server(s). Feel free to make it the way you want it made.

I am going to swap the announcer sounds from here:

Code: Select all

spreenote(0)="is on a killing spree!"
     spreenote(1)="is on a rampage!"
     spreenote(2)="is dominating!"
     spreenote(3)="is unstoppable!"
     spreenote(4)="is Godlike!"
     spreenote(5)="is Whicked Sick!"
     SpreeSound(0)=Sound'UTJMHSnd19.Spree.killing_spree2003'
     SpreeSound(1)=Sound'UTJMHSnd19.Spree.rampage2003'
     SpreeSound(2)=Sound'UTJMHSnd19.Spree.dominating2003'
     SpreeSound(3)=Sound'UTJMHSnd19.Spree.unstoppable2003'
     SpreeSound(4)=Sound'UTJMHSnd19.Spree.godlike2003'
     SpreeSound(5)=Sound'UTJMHSnd19.Spree.WhickedSick2003'
and replace them with these from UT:

Code: Select all

spreenote(1)="Rampage!"
     spreenote(2)="Dominating!"
     spreenote(3)="Unstoppable!"
     spreenote(4)="Godlike!"
     spreenote(5)="**Needs one more**"
Also in the Amp message you get when it awards it randomly, how about "Amp awarded" instead of all that "killing time" crap?

And you have this:

Code: Select all

case 1:
			return " has Double Kill!";
			break;
		case 2:
			return " has Multi Kill!";
			break;
		case 3:
			return " has Mega Kill!";
			break;
		case 4:
			return " has ULTRA KILL!!";
			break;
		case 5:
			return " has M O N S T E R  K I L L !!!";
			break;
		case 6:
			return " has L U D I C R O U S  K I L L !!!!";
			break;
		case 7:
		case 8:
	          **<Snip>**
		case 39:
			return " has H  O  L  Y   S  H  I  T !!!!!!!";
			break;
		case 40:
		case 41:
			return " is Y  A  R  I  S  U  G  I !!!!!!!!!!!";
			break;
	}
This is where it cycles through the announcer sounds as you get kills. I assume you want the HS one removed, but what about the rest? UT doesn't really have enough stock sounds to do a per-sound replacement.
You could remove the audio portion, the text portion or any combination of switching around. This wont affect the sprees messages either.

Lastly K mentioned client side boost control. It's better to use this:
Monster Hunt Anti Boost
It's beta but it's specifically coded to work with monster hunt. Client side you put mutate boost or mutate noboost into console to control your own personal preference. The server won't force any setting on you aside from no boosting as the default which you can change on the fly in game.

That'll do it for now. Let me know how you want this and I'll have it done by the weekend.

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Hermskii
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Yes

Post by Hermskii » Wed Nov 19, 2008 9:44 am

Yes, build it in with the option for the admin to not use it or the voices by way of an ini file on the server.
~Peace~

Hermskii

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

Post by gopostal » Wed Nov 19, 2008 9:51 am

The problem is that would be very tough the way the mod is designed. Would be easier to make versions specific for your tastes. It's made to use externally packaged sounds (that's why you have to download the uax too) and you can't just make those blank or you get a version mismatch.

It's really no trouble to make you exactly what you want. You let me know here or IM/mail exactly what you want done and I'll bust you out HermModMH.u

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K
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Post by K » Wed Nov 19, 2008 1:42 pm

I don't want the 2003 announcer.

I prefer the original one from the BIGI mod.

2003 one sounds hella ghay. :P
spreenote(0)="is on a killing spree!"
spreenote(1)="is on a rampage!"
spreenote(2)="is dominating!"
spreenote(3)="is unstoppable!"
spreenote(4)="is Godlike!"
spreenote(5)="is Whicked Sick!"
I don't want wicked sick in there. I would like god like to be the highest level.
case 1:
return " has Double Kill!";
break;
case 2:
return " has Multi Kill!";
break;
case 3:
return " has Mega Kill!";
break;
case 4:
return " has ULTRA KILL!!";
break;
case 5:
return " has M O N S T E R K I L L !!!";
break;
case 6:
return " has L U D I C R O U S K I L L !!!!";
break;
case 7:
case 8:
**<Snip>**
case 39:
return " has H O L Y S H I T !!!!!!!";
break;
case 40:
case 41:
return " is Y A R I S U G I !!!!!!!!!!!";
break;
}
delete Y A R I S U G I completely , i don't want it announcing at this point. Its just annoying and will only happen on spam maps.

Also how many kills gives you the holy Sht?
I would like to up the count a little more. I dont want it to keep repeating when players are playing. I want it to be really hard to get to the sound. And i want it to be the top level sound.

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

Post by gopostal » Wed Nov 19, 2008 2:20 pm

In the code you can sub "case" for "kill" and get the number of kills to get that message.

