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[RELEASED]MH-Purgatorium

For discussion of anything relating to multiplayer gameplay in the Unreal series, including co-op.

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User avatar Terraniux
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Subject: Re: MH-Purgatory

Post Posted: 01 Jun 2012, 02:49

hm... everything should be fine now. Creating this map gave me some real headaches that made my mind go nuts and gave me a short circuit when it comes down to remembering things.
BTW, first bug is found: Warboss is low health, forgot to change the original health again after some re-testing. Please try to ignore it and focus on the main quest.
Thanks
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Subject: Re: MH-Purgatory

Post Posted: 02 Jun 2012, 03:37

now it says im missing something called "WarLord."

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Subject: Re: MH-Purgatory

Post Posted: 02 Jun 2012, 04:20

jaypeezy wrote:now it says im missing something called "WarLord."


Warlord.umx = stock music package from Unreal.
Image

User avatar Terraniux
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Subject: Re: MH-Purgatory

Post Posted: 05 Jun 2012, 13:03

There is just one thing that I can not solve.
All my movers are set on:
bUseTriggered,TriggerOpentimed and IgnoreWhenEncroach.

Still, when a bot touches the mover, it opens up?
Am I using the wrong mover type perhaps?
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gopostal
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Subject: Re: MH-Purgatory

Post Posted: 05 Jun 2012, 15:03

It could also be the controller Terraniux. What are you testing with? I have some mover adjustments coded into my MH controllers.

User avatar Terraniux
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Subject: Re: MH-Purgatory

Post Posted: 05 Jun 2012, 15:36

They are just normal triggers, which are also can be activated just once; nothing special.
And it is the normal Monsterhunt V503 mutator I believe.
Here is a screen with the settings I use for the movers.
Image
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User avatar Terraniux
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Subject: Re: MH-Purgatory

Post Posted: 07 Jun 2012, 14:07

Well if anyone is able to help with the movers I would really appreciate that.
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Subject: Re: MH-Purgatory

Post Posted: 07 Jun 2012, 15:09

You can also open the doors by using "grab" (type in console or bind a key). I think, the bots can use grab, too.

Code: Select all

function GrabDecoration() // class Pawn
{
// ....
      if ( Mover(HitActor) != None )
      {
         if ( Mover(HitActor).bUseTriggered )
            HitActor.Trigger( self, self );
      }   
}

So try to turn bUseTriggered off and see, if the movers still behave like they should.

User avatar Terraniux
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Subject: Re: MH-Purgatory

Post Posted: 07 Jun 2012, 17:57

Am sorry, but what does "grab" actually? And must I compile it or how do I use it?
I do have heard about it but have never used it or worked with it.
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Subject: Re: MH-Purgatory

Post Posted: 07 Jun 2012, 21:59

Originally, Unreal was planned to be more RPG-like. I think, it's a relict from that time to take along small items. But you can also use it to trigger movers (open doors). You stand directly infront of the door, look in its direction and type GRAB into console. I don't know, if this works online, too.

In your map, doors are supposed to be opened only one time by pushing a switch. So grab is heavily undesired. To turn it off, select all doors and change their property Mover->bUseTriggered to false. And afterwards, check if bots can't open the doors by standing directly infront, and, if you can still open the doors the normal way.

User avatar Terraniux
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Subject: Re: MH-Purgatory

Post Posted: 07 Jun 2012, 23:50

Allright, I'll see what I can do.
Thank you very much.
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Subject: Re: MH-Purgatory

Post Posted: 12 Jun 2012, 13:59

Downloaded today and played immediately.
I was expecting a real beating considering it's been so long since I've played but heck no, It was easy up to the queen (BTW I play MH, no addups, no helpers) but then the maps crashes. I think it has something to do with the GaiabyTerraniux.umx which, according to VLC is 33 minutes long, yet there's only 5 or something minutes sound.

BTW that track is superbly chosen for the atmosphere. (I hear Kate Bush style with some Frediie Mercury voicing.)

User avatar Terraniux
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Subject: Re: MH-Purgatory

Post Posted: 18 Jun 2012, 16:12

Since when is VLC able to play UMX files? :?
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User avatar salsaSkaarj
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Subject: Re: MH-Purgatory

Post Posted: 18 Jun 2012, 23:29

Terraniux wrote:Since when is VLC able to play UMX files? :?

No idea since when but it sure does here since I started using VLC (which is probably since 2007). I have to admit though that I probably have the most complete set of codecs having searched for all possible file formats VLC could and can handle).
http://forum.videolan.org/viewtopic.php ... umx#p19528

If you're on Linux then this might be the reason it doesn't play on your system.
http://forum.videolan.org/viewtopic.php?f=13&p=227061

VLC recognises the file as : PCM S16 LE (araw)
Strange thing I noticed (as I wrote) is that according to VLC it's 33 minutes long. The music actually only plays for 5 something minutes. But, I tested that by moving the scrollbar (which defines the paying position) forward. Once I move the bar past the end of the music, no sound comes from the file. However, if i just let VLC play the file from the start without moving the scrollbar, there's more sound/narrative/music until 7:24 minutes. (perhaps longer, I didn't listen till the end).


Edited in order to add:

In the meantime I finished the map. I really liked it but was left unsatisfied when I pressed a button in the Queen area, a message appeared that a hidden door opened, but I couldn't find any new open area.
Before that I had already found (and cleared) the 2 Mufasa areas.

User avatar Terraniux
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Subject: Re: MH-Purgatory

Post Posted: 19 Jun 2012, 13:08

Well, I hope you like the final version then, see first post.
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