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 MonsterHunt V5.04 
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Joined: Fri Aug 21, 2009 4:59 am
Posts: 2615
Post Re: MonsterHunt V5.04
When I said newer titles I meant making a MH for one of the newer versions of Unreal Tournament. Such as UT3 or the latest UT4 (that's still in development)

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Mon Jun 01, 2015 12:09 pm
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Joined: Tue Nov 10, 2009 4:14 pm
Posts: 328
Post Re: MonsterHunt V5.04
Newer versions are for other "Jedi coders" type... I was looking once at a guy playing UT2003 if I recall well. I can't be sure if I like it as UT'99.
Higor has worked at XC_Engine and he seems to keep improving that. After making game truly stable even protected at several DDoS problems now I have to move away? In my opinion time come to simply enjoy UT99 as it never was.

Aside note: I was rewriting certain things at MBot, enough MH compatible + the rest of stock games, less stressful for engine, little different habits changed at DM ;) . Isn't so advanced and fancy as Botz but it looks enough stable as code, lazy but efficient, passing BlockMonsters crap, etc.


Wed Jun 03, 2015 12:28 am
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Joined: Thu Apr 17, 2008 11:07 pm
Posts: 662
Location: Minnesota USA
Post Re: MonsterHunt V5.04
Nelsona wrote:
In my opinion time come to simply enjoy UT99 as it never was.

YES!!! :2thumbs:

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Wed Jun 03, 2015 8:28 am
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Joined: Tue Nov 10, 2009 4:14 pm
Posts: 328
Post Re: MonsterHunt V5.04
Hook wrote:
YES!!! :2thumbs:
And for sure if I still can see 0 Accessed Nones while playing certain maps this is triggering me more and more to stay.

Homework running:
Several MH Levels messed up in the past but looking good have to be fixed, including portations to MH by a lot of people (even me when I was learning Bot Support). At a moment porting a default map to MH seems a nasty work as long as probably Tim forgot to send some A.I. manual to their own mappers - even old pages with info are removed and I heavily found copies implementing them in my server-test machine in purpose to fix stuff according to tech specifications - whatta mess :meh: .


Thu Jun 04, 2015 12:39 am
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