Conversion for MonsterHunt level 41 from DrBrain game.
MH-DrBrain41
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Buggie
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MH-DrBrain41
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Last edited by Buggie on Thu Aug 28, 2025 8:19 am, edited 2 times in total.
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Kayako
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Re: MH-DrBrain41
Oh wow, This looks interesting, I wanna try it right away when I get the chance! thanks Buggie!
Edit: As soon as the first doors open I get this:

My guess is it might be fixed in the very latest version of the game? May patch later and check!
Edit: As soon as the first doors open I get this:

My guess is it might be fixed in the very latest version of the game? May patch later and check!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Barbie
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Re: MH-DrBrain41
Looks like not designed for v436 (freeze after opening first door):
v469e works.
etc etc.UnrealTournament.log wrote:Critical: URender::DrawLodMesh
Critical: (LodMesh MH-DrBrain41v0.Deps.RoboTurret)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Critical: URender::DrawLodMesh
Critical: (LodMesh MH-DrBrain41v0.Deps.RoboTurret)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
v469e works.
"If Origin not in center it be not in center." --Buggie
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Kayako
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Re: MH-DrBrain41
The March 30 preview and anything older seem to crash with it, haven't tried the newest version yet, but guess the very latest patch can run it!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Buggie
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Re: MH-DrBrain41
Yes, it related to fixed bug - if mesh contain more then 7 index for texture it will read garbage data on old clients and likely crash. i will check if that can be fixed,
Auto merged new post submitted 40 minutes later
v1
- Fix work on pre-469e clients.
Updated in first post: https://ut99.org/viewtopic.php?t=16960
Auto merged new post submitted 40 minutes later
v1
- Fix work on pre-469e clients.
Updated in first post: https://ut99.org/viewtopic.php?t=16960
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Barbie
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Re: MH-DrBrain41
436 clients can play, thanks.
Just one visual issue with the movers in v436 but no need to fix: And btw I changed TriggerType of the door triggers from TT_AnyProximity to TT_PlayerProximity - otherwise game play sticks in spawn tunnel.
Just one visual issue with the movers in v436 but no need to fix: And btw I changed TriggerType of the door triggers from TT_AnyProximity to TT_PlayerProximity - otherwise game play sticks in spawn tunnel.
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"If Origin not in center it be not in center." --Buggie
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Buggie
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Re: MH-DrBrain41
For me doors fine in 436
Auto merged new post submitted 3 hours 43 minutes later
v2
- Open doors only by pawns.
- Mark secret items as secrets.
Updated in first post: https://ut99.org/viewtopic.php?t=16960
Auto merged new post submitted 3 hours 43 minutes later
v2
- Open doors only by pawns.
- Mark secret items as secrets.
Updated in first post: https://ut99.org/viewtopic.php?t=16960
You do not have the required permissions to view the files attached to this post.
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Barbie
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Re: MH-DrBrain41
Sometimes doors look strange even in v469e (all 3 parts of door were closed in fact):
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"If Origin not in center it be not in center." --Buggie
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Buggie
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Re: MH-DrBrain41
Weird. Any way of stable reproduce? I suspect that cause by monsters stuck in the doors?
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jmartin
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Buggie
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Barbie
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Re: MH-DrBrain41
Sadly no (and I have to mention that it happened on net play).
Nope - as I wrote, it was only visual open. Approaching the door, all 3 elements moved from center to outside. Furthermore all 3 elements have the same and unique value for
ReturnGroup."If Origin not in center it be not in center." --Buggie