590 lines
25 KiB
HTML
590 lines
25 KiB
HTML
<html lang="en">
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<head>
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<title>Monster Hunt</title>
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<style>
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body {
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background-color: black;
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color: #CCFF00;
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font-family: sans-serif;
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max-width: 900px;
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margin: 20px auto 50px auto;
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}
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header {
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text-align: center;
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}
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h2 {
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background-color: #CC7A00;
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color: black;
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}
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section {
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margin-bottom: 50px;
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}
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a {
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color: #FF9900;
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text-decoration: none
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}
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a:hover {
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color: #FFCC66;
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font-style: italic
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}
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a:visited {
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color: #FF9900;
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text-decoration: none
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}
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</style>
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</head>
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<body>
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<header>
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<img src="header.png" alt="Header image"/>
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</header>
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<nav>
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<ul>
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<li><a href="#intro">Introduction</a></li>
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<li><a href="#requirements">Requirements</a></li>
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<li><a href="#gameplay">Gameplay Changes</a></li>
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<li><a href="#mapping">Mapping for Monster Hunt</a></li>
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<li><a href="#credits">Credits</a></li>
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<li><a href="#history">Release History</a></li>
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<li><a href="#license">License</a></li>
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</ul>
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</nav>
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<section>
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<h2 id="intro">Introduction</h2>
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<p>
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Welcome to Monster Hunt!! Monster Hunt (MH from
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now on) is a modification for Unreal Tournament (UT from now on) that allows
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you and your team of hunters to fight your way through hoards of monsters attempting
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to prevent you from escaping. MH is played in specially designed maps (see
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"<a href="#mapping">Mapping for Monster Hunt</a>") full of monsters that appeared in
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the original Unreal (and hopefully many new ones in the future), and at the end of
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each map, you'll be faced with a Boss monster (or a few :-) that must be defeated to
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continue.
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</p>
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<p>
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You can also try out Monster Arena, you and your
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team must enter an arena with the biggest, badest, most powerful monsters you're
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likely to face anywhere and beat the hell out of them to survive!
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</p>
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</section>
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<section>
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<h2 id="requirements">Requirements</h2>
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<p>
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MH requires that you have UT patch 436 or higher installed to run, though OldUnreal
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patch 469 could be preferred.
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</p>
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<p>
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You can get the latest patches from one of the following sites:
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</p>
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<ul>
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<li><a href="https://unrealarchive.org/patches-updates/unreal-tournament/patches/index.html">Unreal Archive</a></li>
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<li><a href="https://github.com/OldUnreal/UnrealTournamentPatches/releases">GitHub (OldUnreal 469+)</a></li>
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<li><a href="http://ut-files.com/index.php?dir=Patches/">UT-Files</a></li>
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</ul>
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</section>
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<section>
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<h2 id="gameplay">Gameplay Changes</h2>
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<p>
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<h3>Monster Hunt</h3>
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</p>
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<p>
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Teamplay has a strong role in successfully completing
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a Hunt, if players don't work as a team to accomplish objectives, they'll no
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doubt all end up dead pretty soon, those monsters don't fool around! Sharing
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pickups also becomes important, if one player grabs everything, the rest are
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left with nothing and will end up dead.
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</p>
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<p>
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Because of the nature of MH, players may be faced
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with the occasional puzzle to solve, but they won't be as in-depth as a single
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player game might have - the emphasis is on action, not brainstorming.
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</p>
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<p>
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The Translocator has been disabled in MH games,
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as it could spoil certain scenarios. The Chainsaw replaces the Impact Hammer
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as the default weapon for all that hack and slash goodness it provides :-)
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</p>
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<p>
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<h3>Monster Arena</h3>
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</p>
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<p>
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Much like a traditional DeathMatch, but you're
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not playing against other players, you and your team are battling it out to
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the death against giant bloodthirsty monsters.
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</p>
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<p>
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Players all start in an area protected from the
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monsters. Here, they have a chance to grab the weapons they'll be needing in
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the battle to come - there are no other weapons other than those provided at
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the start, you will however, be able to find ammo in the arena itself. Once
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the monster(s) are killed, you will automatically be taken to the next arena.
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</p>
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<p>
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<h3>Monster Defence</h3>
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</p>
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<p>
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Monster Defence is played on regular CTF maps. Players must protect their flag
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base from invading hoards of monsters, and prevent them from escaping through
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the portal they have managed to open.
