Server Mods/Mutators

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Fuzz_Ball
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Re: Server Mods/Mutators

Post by Fuzz_Ball » Fri Mar 27, 2009 12:09 pm

I still can't find the crotch button.

gopostal
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Re: Server Mods/Mutators

Post by gopostal » Fri Mar 27, 2009 5:49 pm

Quick follow up to the trans...

By request there is a monster hud added to the trans in this version. It can be run online or off, server or not, alone or with other mods.

I think this one is pretty cool myself.

Readme:
As an added bonus the translocator becomes a transLOCATOR. When you have it in your hand it will show you any monster within 7000 units of you by way of a small circled X, along with a number showing distance to it. No more lost monsters in the maps! To remove the new information, simply change to a weapon. You may check monster position at any time, however don't forget you are vulnerable because the trans will not harm monsters.
MHXTrans.zip
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*POTS*
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Re: Server Mods/Mutators

Post by *POTS* » Fri Mar 27, 2009 6:24 pm

ScottyD wrote: One thing I am going to fix is the trans award. I should have added a check to see if the winner had a trans, and if so give to another. What do you think? Is it better to let lady luck decide or swing the vote a bit in players favor?
Ask Ice & Reiyel, no comment! :evil: Surely I'm not the lucky one. :evil:
Fuzz_Ball wrote:I still can't find the crotch button.
ROFL!!!
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Scify
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Re: Server Mods/Mutators

Post by Scify » Fri Mar 27, 2009 10:54 pm

I finaly found zip if that deemerfire works zip did't work here is better one :shock: 8)
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Sun Mar 29, 2009 9:57 am

Guys I'm going to run a 2a version today. There are some changes that don't have to stay but it's leading towards a MH rewriting. POTS and I found a fundamental problem with MH that needs addressing so I'm working towards that.

Changes:
The trans award is now the transLOCATOR award. Try it and see if you like it. All criticism welcome.

I also fixed the sheild, amp, armor, and jump boots so people can't take them all.

There were other various fixes but mostly won't be seen by anyone. I stuck in some logging functions so I can see whats going on in certain spots.

Thanks!!

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BiGbOsS
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Re: Server Mods/Mutators

Post by BiGbOsS » Sun Mar 29, 2009 10:20 am

Just wanted to let you know postal, the trans you made does NOT replace the trans in a map.
in andromeda i was awarded the translocator you made, but i already had the one that was placed in the map.
So i had two different trans, one could telefrag and the other couldnt, kind of funny cause i could teleport to two different spots simultaneously.

this isnt necessarily a bad thing, just wanted to give you some feedback
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Re: Server Mods/Mutators

Post by gopostal » Sun Mar 29, 2009 12:23 pm

BB that's actually by design. I wanted to make it so it could never interfere with someone's map design. If someone decided a map needed a translocator for some reason, this wouldn't replace it. You have to be very careful modding wholesale map replacements, as maps can depend on some aspect of it's functionality to work.

Think of it like this...You make a map where a large chasm must be crossed. As a mapper you toss in a trans to make it easy and a couple of nali around to decorate the map. If the trans was replaced, you might not be able to get to the other side because the trans would be aware of the nali and not function. Also some mappers will cheat and make the rooms really close together. The 300 unit halo of a monster that the trans sees extends through walls, so you might be getting blocked and not be able to see the monster blocking it.

I tried a few ways but to compensate for the maps with 50 foot tall Queens I had to build the halo a little larger than I originally wanted. I think it can be reduced a bit, but honestly the trans is not often used. If you get a chance, try out the one I have loaded for today and tell me what you think.

And THANK YOU for the feedback!! It's great to hear good and bad. It's better I work on things people want done.

From the rest of the readme I should have posted up here:

Code: Select all

You do not need to alter your MH setting to allow trans, just load this mod. Any normal translocators found inside maps previously will still be there and function as normal. If you want a custom copy with different settings contact me and I'll whip you one up. This mod uses default settings for the trans.

