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
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.