Monster Madness 304 - released 7 jul 2002

This mutator adds monsters from Unreal Single Player to any gametype.
Killing them will give you a frag, killing a Titan or a Warlord will
give you 3 frags because they are so much harder to kill (a Queen that
hasn't been hurt yet can get a full redeemer blast and live through
it!)

The configuration of this mutator can be done by using the Mod menu.
There you can set the initial number of monsters, what monsters to
use, and you can set the respawn and progress options, explaned below.
The monsters are no longer grouped in four groups, but you can set
every single one of them. If you turn off all monsters, Brutes will be
used.

The BigMonsters array in the monstermadness.ini file is used for two
purposes. You'll get more frags for a monster that is listed as a
BigMonster, and the monsters in that list will appear less often than
the other monsters.

Talking about the MonsterMadness.ini file: if you remove it (or never
had it in the first place), it's no big deal. MonsterMadness then
resets itself to its default settings. If you use the mod menu, the
MonsterMadness.ini file is automatically created to store your new
settings.

When bNoRespawn is set to true, monsters won't respawn until you
switch levels. When the bProgressLevel variable is set to true,
monsters won't respawn as well (no matter the value of bNoRespawn) and
you'll go to the next level when all monsters are killed.

I had to change the behaviour of one of the monsters: the Giant
Gasbag. This qute little baby (NOT!) spawns a small Gasbag. This
interfered with the internal structure of Monster Madness, so I had to
remove that part.

The original idea of Monster Madness was collectively thought up by a
few persons, most importantly Corey James and myself ;-)

There is one issue that I'm aware of:

	  * Accessed Nones appear in the logs. My guess is that they
	  * appear because Unreal
		Tournament at some point assumes that all the pawns running
		around are PlayerPawns or Bots, but the monsters aren't any of
		those two.
	  * When you're killed by a monster it is logged in ngStats as a
	  * suicide. This is caused
		by the above assumption. If you're playing "Us against Them",
		ngStats is turned off to prevent false suicide logs.

Greetz,
MeltDown - meltdown@unrealtower.org

=======================================================================
        READ THIS IF YOU DID NOT USE THE UMOD FILE TO INSTALL
=======================================================================

If you didn't use the UMod file to install Monster Madness, you have
to do one thing by hand. Open UT\System\UnrealTournament.ini in
notepad or any other plain text editor, and search for
"ServerPackages". Add the line "ServerPackages=MonsterMadness" to the
list. Save the file and close your editor. Now you're ready to play!
If you forget to do this, you won't always see the monsters running
around, but they will see and shoot at you! This is very important if
you want to host any games.


=======================================================================
Requirements: Tested on Unreal Tournament version 436, might work on
other versions
Homepage: http://www.unrealtower.org/
=======================================================================


History:

	--------------------

Version 304: (7 jul 2002)

- Really, no more phantom monsters!
- All monsters can win a game
- Team score is correct now
- Monsters no longer disappear when the ending score is showed
- Millitary skaarj use weapons again
- The name of Skaarj Troopers that carry a weapon is showed
- Skaarj troopers no longer cause accessed nones in the logfile


	--------------------

Version 303: (3 jun 2002)

- When in a team game other than Us against Them, monster will be in the Gold team.
  This is to prevent the monsters "suffering" from Friendly Fire settings.
- When you edit the MonsterMadness config, the position of your radar isn't
  broadcast to all the players any more.
- When flying around in the Redeemer warhead, the radar shows the monsters relative
  to the warhead's position.
- No more phantom monsters!
- A dead fly no longer makes a noise.
- More monsters: Behemoth, Lesser Brute and Cow. Well, that last one isn't really
  a monster... more cannonfodder of some sort. Oh, well, turn off your radar and
  happy cow-hunting ;-)

	--------------------

Version 302: (23 may 2002)

- Fixed a bug where on some levels Monster Madness couldn't figure out the recommended
  nr. of players; no monsters would be spawned then. The configured number of monsters
  will be used, instead of the recommended number.
- The Monster Radar is no longer a weapon. It's an extra you'll always have when you
  play with the Monster Madness mutator (including Us against Them). You can configure
  the keys for controlling the radar in the preferences (the "controls" tab in the
  preferences).
- The radar can be moved around the screen, to eight different parts along the edge.
- Monsters spawn 0.5 seconds after each other, instead of spawning instantly. This
  is much easier for your computer and your network connection, so the start of a
  level will be much smoother.
- Fixed a bug where monsters wouldn't spawn when a timelimit was set.

	--------------------

Version 301: (15 april 2002)

- Added the Monster Radar! It's now your default weapon, instead of the impact hammer.
  Use primary fire to increase, and secondary fire to decrease the range of the radar.
- Fixed a bug where bots wouldn't score correctly
- On a team-based map, monsters start at the red side and humans on the blue side.
- Monsters will appear on the map when the game starts, not when the level is loaded.
- Monsters start looking for you when the game starts, instead of waiting for you
  to come to them.
- The queen will teleport correctly! Watch your back!
- Added an option to make the number of monsters match the number of recommended
  players for the level. It uses the average of the recommended minimum and maximum
  number of players.
- Us against Them will now allow selection of all the maps, not only the DM ones.
- Fixed a bug where big monsters still gave you 1 frag. YOU HAVE TO REMOVE YOUR
  UT\System\MonsterMadness.INI FILE IN ORDER FOR THIS FIX TO WORK!!!

	--------------------

Version 300: (18 mar 2002)

- Added the gametype "Us against Them"!!!
- Made the monsters more aggressive towards human players. They won't fight amongst
  themselves any more, they'll go right after you!
- Added more monsters: Flies, Mantas (including Cave Mantas and Giant Mantas),
  Slith and Pupae.
- Every single monster can be turned on or off from the mod menu. No more mucking
  around in the monstermadness.ini file!
- Gave all the monsters a PlayerReplicationInfo object. That way you'll see at what
  kind of monster you're aiming, etc.
- Added a scoreboard, so that you can see who you're fighting
- Monsters no longer pick up weapons or ammo.
- Monsters now drop the CTF flag when they die.
- Skaarj no longer drop Impact Hammers when they die.
- You can set the monsters' health (from 1/10th to 100 times their normal health)
- Monsters now attack bots a lot better

	--------------------

Version 201:

- Added the Mod menu configuration window.

	--------------------

Version 200:

- Added loads of monsters. There are now over 20 of them!
- Added the bNoRespawn and bProgressLevel vars, both explained above
- Removed the UWindow configuration. It was just too much work to implement this for the
  large number of monsters, and some people are really waiting for this mod to come out. Well,
  I've included the MonsterMadness.ini file, which is quite self-explaining.
- Added the BigMonsters array, which is explained above.
- I'm not sure if this mod will work in any version < 413. It is recommended to upgrade to
  UT 413 anyway, since this really improves the bot <-> monster interaction.

	--------------------

Version 110:

- This one works with UT 400-413. Fixed a bug where no monsters would spawn in version 413.

	--------------------

Version 100:

Initial release
