Forward, 15 April 2013: I have reproduced the original “About” page
in its entirety here, as well as the old screenshots from the website
for future reference and archiving purposes. The original UnWheel
website may continue to exist for an
unknown length of time, and is no longer maintained by myself.
A lot more information, screenshots and discussion can be found on the
UnWheel ModDB page.
Finally, a round-up of the various awards and accolades accumulated by
UnWheel can be found on this post.
About UnWheel
UnWheel is a driving modification for Unreal Tournament 2004 with a
focus on fun driving.
Rather than just racing, many different vehicle-based gametypes are on
offer, giving the player an assortment of different styles of play and
environments in which to drive.
Along with this wide range of modes of play, UnWheel features every type
of four-wheeled vehicle you could think of, from sports and rally cars,
to monster trucks, quad-bikes and massive mining trucks.
A wide range of gametypes:
Race:
Classic lap-based racing
Rally:
A long race over a single stretch of road
Capture the Flag:
Players compete to return the flag to a central location on the
map
Roamer:
‘Open-ended’ freestyle driving where players try to score by
driving over random scoring points
K-Ball:
Get the giant beach-ball into the goal to score
Rabbit:
Players compete for possession of the flag in order to score
King of the Hill:
Dominate an area of the map for as long as possible to gain points
Wrecker:
Smash other vehicles to cause damage and eventually wreck them
Team variants:
Capture the Flag and K-Ball are available in team variants, with
their own set of team-specific maps
Multitude of vehicles:
Sports/Racing cars:
Sleek and fast, well suited to road driving
Monster Trucks:
Giant trucks with giant wheels for giant off-road action
Rally cars:
The ideal mix of speed and great on- and off-road handling
Weird and wonderful:
A few little (and some rather large) extras to add spice to any
round
General features:
Freedom to choose any vehicle:
At the start of each map, you are given the option to choose any of
the vehicles without restriction
Control options:
You can play with your regular Onslaught controls, use mouse
steering, or set up a gamepad or even steering wheel
Multiple skins per vehicle:
Most vehicles have at least three or four skin variations
available, so even when many people choose the same vehicle, you can
still look unique.
New HUD:
The HUD has been replaced with something a little more relavent,
and shows gametype-specific information.
L33t effects:
All kinds of effects, including headlight volumes, real-time
reflective vehicle bodies, surface-specific effects for grass, mud,
sand, ice, water, etc.
Customisable:
UnWheel is completely customisable and flexible, meaning it’s easy
to create your own gametypes, cars, etc.
This project is no longer maintained, as the APIs
the game exposed were changed completely, my which time I was no longer
actively playing the game, so it did not make sense for me to rewrite for the
new APIs.
Out of Eve is a PHP web application which allows you to keep complete
track of your Eve Online characters and corporations, when you’re not
in-game. Because it’s web-based, all you need is a browser and internet
access to keep tabs on your market orders, transactions, assets,
manufacturing jobs, training, starbases, etc.
Out
of Eve supports multiple characters across as many Eve accounts as you’d
like, supports a full range of Eve personal and corporate API data, full
item and ship reference, as well as a number of useful out-of-game
utilities.
A publicly available installation of Out of Eve is available at
outofeve.com. The website also has a
detailed about page.
I am reproducing the original Monster Hunt
website here for archiving and future reference purposes. The whole
website has been reproduced on a single page, in sections below. As an
addendum, more Monster Hunt related downloads can be found at
UT-Files.com.
Monster Hunt is a team based modification for Unreal Tournament
comprising two new game types, Monster Hunt and Monster Arena.
In Monster Hunt, you and your team of hunters (humans or bots) must work
your way through the level while killing everything that stands in your
way. Monsters you’ll face range from the tiny but deadly Pupae, to slimy
Sliths that spew blobs of slime at you, to the huge stone-throwing
Titans.
Monster Hunt is the perfect blend of multiplayer and single single
player, single player in the sense that the levels and style of Monster
Hunt are very much like that of a single player game, but the team based
gameplay gives it a great multiplayer feel.
Players must work as a team to survive, players on their own will be
overpowered by the monsters and sent back to the beginning of the level.
Players shouldn’t grab all the health and ammo as they come to it, it
should be shared out amongst the players who need it most, or you could
let one player grab lots of health and pick-ups and he can then charge
the monsters to weaken them, the other players following. All this also
adds a bit of strategy to the gameplay.
Monster Arena is very differant from Monster Hunt, in Monster Arena, you
and your team aren’t batteling your way through the level to get to the
boss at the end, rather you are faced with one extremely powerful
monster that must be killed.
Screenshots
Here are a few screenshots from some of the maps that come with Monster
Hunt:
Downloads
Here, you’ll be able to download the latest versions of Monster Hunt:
Before you start on a map, open the MonsterHunt.u package in the
class-browser so you have access to all the Monster
Hunt-specific stuff.
