Monster Hunt 603
Posted: Mon Jan 03, 2022 8:56 am
https://ut99.org/viewtopic.php?f=34&t=1 ... 60cd51acd8
Shrimp wrote: ↑Fri Dec 31, 2021 5:19 am Download et al: https://github.com/shrimpza/monsterhunt ... ses%2Fv603
From the changelog:
## 602 to 603:
- Decoupled monster difficulty from bot skill - difficulty is its own option on the Rules tab
- Add configurable Warmup time to Defence, before monsters start spawning
- Make Defence max escapees configurable in Rules tab
- Monster attitude to player set in difficulty, rather than when the match starts
- Better re-trigger prevention for MonsterEnd (thanks sector2111)
- Removed `MonsterHunt` type-check on `MonsterEnd` triggers, so other gametypes can use them (thanks sector2111)
- Improved and optimised bot waypoint finding to better support missed waypoints and no waypoints (thanks sector2111)
- Moved `MonsterReplicationInfo` setup into `InitGameReplicationInfo()` where it should be
- New higher resolution graphics for settings tabs
- Fix missing localisation for player lives ran out message
## 601 to 602:
- Fix incorrect `UIWeapon` reference in MonsterBase.CheckReplacement
- Remove NaliRabit from ScriptedPawn checks
- Do not spawn monster shadows on dedicated servers
- Implement better difficulty call using GameInfo.IsRelevant, rather than being called from various other places
- MonsterEnd should only ever trigger once
- Defence: Better application of orders on monsters, yielding better attack behaviour
- Defence: Disable Mercenary invulnerability shield
- Defence: Monsters do not block eachother, so they can navigate across the map better
- Defence: Monsters which don't move from their starting positions can be killed and recycled
- Defence: Optimisations to mid-game monster order coercion
- Defence: Tweaks to several monster spawn probabilities
- Defence: Localise "... escaped!" message
## 503 to 601:
- Implement new game type: Monster Defence
- Played on CTF maps, players must prevent attacking monsters from escaping via the portal that has opened in their base
- Will only work on CTF maps with reasonable pathing
- Players lose when the maximum number of allowed monsters has escaped, or all lives have been lost
- Players win by successfully holding off the monster advance until the time limit
- Fix numerous "Accessed None" errors in logs related to various assumptions about `bIsPlayer` and `PlayerReplicationInfo` in UT classes
- Fix bug with RazorJack not being replaced by `OLRazorjack`
- Fix Monster Arena using the wrong GameReplicationInfo class
- Improve updates of remaining monsters counter
- Update HUD info with remaining time, add defence escapees, critical things go red when needed
- Made many strings localised
- Various improvements and optimisations where possible
- Clean up all compiler warnings, remove unused classes
- Reformat code to conform to cleaner style
[hr][/hr]
The license has been changed to CC BY-NC-SA, see the ReadMe.html and LICENSE files for details. The whole project source and maps and everything is on GitHub now.
Thanks to Gustavo6046 for ModBuild, which I have used and badly abused to build the project on Linux and do CI via GitHub Actions.
I honestly have no idea how many mods and mutators are out there which tweak with MH parameters, so I have no idea what this will do for compatibility with those mods. YMMV.
Monster Defence has not been tested in multiplayer, so I'm not sure if anything will break or not, though I expect it should be fine.
Have fun.