This collection contains the the Unreal Tournament 99 Monsterhunt package MH-CitadelV2{fix} with fixes by Barbie. The modified map MH-CitadelV2{fix}.unr has been renamed to MH-CitadelV2{fix2}.unr.
Fix reasons
Fix 1
(unknown)
Fix 2
The code was not compiled after adding MyLevel.GreatHallGuardian and therefore the MonsterEnd did not work correctly.
Lighting was poor.
About
Original Author
Timmypowergamer
Fix 1
unknown
Fix 2
Contact: SeriousBarbie at googlemail dot com
Filelist:
Name
Size
Date
MD5 sum
./Help/MH-CitadelV2{fix}.htm
4209
2016-11-23
(this file)
./Maps/MH-CitadelV2{fix2}.unr
5932262
2016-09-25
83d30592e5252f2e62b16e265bd662a7
Changelog
MH-CitadelV2{fix2}, Release 23 Nov 2016
compiled changed code
moved Event "Boom" from MonsterEnd0 to MonsterEnd1
removed MonsterEnd0 (no usage)
removed Teleporter0 (no usage)
removed Brush43 (no usage)
set SpecialEvent7.InitialState from "None" to "DamageInstigator"
reduced SpecialEvent7.Damage from 50 to 5
changed Trigger9.RepeatTriggerTime from 0 to 1
changed all Zone Portal Textures to BotPack.AmmoCountBar (green)
removed WarheadLauncher1 (was placed in the void, no Attachtag)
moved some ground stucked ammo up a bit
Nearly all zones had AmbientBrightness of 100 and so lighting looked bad. I improved lighting, but didn't record these too much changes here.
changed {MercCarcass0,MaleBody0}.LifeSpan from 180 to 0
set some MoverSounds for Mover20 and Mover25
added Trigger{13,14,15} for fire burn
moved MonsterEnd1 back into the playground and reduced its CollisionRadius
added some zone portals (Brush4, Brush61, ...)
added zone location strings
added some PathNodes so that AlarmPoint0 can be reached
set bFixedStart=True for SkaarjSniper{0,1,2}
set SkaarjSniper{0,1,2}.Tag=SkaarjSniper{0,1,2}
set AmbushPoint{0,1,2}.Tag=SkaarjSniper{0,1,2}
moved Mover30.KeyNum[1]' position into the void
set the ground surface of the secret maze visible
added Trigger{16,17,18} to make the SkaarjSniper shoot
Because entry area was build with one brush only and therefor not adjustable, I rebuild it with serveral brushes. The aim was closing the two holes to zone the entry area from the outside.
changed some brushes from solid to semisolid
added UT_Jumpboots{0,1}
enlarged Brush219 because of BSP errors in Brush126
moved some SmokeGenerators upper and out of the brush
removed Mover0.Event 'Smoke'
added Trigger19 for Event 'Smoke'
added Mover{46,47,27} to prevent shortcut by jump/translocator
enlarged Brush590
moved Brush590 pillars accordingly and made them semi solid
added some Triggers on flames (event "burn")
added TorchFlame{19,20} with Sconce
because of "Critical: URender::OccludeFrame" unset the high shadow detail on textures in dome
replaced all (online not working) TriggeredAmbientSound by map embedded "AmbientSoundEx"
reworked Trigger system for Laser activation
added MoverSounds for Laser Switches
changed Trigger8 CollisionRadius from 96 to 64 to fit laser shape
set collision properties for Fighter0
removed "ActivatedBy(0)=exploded" from BreakingGlass0 (should only be activated by Trigger)
added Light10
MH-CitadelV2{fix}, Release: unknown
Unknown, I don't have information about what fixes were done, who did it and when it was done. --SeriousBarbie