[question]witch are the servers most played in MH?
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pers
Joined: Fri Dec 26, 2008 1:56 pm Posts: 3
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 [question]witch are the servers most played in MH?
hello!! well someone know that i speak spanish and a little of english, sorry for my bad translation be by miself xD
well id like to know where are the servers most popular, for gamming with anothers like you, and what's are the hours where you start to play? i live in chile(south of sud america)and i know that the "horarios" are diferents, if someone know how is this, and the diference with mi country for playing with you, i apreciate to tellme that......
that its xD
thanks 
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| Tue Dec 30, 2008 3:44 pm |
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Luke
Joined: Tue Oct 28, 2008 3:53 pm Posts: 154 Location: Plymouth, england, UK
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Hola, mi no espanol, mi ingles :P
Well, this one and House of Fools are played alot, destination monster hunt is the most played.
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| Tue Dec 30, 2008 3:51 pm |
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Skillz
Site Admin
Joined: Fri Aug 21, 2009 3:59 am Posts: 1916
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The PlanetMonsterhunt.com Servers
There are two of them.
Server #1
64.34.165.189:7777
Server #2
64.34.165.189:7000
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| Tue Dec 30, 2008 4:20 pm |
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schlong_hof
Joined: Sat Nov 01, 2008 1:54 pm Posts: 21
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My MH servers are pretty active but crash periodically. I've started to stripping random mutators to see if it helps but feel its most likely poorly constructed maps.
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| Tue Dec 30, 2008 5:01 pm |
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gopostal
BANNED
Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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schlong I've dug into this quite a bit. My opinion is fairly researched and I *think* the problem lies in the distance the monsters can see. It just creates too much work for the engine to cope with and the errors cascade until the server has to reset. I've made some test maps for this and when I lowered view distance of the monsters the map was rock solid, but raise it above 800-1000 UU and it became buggy and crashy. I plan on really looking at this and if it is the trouble, then I'll mod the MH to lock a specific view distance in that can't be extended.
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| Tue Dec 30, 2008 5:26 pm |
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schlong_hof
Joined: Sat Nov 01, 2008 1:54 pm Posts: 21
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Well if that's the case sounds like that shouldn't be to difficult a fix.
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| Wed Dec 31, 2008 12:15 am |
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Skillz
Site Admin
Joined: Fri Aug 21, 2009 3:59 am Posts: 1916
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schlong_hof wrote: Well if that's the case sounds like that shouldn't be to difficult a fix.
You would think so.
Only way to fix it would be to edit every map that has it. Since using a mutator will not work because maps override mutator settings.
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| Wed Dec 31, 2008 4:18 am |
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TheDane
Joined: Sat Nov 15, 2008 11:54 am Posts: 166
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nope, you can just make a mutator that looks at every monsters viewdistance and then set it to a configurable value and test it to see where the threshols is, you just need the mutator to replacen the monsters with a new set of monsters that are duplicates of their parent class, but with one default setting different = ViewDistance (or whatever it's called in the properties).
If it turns out that the viewdistance is the cause of the buggy MH maps, then I would be happy to cook something when i get the time.
Gopostal, do you see a pattern on specific monsters or is it just monsters in general?
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| Wed Dec 31, 2008 7:07 am |
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gopostal
BANNED
Joined: Mon Aug 11, 2008 9:44 am Posts: 848 Location: Coos Bay Oregon
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It's a bit more involved than even that or I'd have already fixed it. If you take a look at the MH source code you'll see a modifier in the main uc:
Code: function SetPawnDifficulty( int Diff, ScriptedPawn S ) { local int DiffScale;
switch (Diff) { case 0: DiffScale = 80; break; case 1: DiffScale = 90; break; case 2: DiffScale = 100; break; case 3: DiffScale = 110; break; case 4: DiffScale = 120; break; case 5: DiffScale = 130; break; case 6: DiffScale = 140; break; case 7: DiffScale = 150; break; } S.Health = (S.Health * DiffScale) / 100; --> S.SightRadius = (S.SightRadius * DiffScale) / 100; S.Aggressiveness = (S.Aggressiveness * DiffScale) / 100; S.ReFireRate = (S.ReFireRate * DiffScale) / 100; S.CombatStyle = (S.CombatStyle * DiffScale) / 100; S.ProjectileSpeed = (S.ProjectileSpeed * DiffScale) / 100; S.GroundSpeed = (S.GroundSpeed * DiffScale) / 100; S.AirSpeed = (S.AirSpeed * DiffScale) / 100; S.WaterSpeed = (S.WaterSpeed * DiffScale) / 100;
if (S.IsA('Brute')) Brute(S).WhipDamage = (Brute(S).WhipDamage * DiffScale) / 100; if (S.IsA('Gasbag')) Gasbag(S).PunchDamage = (Gasbag(S).PunchDamage * DiffScale) / 100; if (S.IsA('Titan')) Titan(S).PunchDamage = (Titan(S).PunchDamage * DiffScale) / 100; if (S.IsA('Krall')) Krall(S).StrikeDamage = (Krall(S).StrikeDamage * DiffScale) / 100; if (S.IsA('Manta')) Manta(S).StingDamage = (Manta(S).StingDamage * DiffScale) / 100; if (S.IsA('Mercenary')) Mercenary(S).PunchDamage = (Mercenary(S).PunchDamage * DiffScale) / 100; if (S.IsA('Skaarj')) Skaarj(S).ClawDamage = (Skaarj(S).ClawDamage * DiffScale) / 100; if (S.IsA('Pupae')) Pupae(S).BiteDamage = (Pupae(S).BiteDamage * DiffScale) / 100; if (S.IsA('Queen')) Queen(S).ClawDamage = (Queen(S).ClawDamage * DiffScale) / 100; if (S.IsA('Slith')) Slith(S).ClawDamage = (Slith(S).ClawDamage * DiffScale) / 100; if (S.IsA('Warlord')) Warlord(S).StrikeDamage = (Warlord(S).StrikeDamage * DiffScale) / 100; if (S.Shadow == None) S.Shadow = Spawn(class'MonsterShadow', S); }
See the arrow? That's yet another problem. When the difficulty gets set higher, the view distance is higher. This prevents a "Hard code". I tried. I even attempted to alter the MH to remove this but some maps stopped working. I'm wide open to suggestions on dealing with this short of a MH rewrite.
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| Wed Dec 31, 2008 7:33 am |
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Reiyel_3.0
Joined: Mon Dec 01, 2008 5:02 pm Posts: 40 Location: South America
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Well, answering pers question:
I like planetmonsterhunt servers. They have many maps and also TMH mod. You should join also MHM servers. You'll find there plenty of good maps; on MHM2 you can also play some deathmatch, but right now it's offline.
Schlong's servers (HOF) are really good, he also has a deathmatch server which is really nice.
You'll find them all on your MonsterHunt tab on UT.
Saludos!
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| Wed Dec 31, 2008 11:15 am |
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