****Download this file if you already have or don't want the skin files from the v0.99 file**** ================================================================ Title : Monster Player Classes Version : version 1.0 Release Date : 12/24/98 Filename : MonsterMod_v1.zip Author : Rob 'MHz' Knight Email Address : unreal@neo.lrun.com Web Page : n/a Description : Version 1 release of Monster Player Classes Other mods by author : none ================================================================ --- Play Information --- Game : Unreal Level Name : N/A Single Player : N/A Cooperative : N/A Deathmatch : N/A Dark Match : N/A Difficulty Settings : N/A New Sounds : None New Graphics : A few skins with the hue changed but I also included the skins from Derelict's Mercenary and Krall Player Classes since they iclude team specific colors and mine did not. Visit his page at http://unreal.moonbase.com to check out his excellent mods. Also I have included Tacosalad's Nali Sorcerer skins. Known bugs : true/false menu options don't save(anyone know why?) so they must be set in the monstermod.ini file ---WHAT'S NEW--- -removed the GiantGasBag from the int file for now.. Unreal does NOT like to load if you've selected the GiantGasBag as your playerclass and then quit... I think it's because it is too big to fit in the spawn point for the flyby(?) even though Epic seems to have turned off clipping in the level -added a MonsterMod Multiplayer Menu so the MeshMenu is available when joining multiplayer games, not just botmatch -yeah, yeah.. I was excited and didn't test the last version much, so the mesh menu was broken :(... now fixed AND improved! -added MonsterMod game selection menu that leads to the MonsterMod Mesh Menu, this lets you select any monster for any gametype -included the ability to exclude any monster individually, based on wether they can swim or fly and to exclude humans -the MonsterMod Mesh Menu supports up to 100 player classes.. I may lower this based on any feedback I get.... it does SEEM to take 5 or 10 seconds longer to load the MonsterMod gametype now(?) not sure if this has anything to do with it or not or even if it really does -the MonsterMod Mesh Menu identifies playerclasses by their class name not the mesh name, so monsters using the same model don't have the same name any more -this should go in the TO DO, but oh well... need to find out how to broadcast rules to GameSpy so people can find out which monsters are allowed on the server ---V 0.99--- -ok, added support for unreal 220(it was EASY the editor fixed EVERYTHING) -made a monstermod.int, had to for 220 -added a MonsterMod Mesh Menu that allows you to select all of the monsters and default player classes instead of the 16 Unreal limits you to. You can find this menu if you select the MonsterMod_DM gametype and then select 'configure game'. -instead of hard coding the DrawScale and Speed to something less than 100%, you can now change them yourself to anything from 10% to 200%. Again select the MonsterMod_DM gametype and 'configure game'. ---TO DO--- -add TeamPlay and some other types of MonsterMod games -allow classes to use their powers from the single player game, server configurable(for v2.0) -allow servers to exclude monsters using powers from picking up weapons/armor(for v2.0) -IMPORTANT- the fish and the squid will spawn on land, if you want to use them in multiplayer, you will need a map with it's spawns set in/above water. For single/bot player just type 'fly' in the console and find some water, then type 'walk' in the console. ---when I get a few weeks into the MFC class I'm taking next semester, I want to write a MonsterMod login client that will allow you to find MonsterMod server and login as the monster/human of your choice.... or does anyone know of a GameSpy type tool that is free and allows you to choose a playerclass that didn't ship with Unreal???? if you do, tell me already and save me the time of doing it myself. -find bugs? -need custom maps for some monsters like the swimmers and the larger monsters. It's almost impossible to play as the Giant GasBag for example, becuase it won't fit inside most spawn points. Anyone know a good map for the larger monsters? -Make a webpage showing each monster's abilities, weapons, and traits. -Monster meshes will not show weapons that are picked up because the models lack a 'weapon triangle'. This is understandable for most monsters, however the Nali was clearly intended to have one as it includes all of the appropriate animations for carrying a weapon. So I gotta wonder, why go through all the trouble of animating the model and then leave out one measely little triangle to complete your work? If anyone can take care of that little problem, let me know. --- Construction --- Editor(s) used : UnrealEd Base : Based on Player/Monster classes Construction Time : unfinished Installation ------------ Step 1) a)Place the MonsterMod.u, and any files ending in '.int' into your Unreal/System directory. b)Place the files ending in '.utx' file in your Unreal/Textures directory Step 2) a)You can select some monsters for play in any game type, but not all of them. b)If you start a BotMatch or Multiplayer game, then select 'MonsterMod Game' as the gameytp and then select 'configure game', you'll see some new menu options at the bottom. Use these to start your game or join a multiplayer game and you will be able to select any of the playerclasses instead of the 16 that Unreal's default menu limits you too. Step 3) a)bind a key to 'takeoff' without the quotes to takeoff/land as a flying monster Step 4) a)if you are running a MonsterMod server, you must set the menu options to exclude/include playerclasses in the monstermod.ini file. A value of True means that the class can play on your server, while False means that anyone logging in as that class will be switched to the SkaarjPlayer(would you like this to be server configurable?) class. Your done and ready! You should now be able to select the Monster Player Classes! Extended description: -------------------- The Mercenary Player Class was just a little project I started a few weeks ago that turned into the Monster Player Classes aiming for a complete set of playable monsters. To use flying creatures including the flies, manta, gasbags, bird and Warlord. To takeoff/land bind a key to 'takeoff' without the quotes under the Advanced Options in the Unreal menu. If anything is wrong, feel free to let me know or fix it just let me know and send me a copy to test and I'll release it and add your name to this file. A HUGE, GIGANTIC THANKYOU!!! to Win of uWar and Zarniwoop of Oddities for helping me with some things I couldn't figure out. Also to Remus for letting me use his script for melee attacks!(note- melee attacks removed from this version) A last note, I had not programmed in 8 years and that was a few years of BASIC followed by a few years of FORTRAN in high school on an AppleIIe when I started this project. I'm 26, just went back to school fulltime and just finished Intro to C++, so I'd say this is a good example of how easy it is to make a mod in UnrealEd. If you don't like my mod and want to let me know, at least make it constructive criticism... A final note... This modification may be distributed freely by any means unless it is included in a commercial product. If a magazine wants to include it on a CD (I doubt it!), that's cool but please let me know first (I want to buy the mag, or get a free one.. k?) Also a new thanks here... thanks to ^Soul^ for helping me understand why my menu wasn't working and to Mike for helping me out. I've talked to all of these guys in #unreal on irc.gameslink.net MHz