Official {MHM} Change Log. Make all change requests here!

Post all {MHM} related content here!
Post Reply
User avatar
Hook
Posts: 3447
Joined: Fri Feb 16, 2007 9:41 am

Re: Official MHM Change LOG. Make all requests here!

Post by Hook » Thu Dec 03, 2009 9:09 am

What kind of "package" is it?
Textures? Sounds? or?
There are easy ways and there are difficult ways to "rebuild" maps!
=Hook= of Hook's UT Place - Hopelessly Addicted to UT99!
Forum: https://hooksutplace.freeforums.net
CROSSBONES Missile Madness {CMM} (GT Top 50)
PRO-Redeemer | PRO-SNIPER-Redeemer | SEEKER-Redeemer
Birth Place of ALL Seeker/Scoped Deemers!
IP: NEW IP to come!
CROSSBONES Monster Hunt {CMH} (Special Edition MH by mars007)
IP: 108.61.238.93:7777

User avatar
BIOMECH
Posts: 1838
Joined: Sat Oct 18, 2008 1:36 am

Re: Official MHM Change LOG. Make all requests here!

Post by BIOMECH » Thu Dec 03, 2009 2:49 pm

PupaePit is just so many giant pupae the game can't render them all, in a box, with a chainsaw :?
Image

User avatar
*POTS*
Posts: 2233
Joined: Fri Oct 17, 2008 8:50 pm

Re: Official MHM Change LOG. Make all requests here!

Post by *POTS* » Thu Dec 03, 2009 4:06 pm

Hook wrote:What kind of "package" is it?
Textures? Sounds? or?
There are easy ways and there are difficult ways to "rebuild" maps!
It's the "SendMePacking" mutator I think, and it's a system package, the problem is the map requires that mutator to work.
BIOMECH wrote:PupaePit is just so many giant pupae the game can't render them all, in a box, with a chainsaw :?
I've seen so many "floating skaarjs" lately that I think the engine can't render properly even a HorseFly in a "soapbox-wide" map.
Plain Old Telephone Service

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

Re: Official MHM Change LOG. Make all requests here!

Post by gopostal » Fri Dec 04, 2009 5:05 am

Pots the trouble is that sendmepacking works very well for what it is intended to do but its possible to nerf other maps with it. I'll explain privately, and if you guys need I can recode that to be embedded into a map and not run as a server package.

There is so much that container code can do I'm very surprised other groups never picked it up and used it to do things on their servers. Teleportation is only the start of what it can accomplish.

User avatar
Hook
Posts: 3447
Joined: Fri Feb 16, 2007 9:41 am

Re: Official MHM Change LOG. Make all requests here!

Post by Hook » Fri Dec 04, 2009 9:19 am

SendMePacking -> maybe it can be used for something very good and useful? :P
What are some good things it can do that may be useful to say - mappers or server admins?
=Hook= of Hook's UT Place - Hopelessly Addicted to UT99!
Forum: https://hooksutplace.freeforums.net
CROSSBONES Missile Madness {CMM} (GT Top 50)
PRO-Redeemer | PRO-SNIPER-Redeemer | SEEKER-Redeemer
Birth Place of ALL Seeker/Scoped Deemers!
IP: NEW IP to come!
CROSSBONES Monster Hunt {CMH} (Special Edition MH by mars007)
IP: 108.61.238.93:7777

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

Re: Official MHM Change LOG. Make all requests here!

Post by gopostal » Fri Dec 04, 2009 9:49 am

In a nutshell think of it as a container where you can store commands to be called with a single command. Sort of a game-relevant "keybind" if you will.

It has two parts, the code that contains the commands you want and an ini file that lists the corresponding password to be checked to allow the command's use. The ini file stays on server, never seen by a player so the passwords are very secure, and can be changed instantly by an admin.

Now inside the code a simplstic explanation is the mod looks for mutate commands and compares them to what it has stored. For example I want to have a command to kill every player on the board. I associate the code for "kill all playerpawns" with the mutate comand "killthemall". Since this will be in slot 1 of the container code I assign the password drdeath to the ini and package the whole thing to the server.

Ingame a simple "mutate killthemall drdeath" will now instantly frag everyone on the board. This is a harsh example but you get the idea. Really any sort of commands or lists of actions can be put into the container from summoning to map altering to basically anything. Movement of players was nothing compared to what this mod can really do.

Here's the code for you to look at. Feel free to use any way you like.
sendmepackingv5.zip
locationlist.ini
You do not have the required permissions to view the files attached to this post.

User avatar
BIOMECH
Posts: 1838
Joined: Sat Oct 18, 2008 1:36 am

Re: Official MHM Change LOG. Make all requests here!

