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 Post subject: MHM problems
PostPosted: Sat Jan 29, 2005 9:28 pm 
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Hello all,

I have a feeling Monsterspawn2 is causing glitches on some maps. We just got stuck in MH-Shakrah: the door to the area with the Warlord would not open. Though I wasn't there for the whole map, I did notice that Warlords were spawning, and it's possible that killing one early may have messed with the trigger order. I am even more confident that something like this is to blame for the problems in MH-MonstersOfSpam and MH-WinterBlast getting stuck where cows start spawning (and spawning and spawning). I've never been thrilled with MonsterSpawn in MH. Most maps have enough or too many monsters as it is, and it tends to muck up the better maps that have some thematic consistency (Krogaar, Kittara, etc) by throwing in monsters that don't belong.

Problem #2: I don't have a problem with a policy of clean language, but censoring is not the way to deal with it. I just found that I could say "motherfucker" but not "assume" -- it kept getting changed to "Buttume." So not only does it not work properly, it's really annoying, and vice versa. (The UTJ announcer still says "Holy shit!" as far as I can tell).


Nice to see Shakrah and Baseriot in there, anyway, and I like that you used the up to date olextras.u.


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 Post subject: Hmmm...
PostPosted: Sat Jan 29, 2005 11:00 pm 
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Point 1 is well taken and I will remove the mod for a while and see if some of these issues don't stop.

Point 2 is always a losing battle it seems since there are so many people with legit names like Glass Joe or something like that which get pissed when there name becomes Butt Joe like your example. There are tons of admins usually watching so Maybe I'll pull that mod off as well. There's a fair warning in the Welcome Screen. BTW, I can assure you that at this point, the announcer cusses no more. This change happened after your post.

Glad you like the new maps! Know any others I should try to get?

Thanks for everything Nuttella.

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 Post subject: OK
PostPosted: Sat Jan 29, 2005 11:52 pm 
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I took of the Keep it Clean and the Monster Spawn for now. I turned off being able to change skins and models while in game. I turned off UTJMH too and replaced it with a better mod that for my purposes does exactly the same thing. I had to take MH-Shakrah off for a while because it started crashing the server 30 seconds after you come in to play it. I shortened MapVote time between rounds from a minute and 1/2 to just at a minute. I did about 20 other little things but have forgotten all of them already. Lets see what the difference will be. Later!

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 Post subject:
PostPosted: Sun Jan 30, 2005 7:25 am 
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Aw fornicate! I forgot one thing: Instant respawning. I like to be able to scout the area while dead. I know you took that off before. Put it back by accident or is there a reason for that?

Ah, well, don't go changing things just because I don't like them. Other people may feel differently.

About Keep It Clean -- I think it's best to keep it off for now. I didn't see people cussing a lot, or at all that I can remember. Just the announcer, and Lo Wang :lol: I only started cussing at the filter myself.


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 Post subject: Actually...
PostPosted: Sun Jan 30, 2005 8:22 am 
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Actually, the force respawn option has always been set to on. I already nuked one guy who showed up and was playing under the name "Fags". Everything else looks good so far.

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 Post subject:
PostPosted: Sun Jan 30, 2005 6:04 pm 
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Location: Found dead in a tree about 40 years ago.
I noticed one thing on MH-Winter. Once you go and get the redeemer, you end up with an endless supply since it starts loading up on ammo too. I was all set to ban someone for "cheating" because I didn't realize this.

So for now this {RIP}X-Blaster person is just on my watch list. He was shooting me off of ledges a lot, -in a fit of pique I assume- because we ended up crowding each other in a narrow spot, and he may have thought I was being rude. I kicked him four times or so, once for each time he shot me off a ledge, and BlueBeardedClamPirate and I held a conversation that let him know he was being naughty. He left after that map, so I will leave it at that. His name is written down. :twisted:

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 Post subject:
PostPosted: Sun Jan 30, 2005 8:32 pm 
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I have already corrected the issue with the redeemer regeneration and the updated version is sitting in Herms inbox. It was an error on my part. It won't do that anymore.

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 Post subject:
PostPosted: Mon Jan 31, 2005 8:46 am 
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Do you think the next version you make could also have the health and ammo regenerate a little faster, |3iGi? I found that in the first version you made doesn't regenerate fast enough for me. I noticed that I have to stop and hide more somewhere more frequently and for a slightly longer period of time so that my gun can be reloaded and regenerate more health.

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 Post subject:
PostPosted: Mon Jan 31, 2005 10:04 am 
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UPDATE: The problem in Shakrah was not Monsterspawn but a mover/trigger getting blocked. I'll tell Derdak.

