MH-UM-UnrealNostalgia
MH-UM-UnrealNostalgia
A player asked for map "MH-UM-UnrealNostalgia" - does anyone know a download source? medor.no-ip.org, unrealarchive.org and ut-files.com do not list it.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
- sektor2111
- Godlike
- Posts: 6416
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MH-UM-UnrealNostalgia
Try this:
For such screwed decorations throwing chunks, I think I'll write another feature for MapGarbage, capable to turn these "ideas" into real static decorations in a few mouse clicks...
Perhaps you want to know these:
Off-On-Topic:MapGarbage wrote: StaticsCheck: Bork >> UTFlare0 won't be seen in clients. Class has bStatic True and has been screwed to False.
StaticsCheck: Bork >> utflare1 won't be seen in clients. Class has bStatic True and has been screwed to False.
StaticsCheck: Bork >> AmbientSound0 won't be seen in clients. Class has bStatic True and has been screwed to False.
StaticsCheck: Actor Lamp0 has screwed as bStatic. Check it...
StaticsCheck: Actor YellowBook0 has screwed as bStatic. Check it...
StaticsCheck: Actor Table1 has screwed as bStatic. Check it...
StaticsCheck: Actor Brazier0 has screwed as bStatic. Check it...
StaticsCheck: Actor Brazier1 has screwed as bStatic. Check it...
StaticsCheck: Actor Chair0 has screwed as bStatic. Check it...
StaticsCheck: Actor Lantern2 is screwed as bNoDelete. Check it...
StaticsCheck: Bork >> utflare2 won't be seen in clients. Class has bStatic True and has been screwed to False.
StaticsCheck: Bork >> utflare3 won't be seen in clients. Class has bStatic True and has been screwed to False.
StaticsCheck: Actor Lantern4 is screwed as bNoDelete. Check it...
StaticsCheck: Bork >> LightCone0 won't be seen in clients. Class has bStatic True and has been screwed to False.
StaticsCheck: Bork >> lightcone1 won't be seen in clients. Class has bStatic True and has been screwed to False.
StaticsCheck: Actor Urn0 has screwed as bStatic. Check it...
StaticsCheck: Actor Urn1 has screwed as bStatic. Check it...
StaticsCheck: Actor Urn3 has screwed as bStatic. Check it...
StaticsCheck: Actor Urn4 has screwed as bStatic. Check it...
StaticsCheck: Actor Lantern5 is screwed as bNoDelete. Check it...
StaticsCheck: Actor Lantern7 is screwed as bNoDelete. Check it...
StaticsCheck: Actor Brazier2 has screwed as bStatic. Check it...
StaticsCheck: Actor Brazier3 has screwed as bStatic. Check it...
StaticsCheck: Actor Brazier5 has screwed as bStatic. Check it...
Duplicated: Duplicated Actors scan is finished.
Duplicated: Map doesn't seems to include duplicated actors.
VoidCheck: --- Void placement report ---
VoidCheck: BlockAll17 looks placed into void.
VoidCheck: SmokeGenerator2 looks placed into void.
VoidCheck: SmokeGenerator3 looks placed into void.
VoidCheck: UTFlare0 looks placed into void.
VoidCheck: utflare1 looks placed into void.
VoidCheck: Light174 looks placed into void.
VoidCheck: Light259 looks placed into void.
VoidCheck: Light48 looks placed into void.
VoidCheck: Light39 looks placed into void.
VoidCheck: Stukka0 looks placed into void.
VoidCheck: Light42 looks placed into void.
VoidCheck: Light44 looks placed into void.
VoidCheck: Light126 looks placed into void.
VoidCheck: Light219 looks placed into void.
VoidCheck: Light221 looks placed into void.
VoidCheck: Light223 looks placed into void.
VoidCheck: Light225 looks placed into void.
VoidCheck: Light227 looks placed into void.
VoidCheck: utflare2 looks placed into void.
VoidCheck: utflare3 looks placed into void.
VoidCheck: Dispatcher0 looks placed into void.
VoidCheck: LightCone0 looks placed into void.
