MonsterHunt Versions & History

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SC]-[WARTZ_{HoF}
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MonsterHunt Versions & History

Post by SC]-[WARTZ_{HoF} » Tue Dec 26, 2017 1:38 am

***DOWNLOADS***
MonsterHuntv400.zip
MonsterHunt v400
(4.6 MiB) Downloaded 38 times
MonsterHuntv450.zip
MonsterHunt v450
(4.68 MiB) Downloaded 20 times
MonsterHuntv500.zip
MonsterHunt v500
(6.18 MiB) Downloaded 21 times
MonsterHuntv503.zip
MonsterHunt v503
(6.14 MiB) Downloaded 22 times

Release 1 (Internal)
--------------------

- Initial release

Release 2 (Internal)
--------------------

- Fixed lots of tiny bugs
- Added subtle little things you probably won't notice
- Removed 'Deaths' listing from the scoreboard
- Fixed some spelling errors :-)
- Greatly expanded the ReadMe file

Release 3 (Internal)
--------------------

- Added new game type - Monster Arena!
- Included three Monster Arena maps, MA-Winged, MA-Queens and MA-Revenge.
- Included new Monster Hunt map, MH-Canyon.
- Created icons for MonsterEnd triggers to make it less confusing when making MH and MA maps.
- Fixed "*Player* is now on" message that was displayed when a player joined a game, now reads "*Player* has joined the hunt!"
- Fixed some death messages eg. "Shrimp was slimed. by a Slith". Note the full stop after "was slimed." all those have been fixed.
- Improved bot intelligence, they should now be able to complete the map.
- Added support for Unreal 1 weapons, giving you a potential total of 21 weapons.
- May have fixed bug where the monsters weren't showing up on some people's systems. (experimental)
- Added a small Monster Hunt logo under the health and armour readings on the HUD.
- Changed the difficulty descriptions in the bot config window to suit Monster Hunt.
- Added support for up to 32 players, I don't reccomend you use that many though, but the option is there if you want it.
- Added Monster Hunt server browser for finding online games.
- Removed ammo from maps when using the Chainsaw Arena mutator.
- Fixed lots of bugs in MH-Forbidden.
- Created this HTML help file, looks a lot nicer than NotePad don't you think?
- Thought up little slogan, "Don't think, shoot!!" (you may recoginse this from the best PlayStation game ever made, Metal Gear Solid!).

Release 4 (First public release)
v400
--------------------

- Added maps: MH-Trials, MA-RocketArena and MA-Crimson
- Added death messages when a monster is killed
- Added server browser for Monster Arena
- Server browsers actually work now :-)
- Fixed "Hunt Successful!" message even if time ran out, will now read "Time up, hunt failed!" when time runs out
- Fixed problem where monsters wouldn't work on some people's systems for real this time
- Fixed problems with Monster Arena map lists
- Created 3 new monster classes: LavaTitan, LavaSlith and RockTentacle
- Added the Monster Hunt credits to the Mod menu
- Revised all maps and fixed lots of bugs
- New background images for the Rules, Settings and Bots config screens when starting a game.
- Created the MonsterEvent class, allows messages to be displayed. Can be used to inform players of progress or things that have happned.
- Weapons and ammo respawn faster in Monster Arena
- Monster Hunt now uses it's own .ini file "MonsterHunt.ini" for storing it's information


Release 5
v450
--------------------

- Fixed Unreal weapons not working in multiplayer, also added decals to their projectiles - Thanks to UsAaR for help.
- Added a scoring system so you score points depending on which type of monster you kill. Scores are as follows: Titan, Queen and WarLord = 5 points. Giant GasBag and Giant Manta = 4 points. SkaarjWarrior, MercenaryElete and Brute = 3 points. Krall, Mercenary, SkaarjTrooper, Slith and GasBag = 2 points. Everything else = 1 point. You also loose 5 points for killing innocent creatures and yourself. 10 extra points are awarded for killing a boss.
- Fixed bug where monsters would attack spectators before a round begins.
- Fixed bug where where if no time limit was set, but you finished the level, it would say "Time up, hunt failed!".