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</p>
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<p>
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To win the round, players must hold out until the time limit is reached - the
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monsters are endless and cannot be stopped! The round will be lost if enough
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monsters escape through the portal, or all players lives have been exhausted.
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</p>
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</section>
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<section>
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<h2 id="mapping">Mapping</h2>
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<p>
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<h3>Monster Hunt</h3>
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</p>
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<ul>
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<li>Before you start on a map, open the MonsterHunt.u package in the class browser, so you have access to all the Monster Hunt-specific
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stuff.
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</li>
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<li>Maps should be more of a single player style,
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but make sure there are enough pickups for all the players and that there's
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enough space for a group of players to move around in.
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</li>
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<li>Boss monsters should be in large spacious areas,
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the players must be able to concentrate on defeating the monsters and not have
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to worry about the surrounding architecture.
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</li>
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<li>Make an escape route for the players to run
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through and place a MonsterEnd trigger (found in the class browser: Triggers
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-> Trigger -> MonsterEnd) where the players will run to end the level.
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</li>
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<li>If you want to add bot support to your map (very highly recommended), you can use the MonsterWaypoint actor (found in the
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class browser: Keypoint
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-> MonsterWaypoint). Just put the MonsterWaypoint actors wherever you want a bot waypoint to be, like near a button or a lever, or
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just along the path through the level. Set its Position property to tell the bots in which order the waypoints must be visited. Set
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the first one at 1, the next at 2, then 3, and so on. You can also enter the Event tag of a particular actor so when the bot gets to
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the waypoint, something can be triggered to happen.
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</li>
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<li>Be sure to add lots of PlayerStarts at the beginning
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of the level to make sure the players don't telefrag each other when the round
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starts - about 12-18 will be enough for a normal size map.
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</li>
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<li>You can implement simple puzzles for the players
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to solve along the way, but don't use too many as players will probably get
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frustrated.
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</li>
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<li>Feel free to use as many special effects as
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you like, in this style of game, the players will really take note an think
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"How'd they do that???" :-)
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</li>
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<li>Remember that there is no Translocator, so don't
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make any situations where it's needed to progress.
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</li>
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<li>The difficulty of the map is important, start
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with relatively weak monsters and as players progress through the level, use
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stronger and stronger enemies.
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</li>
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<li>Make sure your Boss monster is pretty strong,
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players will be disappointed it only takes a few shots to kill it.
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</li>
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<li>Don't put any monsters near to where the players
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will start, they'll all be slaughtered as soon as they spawn.
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</li>
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<li>Environmental hazards (slime, lava, huge drops,
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etc.) are great, but make sure the boss monster(s) can't fall in, or it'll spoil
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the fun of defeating them.
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</li>
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<li>Don't give the players the best guns at the
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beginning, or they'll mow through the monsters too easily.
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</li>
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<li>Use the MonsterEvent (under Triggers -> SpecialEvent)
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to display messages for the players, everything has already been pre-configured,
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just type the message and connect it to a trigger.
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</li>
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<li>Set the boss monster's bIsBoss to True so the player can get extra points for killing him.</li>
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<li><b>Objectives</b>
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<ul>
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<li>Objectives can be used to guide players or provide story details and context for the map play-through.</li>
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<li>To add an objective, add a MonsterHuntObjective (under Keypoints in the class browser) to your map. Each
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MonsterHuntObjective represents a single objective, and you can add up to 16 per map.</li>
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<li>Active objectives are shown on the player's HUD. If an objective has bAlwaysShown, it will be visible even
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when not active, with an icon matching its complete or incomplete status.
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If an objective has bShowWhenComplete, it will continue to be shown on the HUD after it's completed, even if
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not bAlwaysShown.</li>
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<li>An objective will become active when it's triggered based on its Tag, and triggering it again will make it
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completed. An objective may have a separate CompletedEvent set, which corresponds to an event which will
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set this objective as complete. So for example, one event (matching the Tag) will set an objective as active
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and another event (matching the CompletedEvent) will set the objective as completed.</li>
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<li>Multiple objectives may be active at once, and similarly it's not required for any objectives to be active
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at any given time.</li>
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<li>Sounds may be configured for when the objective becomes active, and when it's completed. These are UI sounds
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broadcast to players, and not played in-map like a sound effect.</li>
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</ul>
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</li>
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</ul>
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<p>
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<h3>Monster Arena</h3>
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</p>
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<ul>
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<li>The same rules that apply to Monster Hunt maps
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apply to Monster Arena maps as well, but there are a few more things to keep
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in mind:
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</li>
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<li>Make sure you create a small protected area somewhere
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in the map that the players can safely spawn in, you can even seal it off by
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using a door.