VoidCheck: lightcone1 looks placed into void.
VoidCheck: LiftCenter4 looks placed into void.
VoidCheck: 24 actors look placed into void, check those.
For such screwed decorations throwing chunks, I think I'll write another feature for MapGarbage, capable to turn these "ideas" into real static decorations in a few mouse clicks...
Re: MH-UM-UnrealNostalgia
Thanks for upload.
This is not a problem.VoidCheck: BlockAll17 looks placed into void.
VoidCheck: Dispatcher0 looks placed into void.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
- sektor2111
- Godlike
- Posts: 6416
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MH-UM-UnrealNostalgia
Yes, but the builder is speaking what is where, conclusions are drawn by debugger-guys.
By example if blockers, dispatchers are not a big deal - this is not a problem not even for some special actors, I really don't get that LiftCenter and neither those lights - these are just a load with no purpose...
Map is XC ready ? 49 PlayerStart actors. Reason ? Pri has only 32 slots and... They are all in the same spot ? If I'm spawning in the same spot why would I use a bunch of places ? For multiple spawn locations this would have a logic but is not the case here... Perhaps in next weeks I'll drop an eye to the rest of settings. I'm curious why player was asking about it. Also has invisible surfaces in a spot, I might expect other BSP problems... That's all for now.
By example if blockers, dispatchers are not a big deal - this is not a problem not even for some special actors, I really don't get that LiftCenter and neither those lights - these are just a load with no purpose...
Map is XC ready ? 49 PlayerStart actors. Reason ? Pri has only 32 slots and... They are all in the same spot ? If I'm spawning in the same spot why would I use a bunch of places ? For multiple spawn locations this would have a logic but is not the case here... Perhaps in next weeks I'll drop an eye to the rest of settings. I'm curious why player was asking about it. Also has invisible surfaces in a spot, I might expect other BSP problems... That's all for now.
Re: MH-UM-UnrealNostalgia
Interesting map - no weapons at the start, not until one gets into the castle itself. Obviously intended to be played with ammo and health regens as there is hardly any ammo in the map (just a little for the minigun). Uses the MegaSlith firing warshells - the collison cylinder for this monster seems awry (to say the least). Possibly best played with Nali Weapons and use the nukes, etc alot!
- sektor2111
- Godlike
- Posts: 6416
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MH-UM-UnrealNostalgia
With other words = a MonsterHunt map not intended for MonsterHunt but extremely recommended for over-powered things - as usual for a no skill MH.
A few time ago I could fix invisible surfaces from Bridge by re-creating the whole Bridge matching place without mixing brushes and intersecting surfaces. Map has now paths excepting those 49 clown-type PlayerStart and Water has paths too... If I will decide to drop something like this in public, it will have ITEMS as well. I have to figure if setup for those "flares" it's good as I did it... Maybe next week I'll see what I'll do with this... Probably MegaSlith has no purpose here, we can have Sliths properly configured for being MegaSliths without extra downloads and extra memory taken...
A few time ago I could fix invisible surfaces from Bridge by re-creating the whole Bridge matching place without mixing brushes and intersecting surfaces. Map has now paths excepting those 49 clown-type PlayerStart and Water has paths too... If I will decide to drop something like this in public, it will have ITEMS as well. I have to figure if setup for those "flares" it's good as I did it... Maybe next week I'll see what I'll do with this... Probably MegaSlith has no purpose here, we can have Sliths properly configured for being MegaSliths without extra downloads and extra memory taken...
Re: MH-UM-UnrealNostalgia
Very true. There's actually 2 MegaSliths (with 60,000 health) and these, plus the 12/14 Krall on the bridge, have to be killed (with only whatever weapon one starts with - dispersion pistol/enforcer) before one can enter the castle (they're linked to a trigger opening the gates)!!sektor2111 wrote: ↑Sun Nov 24, 2019 10:12 pm With other words = a MonsterHunt map not intended for MonsterHunt but extremely recommended for over-powered things - as usual for a no skill MH.... Probably MegaSlith has no purpose here, we can have Sliths properly configured for being MegaSliths without extra downloads and extra memory taken...