About the new mutator - I was hoping ammo regeneration would be set so you occasionally had to make decisions about which weapon to use, i.e. maxammo would be closer to the default for each weapon. Instead, I noticed ammo for some weapons was at 5000+ and rising.

And I don't mind health regenerating slowly. Gotta have some challenge, no? It regenerates fast enough to keep you alive in the lava in GiantBoss2 so you can get the deemer and ESR. Seems fast enough to me.


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 Post subject:
PostPosted: Mon Jan 31, 2005 12:10 pm 
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Hmmm just been on the server first time with the new new mod why cant you get more then 200 health was on assault the area where you could build up health with the kegs now nothing happens you need that health to get the deemer on the roof!!!!!!

Dark :evil: :evil: :evil: :evil: :evil: :evil: :evil:

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 Post subject:
PostPosted: Mon Jan 31, 2005 5:41 pm 
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The health regeneration rate and maxes are able to be set by herm. I like having the initial health at 200, but I think the max could be raised to 400 so you can get some health kegs on the maps that require that kind of health. But, it is upto him.

As for the ammo regeneration, I have noticed some bugs with the way I was doing it. I am going to make some changes, and they should be out sometime by next weekend.

I thought instead of making regeneration static amount, make it a percentage of a regular pickup, so we don't always run outta ammo on the minigun, and always have to much on the Falk Launcher...

I am corrently working the new version that works that way, and see how it works.

:-)

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 Post subject: Hmmm...
PostPosted: Mon Jan 31, 2005 9:41 pm 
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Hmmm...?

Because Monster Hunt has so many options available and because they can and are different per map, there will never be a happy medium I'm afraid. If I turn up health for instance, then many of the easier maps lose all challenge. If I turn it down, many people will be doomed in certain maps. It is actually turned up by almost double of what it has been running at for the last month or so. BiGi nailed it on the head about ammo regenerating. It really depends on the map though I do control certain aspects of both health and ammo regeneration. Some of the settings I use are as follows:

Start players health amount = 200
Max regen health = 100 (it will regen back up to 100 only)
Max health regen from pick ups = 199 (Kegs, fruit, viles etc.)

Those are exactly what they used to be set to for the last month. I think they hit the spot. I think that if you have to stop and regen and can without dying dying then it's just about perfect.

I look forward to BigGi's next release but if it fails, I don't care. This Version2 is already all that I asked him for!

BTW: MH-Shakrah is being reworked by the maker and is almost done and available. He changed about 40% of the map and fixed every bug that everyone mentioned to him. Lastly, I got an email from another person yestrday who has converted all of the Monster Arena maps to Monster Hunt. I am getting the pack now and will review the work. If it is good enough, I'll put them on the server as well. Later!

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 Post subject:
PostPosted: Tue Feb 01, 2005 11:49 am 
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How about taking mapvote off for a few days will help with map problems all will have to be played and also means the same 4-6 maps cant be played over and over. :?: :?: :?: :?: :?: :?:

Dark :roll: :roll: :roll: :roll: :roll: :roll: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted:

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 Post subject:
PostPosted: Tue Feb 01, 2005 12:11 pm 
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Location: French west coast
DARKMATTER wrote:
How about taking mapvote off for a few days will help with map problems all will have to be played and also means the same 4-6 maps cant be played over and over. :?: :?: :?: :?: :?: :?:

Dark :roll: :roll: :roll: :roll: :roll: :roll: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted: :twisted:


Good idea ! I almost never vote. Better wait and see what happens !! But it's always the same thing : all people we can see on servers don't like (should I say "don't stand") loosing !!! So they vote for the only very 4 or 5 maps they know they do well... :? :? :?
That's not a great way to courage or discovery !!!! I like to be surprised and that's why I never matter if I'll be or not the winner. The important thing is to play and learn more (instead of being sure to win in few maps or leave the server... :? :? :? :( :( :(
This is some guys we all know usual behaviour...) :( :( :(

It seems better to me to figure in a honest average everywhere instead of being able to win in only 5 maps !!!... :wink:

But... better stop philosophy... may be you got a headache... :( :( :( :) :) :) :o :o :o :D :D :D :wink:

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 Post subject:
PostPosted: Tue Feb 01, 2005 6:02 pm 
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I hope sometime in the future to create a mod that you can set different settings based on map variables, such as name or size.
I have looked into it some. But from what I have learned about the mod in the past few weeks, I think it is definitely a possibility.

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