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</li>
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<li>You should provide the players with some guns
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in the protected area but don't give them too many and make sure the weapons
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suit the arena and the monster to be killed.
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</li>
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<li>Place as much health and ammo around the arena as you like.</li>
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<li>Give the players lots of place to move in, and
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make sure the boss can't get stuck anywhere.
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</li>
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<li>Place a MonsterArenaEnd trigger in the map (found
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in the classes browser: Triggers -> Trigger -> MonsterEnd -> MonsterArenaEnd)
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and set an Event for the boss and set the Tag of the MonsterArenaEnd to correspond
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with the boss' Event. (<I>IMPORTANT! - Make sure you add the trigger in the
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centre of the map using the Top View</I>)
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</li>
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</ul>
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</section>
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<section>
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<h2 id="credits">Credits</h2>
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<p>
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You can also see the Monster Hunt credits in UT by looking in the Mod menu.
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</p>
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<ul>
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<li>Programming, graphics, website & help files:
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<ul>
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<li><a href="https://shrimpworks.za.net/">Kenneth "Shrimp" Watson</a></li>
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</ul>
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</li>
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<li>Maps:
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<ul>
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<li>Shrimp</li>
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<li>Ecstaticus (MA-Crimson)</li>
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</ul>
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</li>
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<li>Playtesters:
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<ul>
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<li>BikerBob</li>
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<li>Wipeout</li>
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<li>DuckMan</li>
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<li>_Tuke</li>
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</ul>
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</li>
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<li>Localisation:
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<ul>
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<li>Neon_Knight (Spanish)</li>
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</ul>
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</li>
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<li>Special thanks:
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<ul>
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<li>Valkyrie</li>
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<li>The <a href="https://ut99.org/" target="_blank">UT99.org</a> community for keeping UT alive and exciting</li>
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<li>Albert Reed (Also worked on the HeadHunters mod)</li>
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<li>Beppo (lead coder for <a href="http://www.planetunreal.com/infiltration/" target="_blank">Infiltration</a>)</li>
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<li>JohnMcL (lead coder for <a href="http://www.theplace.nu/warbots/" target="_blank">Warbots</a>)</li>
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<li>UsAaR33 (creator of <a href="http://www.unreality.org/ussar33/" target="_blank">OldSkool</a>)</li>
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<li>Epic MegaGames</li>
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<li>and everyone at <a href="https://www.unreal.co.za/" target="_blank">UnrealZA</a></li>
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</ul>
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</li>
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</ul>
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</section>
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<section>
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<h2 id="history">Release History</h2>
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<h3>Release 17 (611)</h3>
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<ul>
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<li>Moved logic for several actions into separate "extension" classes:<br/>
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- `MonsterHuntScoreExtension`: Allows implementation of custom scoring for monster kills and player deaths<br/>
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- `MonsterHuntBotExtension`: Moves all the bot orders and other checks out of game code, and allows custom behaviour<br/>
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- `MonsterHuntMonsterExtension`: Allows implementation of custom monster skill settings and behaviours<br/>
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- These are all configurable on the MonsterHunt gametypes
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<li>Support for green blood splats in the Monster Mess mutator
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<li>Fix missing Monster Mess splats in multiplayer clients
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<li>Improve visual effects of Defence escape portal
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<li>Reduce occurrences of Enemy AccessNone logs in Defence
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<li>Fix overlapping lives/ping stats on multiplayer scoreboard
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<li>Show monster difficulty on multiplayer scoreboard
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</ul>
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<h3>Release 16 (610)</h3>
