Rationalization
Due to the master server problems the monsterhunt tab no longer works correctly. Nelsona created a fantastic workaround (
http://www.forum.unrealtournament.info/ ... f=32&t=306) to fix it but it also gives the added benefit of also listing different versions of monsterhunt. Because of this the native problems the mod has can be addressed without having to hack a bunch of solutions together. The monsterhunt core can be recoded without worrying that servers using it won't show up in the browser. Since it's an even playing field and all MH versions can list now there's no real restrictions on what is done.
Version MisMatch
One of the biggest taboos in UScript is version mismatch (VM). I understand your hesitation in accepting that VM for this will not cause client problems so I will just ask you to try for yourself. Join the demo server and play. It's running MH, it shows in the browser, default maps work just fine (better even, more on that later), yet it's running a completely overhauled version of monsterhunt.
OK, I'll bite. How does it work?
It's simple actually. Players just need to delete their monsterhunt.u file if they have it installed. The server will then place the new one into the client's cache and they can join and play. There's no need to install it any longer unless you are a developer/mapper.
Does it break old maps?
The short answer is no. All the 503 class names are still there so maps can function, it's just that the classes were rewritten to fix things. Old maps will open and play with this updated version, however mods compiled against the 503 version of MH may not function properly depending on what they do. This mostly centers around the assigning of teams as this 504 version removes the limits of 'Red players vs. Blue monsters' and allows multiple teams. That being said it's a possibility that there may be a few mods embedded into maps that malfunction because of the changes. If any are found they will be addressed and fixed. So far we haven't encountered one but it's still something that could happen.
For Developers
Source code will be in the download. Use that to compile your mods. The biggest change to be aware of is the management of teams. Players can now be on multiple teams by joining as different team colors. Most of the MH companion mods will need to be recoded to deal with this but it allows much finer control of player damages. Now you can have competing teams vying to win the map if you want, allowing players to only damage opposing team players.
Default Unreal weapons/items/pickups are overhauled and fixed. Check the replacement classes if you want to use them in your rewards mods. Quadshot, razorjack, dispersion powerups...they all work.
Monsters are deadly and much smarter. Bots are both intelligent and helpful. It won't take long for you to realize how much better. For the best results maps need to be pathed but the bots will still take orders and follow you regardless. Oh and teamcannons :)
If you have questions just look at the source code and it should be fairly evident. If not you are encouraged to post up here and ask.
Ini changes
You'll see some new entries in the ini. I'll briefly explain them here but also in the download it will have a commented ini to follow when you set up your server.
[MonsterHunt.MonsterHunt]
TT=MoHu
This is the team tag for the monsters. It helps group them into a proper side.
bDumbDown=True
Monster AI adjustments
[MonsterHunt.MonsterBase]
bVerboser=True
This displays information as play begins about the map and potential problems that may exist with it. Very handy when trying new maps to see if they will work properly with bots.
bDoOldReplacing=True
replaces the broken Unreal weapons/items with fixed ones
bTuneMovers=True
Enables various mover fixes. Server log lines will explain the fixes and what movers were adjusted.
bNoGrabCheat=True
Prevents the 'Grab' mover cheat that can occur with some movers
bCrushPawnBlocker=True
if a mover is set to crush then it ensures that actor is KRUSHED!
bNoGodMonster=True
Removes all "reduceddamage" on monsters
bNoAILeader=True
Sets bTeamLeader to false if set to true on any of the monsters
bNoGodMerc=True
No more Mercs stuck invulnerable in damage zones
bCheckFactoryAttack=True
Stops monsters from being able to touch and trigger factories
nHumanBodyTime=4.000000
Player carcass lifetime
nHumanChunkTime=2.500000
Player chunk lifetime
nMonsterBodyTime=5.000000
Monster carcass lifetime
nMonsterChunkTime=4.000000
Monster chunk lifetime
md=0.150000
Forces a mover delay time so movers don't take so long cycling
MinMonsterHealth=50
Global minimum health for monsters
MaxMonsterHealth=1000000
Global maximum health for monsters
MonsterMultiplier=0.000000
Adjusts health to monsters across the board using this multiplier. Example: 1.5 would mean monsters have 150% of their normal health.