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Re: Server Mods/Mutators

Post by gopostal » Mon Mar 30, 2009 8:30 am

I have version 3 (the final UTJ rewrite) coded and done. All it is waiting on is for feedback on any changes anyone feels might be needed. Make your feelings heard :mrgreen: (and if you want to do it privately, that's fine just IM/Mail me).

Once this is done I plan on starting in on the MH mod itself. When it is done there will be one single mod with all this stuff built in and so many things configurable that server admins won't be able to complain at all :wink: If you have any ideas on improving MH shoot them out here. No one knows the mod better than you guys!

Spent a little time massaging the HUD a bit. Would you guys like to change anything in how the HUD is set up? I thought the man in the upper right is a waste of space, but what to put there?

Image

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*POTS*
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Re: Server Mods/Mutators

Post by *POTS* » Mon Mar 30, 2009 5:26 pm

1 - Monster Hunt Madness?!? I thought it was Monster Hunt Mayhem... :shock:

2 - The man in the right corner is not a waste of space, mine is scaled down, you guys should resize it as well.

3 - I like the yellow font, it looks more readable, you should also get rid of the ugly red font in the scoreboard that shows your name, it always tends to look blurry when you convert screenshots in JPEG format.
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Mon Mar 30, 2009 6:08 pm

1. I did that to see who was paying attention ;) It's not a photoshop job, this is a real HUD. Changing the logo is easy though. I'm thinking very seriously of calling the new mod MonsterHuntMadness (Mayhem? Let Herm decide) as just MH doesn't really cover it any more. This will eventually include so much more than the stock mod like admin tools, options, added functions, etc.

2. I might remove the man completely but is there something you might like to have in it's place? I've seen some servers have "behindview" in a box so you can see whats going on to the rear, but I never much cared for it. Perhaps a current leader scoreboard (small one?). Heck I dont know, I'm not really an idea man. I can build it if someone tells me what they want though.

3. Yeah the scoreboard is next up. I've always hated that thing. I will ask Dane to help me with that. He's made some fantastic scoreboards.

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*POTS*
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Re: Server Mods/Mutators

Post by *POTS* » Mon Mar 30, 2009 7:06 pm

ScottyD wrote:1. I'm thinking very seriously of calling the new mod MonsterHuntMadness (Mayhem? Let Herm decide) as just MH doesn't really cover it any more.

2. I might remove the man completely but is there something you might like to have in it's place? I've seen some servers have "behindview" in a box so you can see whats going on to the rear, but I never much cared for it. Perhaps a current leader scoreboard (small one?). Heck I dont know, I'm not really an idea man. I can build it if someone tells me what they want though.
1. There used to be a real Monster Hunt Madness server one or two years ago. I don't know the server admin, though.

2. I think a timer and a jumpboots counter could be useful, they have already been included in UTPure if I recall correctly. Here's a screenshot, I like them very much:

Image

Besides with a jumpboots counter you might not need the man icon.
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Mon Mar 30, 2009 7:10 pm

What does the timer count down? I have the code for the boots too, it's just not included. BTW I redid the boots, they are pretty fly now. I'll zip you the mod to offline test it.

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*POTS*
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Re: Server Mods/Mutators

Post by *POTS* » Mon Mar 30, 2009 7:13 pm

The timer shows the overall time left... if you've set a time limit of course.
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gopostal
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Re: Server Mods/Mutators

Post by gopostal » Mon Mar 30, 2009 7:23 pm

about the boots....one thing that irritates me is the half-jump you get when they are drained. You want me to remove that?

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*POTS*
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Re: Server Mods/Mutators

Post by *POTS* » Mon Mar 30, 2009 7:28 pm

Is that a bug? Yeah I don't like it too, it makes me fall down whenever approaching BT paths. It seems to affect just the Unreal1 boots, AFAIK.

[Edit]
I've found also a ping counter showed up in the HUD on a server. Not very useful IMO.
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