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<ul>
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<li>Updated spanish definitions (thanks Neon_Knight)
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<li>New Mutator - Monster Mess; monster corpses and giblets leave blood splats
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<li>Unreal ammo and pickup messages appear as UT HUD messages rather than in the chat log
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<li>Fix positioning of MH HUD icon when growing or shrinking HUD
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</ul>
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<h3>Release 15 (609)</h3>
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<ul>
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<li>Properly support `bEnabled` on `MonsterWaypoint`, to allow for more complex AI navigation orchestration<br/>
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waypoint can now be disabled at start, and then triggered to enable (default is enabled)
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<li>Adjust bot behaviour to try to clear monsters in an area before proceeding to next waypoint
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<li>Localisation templates and Spanish Localisation (thanks Neon_Knight)
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<li>Update build scripts/templates to support localised template variables
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<li>Optimise `MonsterWaypoint` startup, only do `AllActors` traversal if/when touched and only if events configured
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<li>Add icons on the scoreboard:<br/>
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a skull for players with no remaining lives<br/>
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a star "award" at the end for players with no deaths for the whole round
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<li>Re-worked and improved MH-Revenge]\[ map, included as MH-Revenge]\[-SE
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<li>Add option to hide objectives on HUD. Can be Set in `User.ini`:<br/>
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under `[MonsterHunt.MonsterHUD]` section, set `bHideObjectives=true` (default is false)
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</ul>
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<h3>Release 14 (608)</h3>
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<ul>
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<li>Re-worked and improved MH-NaliVillage]\[ map, included as MH-NaliVillage][-SE
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<li>Include monster difficulty in scoreboard footer message
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<li>Show objectives on scoreboard
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<li>Reduce volume of objective activated/completed sounds
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<li>Only include unfriendly creatures in monsters remaining count
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<li>Tweak levers/waypoints in MH-NaliVillage]\[ map to prevent double-triggering by AI
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</ul>
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<h3>Release 13 (607)</h3>
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<ul>
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<li>Introduction of support for optional objectives in maps, which can show up on the HUD, and tell players what they need to be doing
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<li>Cleaned up some chat log kill messaging, and do not show suicide messages as "Player1 killed Player1"
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<li>Polish pass for MH-Lonely][, fixing bad geometry, general cleanup and visual improvements
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<li>Added objectives to all standard MH maps
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</ul>
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<h3>Release 12 (606)</h3>
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<ul>
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<li>Fix incorrect view offsets for U1 weapons making them seem invisible
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</ul>
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<h3>Release 11 (605)</h3>
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<ul>
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<li>Remove automatically assigning monsters to team
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<li>Show monster names better, "KrallElite" becomes "Krall Elite"
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<li>Grammatically correct escape message
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</ul>
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<h3>Release 10 (604)</h3>
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<ul>
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<li>Fix saving of game rule settings
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<li>Refactor scoring implementation, including default scores for more monster types
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<li>Fix upgrade dispersion pistol (thanks SeriousBuggie)
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<li>Fix zoom for old rifle (thanks SeriousBuggie)
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<li>Prevent call endgame if game already ended (thanks SeriousBuggie)
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<li>Fix destroy shadow for bugged monsters (thanks SeriousBuggie)
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<li>Fix break broken team skins like Cow and Nali (thanks SeriousBuggie)
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<li>Refactor Login function to work around bug with triggers in start areas (thanks SeriousBuggie)
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<li>Fix killing friendly Nalis and Cows, and bots waking up Titans (thanks SeriousBuggie)
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</ul>
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<h3>Release 9 (603)</h3>
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<ul>
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<li>Decoupled monster difficulty from bot skill - difficulty is its own option on the Rules tab
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<li>Add configurable Warmup time to Defence, before monsters start spawning
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<li>Make Defence max escapees configurable in Rules tab
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<li>Monster attitude to player set in difficulty, rather than when the match starts
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<li>Better re-trigger prevention for MonsterEnd (thanks sector2111)