Release 6
v500-v503
--------------------

- Bots can now follow waypoints (if supported by the map) and complete complex objectives and end the level by themselves.
- Bots now fight monsters and monsters fight bots.
- Monster difficulty is influenced by bot difficulty settings, eg. if you set the bot skill to Novice, monsters will be easy to beat, set the bot skill to Godlike and monsters are much harder to beat.
- A life limit can be set, when players (and bots) run out of lives, they are sent into spectator mode. When all players and bots are dead, the game ends.
- Tournament mode can no longer be set, it will always be off in multiplayer games and always on in single player.
- Fixed "You are the winner" announcer message from playing when you actually lost (ran out of time or team has no lives left).
- Team skins are now optional (set when starting a game), no need to use red all the time.
- 5 Points are lost for being killed when there is no life limit, this should help prevent "kamakazi" style gameplay.
- Revised all Hunt maps and fixed a lot of bugs in them.
- Added new map, HM-NaliVillage][.
- Lots of other minor bugs have been fixed up along the way.

medor
Posts: 26
Joined: Sat Sep 30, 2017 4:14 pm

Re: MonsterHunt Versions & History

Post by medor » Tue Dec 26, 2017 7:35 am

Last edited by medor on Fri Dec 29, 2017 7:20 am, edited 1 time in total.

Nelsona
Posts: 121
Joined: Sat Sep 30, 2017 5:03 am

Re: MonsterHunt Versions & History

Post by Nelsona » Fri Dec 29, 2017 6:34 am

I'm not going to say that by using 504 you will not have any crash, but let's say crashes are reduced. At this moment the only thing almost removing all crashes (perhaps still random occurrences are still happening) is XC_Engine which has a lot of things rewritten and add-ons, offering a lot of options.
So far what was helpful to get old borks back in stage is NavAdder which I wrote and which is supporting updates more time from now on by simply adding files without to edit nothing. I think this way makes me to feel better that overloading controllers with a lot of "fixes". If one of fixes is not good in other map you'll have things ruined. Path modules can be changed and even new Player-Side stuff can be triggered without to do nothing else than a file copy operation. I'm not sure if exist something more simple for a server.

The heavy part is writing patching files which probably only a coder with a minimal experience can do - this is indeed an important problem so far.

Another possible versions which I was doing and talking about at UT99.org probably are not gonna see the public light because I'm not interested about more "coders" having skill in Copy-Paste unable to manage the stuff and even messing up codes - I could see even some of my codes rewritten in a dumb format and then I'm not gonna participate at more MH trash supply.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Cancer{HoF}
Posts: 13
Joined: Thu Dec 28, 2017 6:11 pm

Re: MonsterHunt Versions & History

Post by Cancer{HoF} » Mon Jan 01, 2018 2:44 pm

wonder if the BAH MH mod somewhere out there

medor
Posts: 26
Joined: Sat Sep 30, 2017 4:14 pm

Re: MonsterHunt Versions & History

Post by medor » Sun Apr 15, 2018 11:32 am

medor wrote:
Tue Dec 26, 2017 7:35 am
Missing the excellent no crash 504 http://medor.no-ip.org/index.php?dir=Ga ... rch_mode=f
not for mappers

and add some patch
MHReplacer_MH504
MH_OsPower_MH504
MHHelp_MH504_30_05_2015

http://unrealtournament.99.free.fr/utfi ... _MH504.zip
http://unrealtournament.99.free.fr/utfi ... _MH504.zip
http://unrealtournament.99.free.fr/utfi ... 5_2015.zip
working with NewNet with custom weapons UN1.DisableWeapons

Working with RX family UN1.RXPosError
[UN1.RXPosError]
MaxPosError=50

may be some bugs to found ?
http://forum.ultimateut.tk/viewtopic.php?f=4&t=1017


Sometime we can't open the mapvote ( two different test build mapvote) is it due to the ini ? MH2_NS_V2.ini

Nelsona
Posts: 121
Joined: Sat Sep 30, 2017 5:03 am

Re: MonsterHunt Versions & History

Post by Nelsona » Thu Apr 19, 2018 4:39 am

Entertaining, but as I recall so far I was running that MonsterHunt before XC age exactly as supposed. When I'm speaking about "as supposed" for sure I won't mention "mods" and all that.

