Hey Wildcard, thanks for the detailled answer

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nOs*Wildcard wrote:
Well Monster Madness is basicly a cluster of custom server side mods I have codded that players don't download that run off the server it's kind of complicated how all these mods work with one another. The Problem now is that in order to release Monster Madness I must release SiegeXtreme 3 first and that requires a lot of pills.. I MEAN concentration to work on such a massive project and manage the server and work at my job and... Manage my girlfriend lol.. She's what you call high maintainice. sigh.. lol......... alright alright no personal crap! I think you get the point anyways. Once Siege Xtreme 3 is done I plan on condenseing all these mods into the SiegeXtreme 3 package itself.
Sounds good to me, also I know what you mean with "high maintenance" but it's better if I don't elaborate on that or a certain someone might punch me when reading this

so let's just say I know how much time can get consumed by girls (which is not necessarily a bad thing

) and work (good old school times when i had so much time to play still

).
nOs*Wildcard wrote:
Lot of work to be done a LOT.. It will be public however. I keep making small improvements periodicly, Recently this week I tried updating it with the ability to turn on and off spawn points for maps to make the game less frustrating due to bad spawnpoint locations. Needs more work thou not quite done yet. Last update didn't succede liked I wanted it to.
Looking forward to that one, it often happens that I spawn right into a horde of monsters and die so quickly that I am unable to do anything. I was thinking if it's possible to add something like a spawn-check, too, which makes players spawn at the points that have least monsters around, but I'm not sure if that code can be overridden so easily since it might be deeply rooted into the engine.
nOs*Wildcard wrote:
Anyhow. Yeah the data in maps is added in a rather strange way by admins, It's so complicated that Players interested in adding monsters need to be trained on how to add the monsters and save and overide slots and have competent admin abilities and be familar with commands and the console.
So the monster data is added directly in game? My first guess was using UnrealEd to get the positions and then writing a definition or script that is parsed by the mod later in the game

. I'm interested to get to know how it works in detail, that's why I asked about if there are any instructions available. Do you think it's possible for people to understand it by some simple instructions or does everyone have to be trained personally right now?
nOs*Wildcard wrote:
Well anyhow, Did you come here looking for a SX3 Monster Madness download and thus leave an inacitve account on the forum? Do we know you from the server? I never seen any players named synogen on the server. Well anyhow stay tunned for updates WHENEVER they come. This next one is going to be a nice one! I been coding a Monster Madness frontend that's for clients that will allow spawnpoints to be enabled disabled and the posssibility of fancy HUD messages on the screen describeing events in the game like how much time is left to prepare how many monsters there will be and if the map has monster data in it!
Well, I was wondering if it would be downloadable of course but since I am interested in it more than just that I don't think I'll leave this account inactive. I do play on the server together with my girlfriend sometimes but it's not always on the same nicks since we like to fool around with them, lately it was usually "Pi-Pa-Pe" I've been playing as. Another reason why I am not sighted there very often might be that I'm from the European timezone (GMT+1) so when I play usually not that many people are around yet.
The HUD idea sounds great, especially if it displays the monster status right from the beginning so the map doesn't end with a half-built base and everyone eagerly awaiting the "moment of truth" when it displays "No monster data found" or not

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nOs*Wildcard wrote:
Fun Fact!
Did you know that the monster data .ini file is 8.5mb in size?
I'm guessing the monster data for all maps is in there? I thought it was a single file for each map until now, was there a special reason to put all of it in there? I imagine it to be tricky if the file gets bigger and bigger and the poor server has to parse it all everytime a new map starts

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nOs*Wildcard wrote:
Well anyhow welcome to the forums mystery poster
Thanks

. I'm not against the idea of a fixed player-nick by the way, for me it's just that if I can't authenticate my nickname (like on IRC for example) and therefore prove that it's really me a static nick is not worth a lot to me since everyone can just fake it rather easily. I've been playing UT since the demo back then and I've been in some clans way back, too, and of course I always used a fixed nick back then but that was also because I had control over it at least while on the clanservers where I could just ban impersonators and such.