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<li>Removed `MonsterHunt` type-check on `MonsterEnd` triggers, so other gametypes can use them (thanks sector2111)
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<li>Improved and optimised bot waypoint finding to better support missed waypoints and no waypoints (thanks sector2111)
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<li>Moved `MonsterReplicationInfo` setup into `InitGameReplicationInfo()` where it should be
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<li>New higher resolution graphics for settings tabs
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<li>Fix missing localisation for player lives ran out message
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</ul>
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<h3>Release 8 (602)</h3>
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<ul>
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<li>Fix incorrect `UIWeapon` reference in MonsterBase.CheckReplacement
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<li>Remove NaliRabit from ScriptedPawn checks
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<li>Do not spawn monster shadows on dedicated servers
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<li>Implement better difficulty call using GameInfo.IsRelevant, rather than being called from various other places
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<li>MonsterEnd should only ever trigger once
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<li>Defence: Better application of orders on monsters, yielding better attack behaviour
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<li>Defence: Disable Mercenary invulnerability shield
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<li>Defence: Monsters do not block eachother, so they can navigate across the map better
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<li>Defence: Monsters which don't move from their starting positions can be killed and recycled
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<li>Defence: Optimisations to mid-game monster order coercion
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<li>Defence: Tweaks to several monster spawn probabilities
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<li>Defence: Localise "... escaped!" message
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</ul>
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<h3>Release 7 (601)</h3>
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<ul>
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<li>Implement new game type: Monster Defence
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<ul>
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<li>Played on CTF maps, players must prevent attacking monsters from escaping via the portal that has opened in their base
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<li>Will only work on CTF maps with reasonable pathing
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<li>Players lose when the maximum number of allowed monsters has escaped, or all lives have been lost
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<li>Players win by successfully holding off the monster advance until the time limit
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</ul>
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<li>Fix numerous "Accessed None" errors in logs related to various assumptions about `bIsPlayer` and `PlayerReplicationInfo` in UT
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classes
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<li>Fix bug with RazorJack not being replaced by `OLRazorjack`
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<li>Fix Monster Arena using the wrong GameReplicationInfo class
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<li>Improve updates of remaining monsters counter
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<li>Update HUD info with remaining time, add defence escapees, critical things go red when needed
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<li>Made many strings localised
|
|
<li>Various improvements and optimisations where possible
|
|
<li>Clean up all compiler warnings, remove unused classes
|
|
<li>Reformat code to conform to cleaner style
|
|
</ul>
|
|
|
|
<h3>Release 6</h3>
|
|
<ul>
|
|
<li>Bots can now follow waypoints (if supported by
|
|
the map) and complete complex objectives and end the level by themselves.
|
|
</li>
|
|
<li>Bots now fight monsters and monsters fight bots.</li>
|
|
<li>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.
|
|
</li>
|
|
<li>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.
|
|
</li>
|
|
<li>Tournament mode can no longer be set, it will
|
|
always be off in multiplayer games and always on in single player.
|
|
</li>
|
|
<li>Fixed "You are the winner" announcer
|
|
message from playing when you actually lost (ran out of time or team has no
|
|
lives left).
|
|
</li>
|
|
<li>Team skins are now optional (set when starting
|
|
a game), no need to use red all the time.
|
|
</li>
|
|
<li>5 Points are lost for being killed when there
|
|
is no life limit, this should help prevent "kamakazi" style gameplay.
|
|
</li>
|
|
<li>Revised all Hunt maps and fixed a lot of bugs in them.</li>
|
|
<li>Added new map, HM-NaliVillage][.</li>
|
|
<li>Lots of other minor bugs have been fixed up along the way.</li>
|
|
</ul>
|
|
|
|
<h3>Release 5</h3>
|
|
<ul>
|
|
<li>Fixed Unreal weapons not working in multiplayer, also added decals to their projectiles - Thanks to UsAaR for help.</li>
|
|
<li>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.
|
|
</li>
|
|
<li>Fixed bug where monsters would attack spectators before a round begins.</li>
|
|
<li>Fixed bug where where if no time limit was set, but you finished the level, it would say "Time up, hunt failed!".</li>
|
|
</ul>
|
|
|
|
<h3>Release 4 (First public release)</h3>
|
|
<ul>
|
|
<li>Added maps: MH-Trials, MA-RocketArena and MA-Crimson</li>
|
|
<li>Added death messages when a monster is killed</li>
|
|
<li>Added server browser for Monster Arena</li>
|
|
<li>Server browsers actually work now :-)</li>
|
|
<li>Fixed "Hunt Successful!" message even
|
|
if time ran out, will now read "Time up, hunt failed!" when time runs out
|
|
</li>
|
|
<li>Fixed problem where monsters wouldn't work on some people's systems for real this time</li>
|
|
<li>Fixed problems with Monster Arena map lists</li>
|
|
<li>Created 3 new monster classes: LavaTitan, LavaSlith and RockTentacle</li>
|
|
<li>Added the Monster Hunt credits to the Mod menu</li>
|
|
<li>Revised all maps and fixed lots of bugs</li>
|
|
<li>New background images for the Rules, Settings and Bots config screens when starting a game.</li>
|
|
<li>Created the MonsterEvent class, allows messages
|
|
to be displayed. Can be used to inform players of progress or things that have happned.