Re: MH-UM-UnrealNostalgia
My patches for this map so far: If someone puts hand on this map, here is my wish list:
Spoiler
Code: Select all
function int PatchMap_MH_UM_UnrealNostalgia() {
local int PatchCount;
local Actor A;
if (FindActorByName(CMyMutatorName, A))
{
if (class'SharedCode'.static.SetPropertyInt(A, "MonsterScaleHealth", 0))
PatchCount++;
if (class'SharedCode'.static.SetPropertyInt(A, "WeaponsForPlayer", 1)) // all weapons
PatchCount++;
}
if (FindActorByName('MegaSlith0', A, 'MegaSlith'))
{
A.SetCollisionSize(333, 460);
Pawn(A).Health = 6000; //mapper's choice (also default): 60000
PatchCount++;
}
if (FindActorByName('MegaSlith1', A, 'MegaSlith'))
{
A.SetCollisionSize(333, 460);
Pawn(A).Health = 6000; //mapper's choice (also default): 60000
PatchCount++;
}
if (FindActorByName('AlienQueenV0', A, 'AlienQueenV4'))
{
Pawn(A).Health = 10000; //mapper's choice (also default): 500000
PatchCount++;
}
return PatchCount;
}
- move weapons from castle inside to player start area
- maybe put a pillar in front of the bridge wall to cover the invisible surfaces
- correct that portal brush spam inside Brush458 (see pic)
- remove two useless tube brushes (Brush{508,583})
- fix the bStatic things Sektor2111 mentioned
- consider reducing the health of the 60 000 and 500 000 healthy pawns
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
- sektor2111
- Godlike
- Posts: 6416
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MH-UM-UnrealNostalgia
Some hints:
- Copy red builder to selected bridge and then deintersect newer bridge format, remove old bridge and build map with this new one, a build with sliders 30 90 + BSP will remove invisible surfaces, I gotta look at those portals...
- Static actors (those attached flares) - simple as a pie - put them bNoDelete -> increase netpriority, decrease netfrequency and make them simulated - such settings were okay in some of my tweaks - so, there is no need for new classes;
- Yes, adding ammo (or making map to have random ammo spots - self editing in run-time);
- configurable Monster's MaxHealth for MH mods that don't have this option.
- all those decorations intended to get broken but here not having collision can be turned into DT_Mesh BlockAll.
BrainFarts about Bot support:
- full filling map with decent paths without prunedpaths and VisnoReach - just aerial ones maybe;
- Mobile Waypoints (assisted by actors based on name for MH2 types having Bot support) - MonsterWayPoint Position 1 by example can be moved randomly where exist counted monsters and having disabled any collision for not being touched in combat - or using DM type strategy with some MonsterBurguers (less efficient here);
- using a BlockedPath before last room - it's a locked door dammit, paths have to be locked too -> AS-Mazon;
- etc ?
- Copy red builder to selected bridge and then deintersect newer bridge format, remove old bridge and build map with this new one, a build with sliders 30 90 + BSP will remove invisible surfaces, I gotta look at those portals...
- Static actors (those attached flares) - simple as a pie - put them bNoDelete -> increase netpriority, decrease netfrequency and make them simulated - such settings were okay in some of my tweaks - so, there is no need for new classes;
- Yes, adding ammo (or making map to have random ammo spots - self editing in run-time);
- configurable Monster's MaxHealth for MH mods that don't have this option.
- all those decorations intended to get broken but here not having collision can be turned into DT_Mesh BlockAll.
BrainFarts about Bot support:
- full filling map with decent paths without prunedpaths and VisnoReach - just aerial ones maybe;
- Mobile Waypoints (assisted by actors based on name for MH2 types having Bot support) - MonsterWayPoint Position 1 by example can be moved randomly where exist counted monsters and having disabled any collision for not being touched in combat - or using DM type strategy with some MonsterBurguers (less efficient here);
- using a BlockedPath before last room - it's a locked door dammit, paths have to be locked too -> AS-Mazon;
- etc ?