This is the code for the sprees:

Code: Select all

function NotifySpree(Pawn Other, int num)
{
	local Pawn P;

	if ( num == 15 )
		num = 0;
	else if ( num == 35 )
		num = 1;
	else if ( num == 60 )
		num = 2;
	else if ( num == 90 )
		num = 3;
	else if ( num == 125 )
		num = 4;
	else if ( num == 250 )
		num = 5;
	else
		return;

	for ( P=Level.PawnList; P!=None; P=P.NextPawn )
		if ( P.IsA('TournamentPlayer') )
			P.ReceiveLocalizedMessage( class'UTJKillingSpreeMessage', Num, Other.PlayerReplicationInfo );
}
Each num== gives you the next spree message at that number of kills. I'll make godlike the largest one. You never get to 250 anyway.

I'm replacing the announcer as we speak. You get HS from kill 7 to kill 40 in a string of kills. You want to run blank from kill 7 to kill something THEN do HS once or twice or keep going? It's totally up to you.

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

Post by gopostal » Wed Nov 19, 2008 3:15 pm

K I'll be done with an early beta in just a little bit. I'll message you the download.

Edit: Sent. Let me know what you think so far.

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Hermskii
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BIGI

Post by Hermskii » Wed Nov 19, 2008 5:14 pm

BIGI mod had no sounds except those that were default for UT. No sounds from UT2003 were ever in it. In fact, that was the mani reason BIGI mod came to be. I wanted the UTJMH stuff minus the killing spree sounds so that I would never have to hear that stupid "Holy Sh*T" sound all of the time since I play so awesomely. Hearing "Golike" all day long gets annoying.
~Peace~

Hermskii

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

Post by gopostal » Wed Nov 19, 2008 5:49 pm

I was assuming K meant the normal UT announcer voice, at least that's the one I put in.

Speaking of sounds, what sound should I use for the deemer award? You know it counts down 3,2,1, then gives a deemer and says that Japanese word. Should it be the deemer boom sound from 2K4? No sound at all?

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

Post by gopostal » Wed Nov 19, 2008 9:53 pm

OK here's where the mod stands ATM...

All Japanese announcements are gone. I pulled out the 2003 announcements and put back the stock UT ones. Honestly I think it just "feels" better that way. On killing sprees you get normal messages until the 4th kill (Ultra Kill) then it goes silent until the 20th kill and you get Monster Kill!! Then stays silent until you begin a new spree. This should help it not feel so voice spammy. You will still get chat messages though that you are on a roll along with the death messages to let everyone know you are owing the server :)

Awarding of random health and deemer are silent now. The countdown is gone (why did it even have one?) but not the award text so you know who got it. Also the message that random award is coming is still there but it's quick and not obtrusive.

I fixed the 3d health radar to fit tighter on the monsters, removed the monster name and added a smaller default marker. It fits better and doesn't clutter nearly as much.

For admins I made the ini MUCH easier to understand. Setup is done the same way and all options are the same, just fixed.

Still to do:
Fix the antiboost. It's wrong in this, but you can run MHABbeta in the meantime. I've been trying to add random weapon award in-game not just at spawn but I can't get it to work. Any other requested stuff that you guys can think of.

What I'd like:
A couple of people to beta test for me. I'd love for you to blast the crap out of the mod offline and try to break it. Then I'd like to see your (cleansed of course) ut.log if you have any errors coming from it. This mod is nearly ready and WILL work online but I don't want to change version numbers. If you beta test, you HAVE GOT to understand to play it, then delete it completely for the final version. If anyone posts this to any of the redirects, it will cause a version mismatch when the final is done.

Thanks guys.

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Hermskii
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Me

Post by Hermskii » Wed Nov 19, 2008 10:18 pm

I'l test the living CRAP out of it! Send it to me.
~Peace~

Hermskii

gopostal
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Post by gopostal » Thu Nov 20, 2008 12:05 am

Done. Thank you very much!

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K
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Joined: Wed Aug 03, 2005 9:09 am

Post by K » Thu Nov 20, 2008 5:11 am

I sent you a message on this clarifying what i want. We are really close BTW.
We agree on most things also.

No Japanese .
Regular UT announcer.
No countdowns.

Se my PM. We are almost there. :wink:

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

Post by gopostal » Thu Nov 20, 2008 8:27 am

OK sent you the third test version. Now you get the string of spree messages you wanted then silent to kill 20 (the holy one) then silent again until a new spree starts.

Does the ini read better now? Can you understand what everything is for? I'll make a better readme to go with the download explaining everything.

I'm really liking this mod now. It's not so intrusive to playing.

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Hermskii
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Yuck!

Post by Hermskii » Thu Nov 20, 2008 11:48 pm

Yuck! I hate it. You wanted me to test it and I did. Yes, I know many of the options are tweakable but there are still issues. Lets go:

Default health regen is too fast
Default free weapon is too fast
Health goes above the maximum by way of regen
Health over monster's head is annoying and maybe adds network traffic?
If you get the deemer and the amp and switch to the deemer, you can't switch to another weapon unless you shoot the deemer first. Once you shoot the deemer AND are guiding it AND hit something with it, you still have it except it has no more bullets and still can't switch weapons. Then you have to try to shoot it again at which point it will give the the deemer has exploded screen (fuzz) and then it will change weapons.
Make the default message at the beginning be changeable in the ini so that people can be welcomed to the server rather than be told what the version is of the mod.
I was able to boost the bots while antibosst was set to true.
I was not able to determine how to turn it on and off in the game client side.
Can the monster's health be turned off?
Can you turn off the double kill, multikill type messages from the ini?
I did not see any health pick ups in any map. They are gone. I've seen this before and I will rememebr the problem and the answer.
TeamDamage doesn't work when set to true while I shot my bots.
Monsters fight each other badly. I think they always did before but now it is worse.
On MH-Canyon, I was able to run without firing a shot all the way to the ice covered lake to throw the switch without dying.