|
|
</li>
|
|
<li>Weapons and ammo respawn faster in Monster Arena</li>
|
|
<li>Monster Hunt now uses it's own .ini file "MonsterHunt.ini" for storing it's information</li>
|
|
</ul>
|
|
|
|
<h3>Release 3 (Internal)</h3>
|
|
<ul>
|
|
<li>Added new game type - Monster Arena!</li>
|
|
<li>Included three Monster Arena maps, MA-Winged, MA-Queens and MA-Revenge.</li>
|
|
<li>Included new Monster Hunt map, MH-Canyon.</li>
|
|
<li>Created icons for MonsterEnd triggers to make it less confusing when making MH and MA maps.</li>
|
|
<li>Fixed "*Player* is now on" message that was displayed when a player joined a game, now reads "*Player* has
|
|
joined the hunt!"
|
|
</li>
|
|
<li>Fixed some death messages eg. "Shrimp was slimed. by a Slith". Note the full stop after "was slimed." all
|
|
those have been fixed.
|
|
</li>
|
|
<li>Improved bot intelligence, they should now be able to complete the map.</li>
|
|
<li>Added support for Unreal 1 weapons, giving you a potential total of 21 weapons.</li>
|
|
<li>May have fixed bug where the monsters weren't showing up on some people's systems. (experimental)</li>
|
|
<li>Added a small Monster Hunt logo under the health and armour readings on the HUD.</li>
|
|
<li>Changed the difficulty descriptions in the bot config window to suit Monster Hunt.</li>
|
|
<li>Added support for up to 32 players, I don't recommend you use that many though, but the option is there if you want it.</li>
|
|
<li>Added Monster Hunt server browser for finding online games.</li>
|
|
<li>Removed ammo from maps when using the Chainsaw Arena mutator.</li>
|
|
<li>Fixed lots of bugs in MH-Forbidden.</li>
|
|
<li>Created this HTML help file, looks a lot nicer than NotePad don't you think?</li>
|
|
<li>Thought up little slogan, "Don't think, shoot!!"
|
|
(you may recoginse this from the best PlayStation game ever made, Metal Gear Solid!).
|
|
</li>
|
|
</ul>
|
|
|
|
<h3>Release 2 (Internal)</h3>
|
|
<ul>
|
|
<li>Fixed lots of tiny bugs</li>
|
|
<li>Added subtle little things you probably won't notice</li>
|
|
<li>Removed 'Deaths' listing from the scoreboard</li>
|
|
<li>Fixed some spelling errors :-)</li>
|
|
<li>Greatly expanded the ReadMe file</li>
|
|
</ul>
|
|
|
|
<h3>Release 1 (Internal)</h3>
|
|
<ul>
|
|
<li>Initial release</li>
|
|
</ul>
|
|
</section>
|
|
|
|
<section id="license">
|
|
<h2>License</h2>
|
|
<p>
|
|
This work is licensed under a <a href="https://creativecommons.org/licenses/by-nc-sa/4.0/">Creative Commons
|
|
Attribution-NonCommercial-ShareAlike 4.0 International License</a>.
|
|
</p>
|
|
<p>
|
|
Please refer to the LICENSE file for full license text.
|
|
</p>
|
|
<p>
|
|
You are free to:
|
|
</p>
|
|
<ul>
|
|
<li><b>Share</b> - copy and redistribute the material in any medium or format
|
|
<li><b>Adapt</b> - remix, transform, and build upon the material
|
|
</ul>
|
|
<p>
|
|
Under the following terms:
|
|
</p>
|
|
<ul>
|
|
<li><b>Attribution</b> - You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do
|
|
so in
|
|
any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
|
|
<li><b>NonCommercial</b> - You may not use the material for commercial purposes.
|
|
<li><b>ShareAlike</b> - If you remix, transform, or build upon the material, you must distribute your contributions under the same
|
|
license as
|
|
the original.
|
|
<li><b>No additional restrictions</b> - You may not apply legal terms or technological measures that legally restrict others from doing
|
|
anything the license permits.
|
|
</ul>
|
|
</section>
|
|
|
|
</body>
|
|
</html>
|