Post by BIOMECH » Fri Dec 04, 2009 10:18 am

*POTS* wrote:I've seen so many "floating skaarjs" lately that I think the engine can't render properly even a HorseFly in a "soapbox-wide" map.
I don't mean they float, I mean there are so many giant bugs crammed into that box that most of turn invisible :shock:
Image

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

Re: Official MHM Change LOG. Make all requests here!

Post by gopostal » Fri Dec 04, 2009 10:31 am

It has to do with the collision box of the bugs, they are stacked on top of each other. When a new bug spawns it slowly rises as it tries to find the next open spot inside the map so it can settle into its own collision box.

User avatar
*POTS*
Posts: 2233
Joined: Fri Oct 17, 2008 8:50 pm

Re: Official MHM Change LOG. Make all requests here!

Post by *POTS* » Sat Dec 05, 2009 8:42 am

gopostal wrote: Now inside the code a simplstic explanation is the mod looks for mutate commands and compares them to what it has stored. For example I want to have a command to kill every player on the board. I associate the code for "kill all playerpawns" with the mutate comand "killthemall". Since this will be in slot 1 of the container code I assign the password drdeath to the ini and package the whole thing to the server.

Ingame a simple "mutate killthemall drdeath" will now instantly frag everyone on the board. This is a harsh example but you get the idea. Really any sort of commands or lists of actions can be put into the container from summoning to map altering to basically anything. Movement of players was nothing compared to what this mod can really do.
WOW! And I thought you could just use that mod as an instant teleporter. The author must have been an evil genius. :shock:
Thanks for the explanation gopo. I wonder why nobody has used it before, for example for control panels codes and stuff like that in new maps. :?
Plain Old Telephone Service

User avatar
Hermskii
Site Admin
Posts: 8685
Joined: Sun Jul 10, 2005 9:56 pm

Re: Official MHM Change LOG. Make all requests here!

Post by Hermskii » Sat Dec 05, 2009 9:03 am

Sounds like GOPO is creating monsters. I'm surprised he let the cat so out of the bag. Was that really the smartest thing to do or am I missing something that makes all of the info not so dangerous? I suspect that it is no big deal provided that package is not on a server already.
~Peace~

Hermskii

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

Re: Official MHM Change LOG. Make all requests here!

Post by gopostal » Sat Dec 05, 2009 9:54 am

I've had this mod posted for quite some time. Let me explain Herm and put your fears at rest.

Lets take the SMP that was in the village map. Anyone can uncache the mod and open it up and look at the code. You'll easily see what it does (in this case warping the player) and where you warp to. What you can't see is the password so in effect it is useless unless you are a server admin. The same would be true of any usage of this in any form. You'd be able to find out what it can do but never be able to do anything with it unless you knew the passwords. And like the admin passwords used in UT, the key is very easily changed (even ingame by a set command from an admin).

This mod could be very handy and I've tested it to be embedded into a map and it still works fine. The coding is pretty simple and I'd help anyone thinking of using the container. You are free (as always) to rename and reuse any way you like.

User avatar
Hermskii
Site Admin
Posts: 8685
Joined: Sun Jul 10, 2005 9:56 pm

Re: Official MHM Change LOG. Make all requests here!

Post by Hermskii » Sat Dec 05, 2009 10:04 am

Hey GOPO. What the hell? I called and left a messgae for you and you never called me back. Check your wife's cell phone for my message since your home number is no longer any good Mr. moved in to a big brand new house and paid for it in full on your first payment.
~Peace~

Hermskii

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

Re: Official MHM Change LOG. Make all requests here!

Post by gopostal » Sat Dec 05, 2009 1:44 pm

My normal number is still good, it just won't be on until the 8th. Since it's a new house the phone company has to put up a new pole and wire, and the fastest I could get it done was then. On the plus side I have my own cable node and my ping is better than it has ever been :mrgreen:

User avatar
Hermskii
Site Admin
Posts: 8685
Joined: Sun Jul 10, 2005 9:56 pm

Re: Official MHM Change LOG. Make all requests here!

Post by Hermskii » Sat Dec 05, 2009 2:09 pm

Oh oh then. Here comes GOPO!
~Peace~

Hermskii

User avatar
-HellFire-
Posts: 1356
Joined: Sat Oct 18, 2008 6:05 am

Re: Official MHM Change LOG. Make all requests here!

Post by -HellFire- » Sat Dec 12, 2009 7:16 pm

Well, kinda late already but here is the map I would like to have on MHM.
It's already finished for about 1-2 months so no beta or anything.

http://www.filefront.com/15121109/MH-Mi ... %5D%5B.rar
Image

Post Reply