NewNet in MH !!?? Can I ask a question ? Why do we do crap all the time ?
In server a player X can claim a kill, after 180-200 ms another one Y claims the same kill because of REAL PING - often occurrence serial kills in MH. Both of these players were killing and scoring for the same Monster ? WTF is this ? A new fantasy a la 2018 ? So if a fake "mod" has bugs, MonsterHunt is guilty for that, right ? Did anyone figure these things ?
This "original" MH will not be in my attention anyway at this moment, I have XC_MonsterHunt which is my current MH game-serving support and I have some MH2 type un-shared yet, supporting teaming for more than 1600 monsters without recursive crashes (noobs cannot use factories because they do have a poor brain). In that MH2 I will look at stuff trying to discard iterations at game-start as much as possible. So far as I recall game starts and might run in maps with 3200+ creatures - if we are interested to ruin our own servers. XC_Monsterhunt probably is supporting 5000+ creatures but it might not be the smoother ever thingy.
Anyway for preventing future crashes I might drop some love for these loaded maps doing injections and getting a double number of creatures but NOT ALL of them loaded in Map. That's trash making not mapping.
As for NewNet fantasies I'm not even curious to look there. Explanations: Sometimes I start playing using a lagged 2G connection through a tethering wireless device having 180+ ms ping. Why ? Because I like ON-Line feeling, it's the part of UT's charm. Learning to mitigate ping in MH is a hobby for me. NewNet at this point has no fun and does FAKE effects and that's why I won't move a finger accordingly.

MH architecture related to MH2 types will suffer probably a work-around - not sure when I'll drop an eye. This way in attaching stuff for making a map to work I think belongs to the past. A new and perhaps more properly coded MH is based on EXPANDING MonsterHunt and by using this way Actors embedded in map for MonsterHunt will work in that expanded MH. All the time these MH2 games were child of TeamGamePlus injecting their actors and making mapping creativity more limited - This is already noticed by me as the wrong way, and then doesn't worth too much development at this point.

More MH techs and details based on my observations from all these years are doable in a separate section with some explanations, some people might not understand "a single word" from there (as they claimed) as long as they do not even have a clue how do a game-type works, differences between a game-type and a mutator. Even written with a poor grammar, these might help CODERS not random readers or supposed mappers/modders.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

medor
Posts: 26
Joined: Sat Sep 30, 2017 4:14 pm

Re: MonsterHunt Versions & History

Post by medor » Sat Apr 21, 2018 9:59 am

The original goal was not to make newnet compatible for the MH.
But just I realized that it works currently testing with custom weapons and newnet UN1.DisableWeapons.(BT game test under request Dizzy)

To answer your question what for.
If just the movements can be more pleasant for play on a distant server .... why not.

Ho and we forget the question
Sometime we can't open the mapvote ( two different test build mapvote) is it due to the ini ? MH2_NS_V2.ini

Nelsona
Posts: 121
Joined: Sat Sep 30, 2017 5:03 am

Re: MonsterHunt Versions & History

Post by Nelsona » Sun Apr 22, 2018 5:52 am

I think I answered, in any of my MH versions I could open any MapVoteLA type (those functional after that explosion of sudden "MapVotes"). If mod would crash Votes or such why would I release it ?
I had a server in that time using for months MH2_NS_V2 (incomplete for me at this time) and I did not have issues with MapVote but more issues in some maps. You can modify INI settings as you like, see if it do helps. But heavy timers Are a Pain, perhaps I should drop out a MH2 based on state code letting people to see another way of doing a regenerator with less timer load, I'll think about that. Or I really have to launch some stuff which I did not write yet - it's just a project/idea which I have in my mind toward regeneration type mods and also doing some "control". Those should be smoother as oil taking in account that they will not go intensive with iterations. As always, my focus has orientation to game-play - monster is just A Monster not a stupid lamb, and fancy colors are far from my needs.
medor wrote:
Sat Apr 21, 2018 9:59 am
If just the movements can be more pleasant for play on a distant server .... why not.
I don't get any duplicate kill and/or strange effect coming from these "NewNet" things. In 2018 I intend to grow quality not to fallback in the past. As you can see I'm trying to improve MH play with this XCGE and NavAdder rather than duplicating maps/mods in so called fixed versions.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

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