I stopped testing at that point. These things need to get resolved 1st then the testing can continue.
~Peace~

Hermskii

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

Post by gopostal » Fri Nov 21, 2008 1:09 am

I'm curious now. I have two distinct installs on my machine of UT and I have installed the mod on both. Neither has issue with the health pickups. On Canyon I can see the health cubes, vials, and vest right where they should be.

A lot of the issues you spoke of are from the ini settings being very fast. This was done to allow you to see the awarding of the random stuff without having to sit and wait on it. All you have to do is set it back to where it was (about 300-350 for deemer and amp, 900 for health).

Let me answer by line, it might be easier:

Default health regen is too fast
Default free weapon is too fast
Health goes above the maximum by way of regen
- This is what the mod does. It's all configureable. You can slow it down as much as you like. It's set superfast to allow you to see everything.

Health over monster's head is annoying and maybe adds network traffic?
- No network load, it's simply client side replication of remaining health, but bMonsterHud can be set to zero to turn off.

If you get the deemer and the amp and switch to the deemer, you can't switch to another weapon unless you shoot the deemer first. Once you shoot the deemer AND are guiding it AND hit something with it, you still have it except it has no more bullets and still can't switch weapons. Then you have to try to shoot it again at which point it will give the the deemer has exploded screen (fuzz) and then it will change weapons.
- This one has me stumped. I tried and I cannot get this to happen on either install. It switches fine and acts normally. You didn't happen to run this with bigi accidentally did you?

Make the default message at the beginning be changeable in the ini so that people can be welcomed to the server rather than be told what the version is of the mod.
- I could, but its more informational about the mod than about the server. Perhaps that might be a decent function to add in? I'll see. It would be simple to add an ini entry for it and set that.

I was able to boost the bots while antibosst was set to true.
- Most antiboosts won't work with MH. Get the one HERE. It works fine with MH and allows clients to set thier own boost on or off ingame. No antiboosts work with bots though. They are treated differently by the MH mod than players. Antiboost is limited to real player on real player.

I was not able to determine how to turn it on and off in the game client side.
- it's this setting in the ini: bUseAntiBoost=False

Can the monster's health be turned off?
- yes, here: bUseMonsterHUD=1 Change to zero

Can you turn off the double kill, multikill type messages from the ini?
- No. It's kinda the point of the mod to add announcements and 3d radar to a stock MH game :wink:

I did not see any health pick ups in any map. They are gone. I've seen this before and I will rememebr the problem and the answer.
- Can't replicate this either. It works fine for me.

TeamDamage doesn't work when set to true while I shot my bots.
- I'll have to look at this. I can't say whether or not it's right. Try boosting a team member into lava and see if you get a teamkiller message.

Monsters fight each other badly. I think they always did before but now it is worse.
- Can't be anything in the mod. Only thing this does is increase monster health/damage if you use the StrongMonster part of the mod. Other than that no calls are made to anything concerning monster behavior. In fact this mod is almost totally playerside.

On MH-Canyon, I was able to run without firing a shot all the way to the ice covered lake to throw the switch without dying.
- I'm not surprised. It has health feeding you so fast you just about can't die. That's on purpose though for testing.

Let me show you what I mean. Here's the ini version you used:
[UTJMH29v1.UTJMHbase]
bEnable=True
AmpSpawnTime=30
DeemerSpawnTime=46
HealthTime=20
bUseRandomWeapon=1
bGiveArmor=1
bUseRegenAmmo=1
bUseRegenHealth=1
HealthRegenPerSec=10
HealthRegenPerSecMin=5
MaxRegenHealth=500
MaxHealth=5000
HealthRegenPerKill=10
HealthRegenPerKillMin=5
bUseWarnTeamDamage=1
bUseMonsterHUD=1
bUseUTJTimer=1
DefaultHealth=200
bUseAntiBoost=True

A much more relaxed (and harder game) would look like this:
[UTJMH29v1.UTJMHbase]
bEnable=True
AmpSpawnTime=550
DeemerSpawnTime=660
HealthTime=920
bUseRandomWeapon=1
bGiveArmor=1
bUseRegenAmmo=1
bUseRegenHealth=1
HealthRegenPerSec=5
HealthRegenPerSecMin=5
MaxRegenHealth=500
MaxHealth=5000
HealthRegenPerKill=10
HealthRegenPerKillMin=5
bUseWarnTeamDamage=1
bUseMonsterHUD=1
bUseUTJTimer=1
DefaultHealth=200
bUseAntiBoost=True

A few tweaks make it much more fun to actually play with. You can scale it back even more if you want.

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