diff --git a/README.md b/README.md index c936417..71eae64 100644 --- a/README.md +++ b/README.md @@ -23,7 +23,7 @@ A small light is seen at the distance... MonsterMod is a MetaMod plugin. Its purpose was to allow multiplayer games to add monsters, where it wasn't possible to do so by normal means. The updates of the project became incredibly obscure: Getting the "up-to-date" versions containing the new additions (opposing force monsters, for example) were very difficult. And the only one who managed to bring the plugin even futher kept the progress of the plugin private. -After 20 years (and a half) since botman's original plugin was released, the future of the project became nothing but a forgotten, ancient relic of the past. +After 21 years since botman's original plugin was released, the future of the project became nothing but a forgotten, ancient relic of the past. Not anymore... @@ -43,13 +43,13 @@ The plugin -should- be able to be used out-of-the-box by simply downloading the **Linux:** `linux addons/monstermod/monster_mm_i386.so` -Additional configuration files are included in the release files, each explaining it's usage and installation instructions. +To start adding monsters onto your maps, additional configuration files are included in the release files, each explaining its usage and installation instructions. Nevertheless, if you are felling lost, the [wiki](https://github.com/JulianR0/monstermod-redo/wiki) contains usage instructions, and how to configure MonsterMod to your liking. Extra MonsterMod features can be unlocked with additional AMX Mod X plugins which are located in the `extra` folder. All these plugins are optional, and only required based on your use-case. ## Build Instructions -The [wiki](https://github.com/JulianR0/monstermod-redo/wiki) contains instructions on how to compile MonsterMod by yourself. +The [Building](https://github.com/JulianR0/monstermod-redo/wiki) section of the wiki contains instructions on how to compile MonsterMod by yourself. ## MonsterMod and ReHLDS @@ -57,11 +57,13 @@ Usage of ReHLDS is highly recommended, as you can use the command `rescount` whi Keeping track of the number of precached content will allow you to maximize the number of monsters you can use without risking going over the limits. -## Known Bugs +## Known Bugs and Issues I'm aware that the plugin is far from perfect, and there are a few things that need polishing *-especially the AI-*. I'll try to fix/will be fixing as the project evolves: -- Rarely, Stukabats will become unable to fly towards their target, standing in air doing seemingly nothing. Cause of bug unknown. +- Rarely, Stukabats will become unable to fly towards their target, standing in air doing seemingly nothing. + +- Monsters are very prone to gibbing when hurt during death animations. There are probably more issues that aren't listed here, I'll attempt to fix them as I find them. Of course, any bug report is welcome. If reporting a bug, try to explain step by step how the bug ocurred. The easier it is to replicate a bug, the easier it is to locate it and fix it. @@ -106,7 +108,7 @@ Current milestones are separated by "Tiers", which are as follows: - Miscellaneous customization options, such as blood color. **[DONE]** - Individual sound replacement: "soundlist" keyvalue for monsters. **[DONE]** - Sentences support for speakable monsters. **[DONE]** -- Attempt to fix bugs as they appear. +- Attempt to fix bugs as they appear. **[DONE]** ### Tier 5 diff --git a/cfg/example_monster.cfg b/cfg/example_monster.cfg index e403115..02666f4 100755 --- a/cfg/example_monster.cfg +++ b/cfg/example_monster.cfg @@ -2,34 +2,13 @@ // Make a copy of this file and rename it to "_monster.cfg". // Send this new file to your maps folder. // -// To add entries to this file, just pretend it's ripent. -// -// You may also be interesed in these other keyvalues: -// -// "displayname" to change the monster's name, shown in HUD when you point at it. -// "model" to change the monster's default model. If using monstermaker, use "new_model". -// "classify" to change the monster's default classification, use one of these values: +// Adding entities to this file is done in the same way as ripenting a map. // -// CLASS_NONE -1 -// CLASS_MACHINE 1 -// CLASS_PLAYER 2 -// CLASS_HUMAN_PASSIVE 3 -// CLASS_HUMAN_MILITARY 4 -// CLASS_ALIEN_MILITARY 5 -// CLASS_ALIEN_PASSIVE 6 -// CLASS_ALIEN_MONSTER 7 -// CLASS_ALIEN_PREY 8 -// CLASS_ALIEN_PREDATOR 9 -// CLASS_INSECT 10 -// CLASS_PLAYER_ALLY 11 -// CLASS_PLAYER_BIOWEAPON 12 -// CLASS_ALIEN_BIOWEAPON 13 -// CLASS_RACEX_PITDRONE 14 -// CLASS_RACEX_SHOCK 15 +// For more detailed instructions, check the wiki at +// https://github.com/JulianR0/monstermod-redo/wiki { "origin" "90 -180 150" -"delay" "30" "displayname" "Example Custom Name" "orientation" "1" "spawnflags" "32" @@ -37,7 +16,6 @@ } { "origin" "123 456 789" -"delay" "5" "classify" "7" "angles" "0 45 0" "classname" "monster_houndeye" diff --git a/cfg/monster_precache.cfg b/cfg/monster_precache.cfg index 3c098a6..97b7e42 100755 --- a/cfg/monster_precache.cfg +++ b/cfg/monster_precache.cfg @@ -1,9 +1,9 @@ +// This file constains the monsters that you always want to precache for dynamic spawning. // -// MONSTERS - monsters that you always want to precache (for dynamic spawning) +// Dynamic spawning means - Monsters that you want to invoke at any time, on any map. // // Install this file to your mod's base directory. -// -// Just remove the comment characters at the beginning of the line for the +// Then, remove the comment characters at the beginning of the line for the // monsters that you always want to precache. // // Be wary if you precache too many monsters, it may easily crash your @@ -13,7 +13,7 @@ //monster_apache //monster_barney //monster_bigmomma -//monster_bullsquid +//monster_bullchicken //monster_gargantua //monster_human_assassin //monster_headcrab