Maps should be more of a single player style, but make sure there
are enough pickups for all the players and that there’s enough space
for a group of players to move around in.
Boss monsters should be in large spacious areas, the players must be
able to concentrate on defeating the monsters and not have to worry
about the surrounding architecture.
Make an escape route for the players to run through and place a
MonsterEnd trigger (found in the classe-browser: Triggers ->
Trigger -> MonsterEnd) where the players will run to end
the level.
If you want to add bot support to your map (very highly
recommended), you can use the MonsterWaypoint actor (found in the
classe-browser: Keypoint -> MonsterWaypoint). Just put the
MonsterWaypoint actors wherever you want a bot waypoint to be, like
near a button or a lever, or just along the path through the level.
Set it’s Position property to tell the bots in which order the
waypoints must be visited. Set the first one at 1, the next at 2,
then 3, and so on. You can also enter the Event tag of a particular
actor so when the bot gets to the waypoint, something can be
triggered to happen.
Be sure to add lots of PlayerStarts at the beginning of the level to
make sure the players don’t telefrag each other when the round
starts - about 12-18 will be enough for a normal size map.
You can implement simple puzzles for the players to solve along the
way, but don’t use too many as players will probably get frustrated.
Feel free to use as many special effects as you like, in this style
of game, the players will really take note an think “How’d they do
that???” :-)
Remember that there is no Translocator, so don’t make any situations
where it’s needed to progress.
The difficulty of the map is important, start with relatively weak
monsters and as players progress through the level, use stronger and
stronger enemies.
Make sure your Boss monster is pretty strong, players will be
disappointed it only takes a few shots to kill it.
Don’t put any monsters near to where the players will start, they’ll
all be slaughtered as soon as they spawn.
Environmental hazzards (slime, lava, huge drops, etc.) are great,
but make sure the boss monster(s) can’t fall in, or it’ll spoil the
fun of defeating them.
Don’t give the players the best guns at the beginning, or they’ll
mow through the monsters too easily.
Use the MonsterEvent (under Triggers > SpecialEvent) to display
messages for the players, everything has already been
pre-configured, just type the message and connect it to a trigger.
Set the boss monster’s bIsBoss to True so the player can get extra
points for killing him.
Monster Arena
The same rules that apply to Monster Hunt maps apply to Monster
Arena maps as well, but there are a few more things to keep in mind:
Make sure you create a small protected area somewhere in the map
that the players can safely spawn in, you can even seal it off by
using a door.
You should provide the players with some guns in the protected area
but don’t give them too many and make sure the weapons suit the
arena and the monster to be killed.
Place as much health and ammo around the arena as you like.
Give the players lots of place to move in, and make sure the boss
can’t get stuck anywhere.
Place a MonsterArenaEnd trigger in the map (found in the classes
browser: Triggers -> Trigger -> MonsterEnd
-> MonsterArenaEnd) and set an Event for the boss and set the Tag
of the MonsterArenaEnd to corrospond with the boss’ Event.
(IMPORTANT! - Make sure you add the trigger in the centre of the map
using the Top View)
Credits
Programming, maps, graphics, website & help files:
Kenneth “Shrimp” Watson
Playtesters:
BikerBob
Wipeout
DuckMan
_Tuke
Special thanks:
Valkyrie
Albert Reed (Also worked on the HeadHunters mod)
Beppo (lead coder for Infiltration)
JohnMcL (lead coder for Warbots)
UsAaR33 (creator of OldSkool)
Epic Games
and everyone at UnrealZA
News
28 September 2002
I have released the final patch for Monster Hunt. This fixes most bugs
and problems with the previous release, and I think it’s in a good
enough state to retire in :-).
You can find the link on the Downloads page.
Have fun with it… Now that it’s fixed up you’re going to be faced with
hundreds more monsters than in the previous release :-)
31 January 2002
Nothing is really happening at the moment, and nothing’s likely to
happen for quite a while. When Unreal II comes out, I hope to make
Monster Hunt II for it. It should be pretty fun :-). It’s also a bit of
a bonus for MH that U2 won’t ship with any co-op gametype, so MH should
fill the void for a few players who were hoping for co-operative play in
Unreal II.
Meanwhile, there have been a lot of people asking which versions they
should get, and which patches, so here’s a quick list of the files you
need to play Monster Hunt:
Monster Hunt release 5 (6.2MB) - The most recent ‘full version’ of
Monster Hunt. Also avaliable in a non-UMOD version.
Monster Hunt release 5 update 2 (0.4MB) - Fixes all multiplayer problems
with life limits, HUD displays and a few more, as well as fixes a bug
which caused the game to crash in R5 update 1.
Gomorra (0.2MB) - A music track required for MA-RocketArena I forgot to
include in the R5 package…
All these files are also available on the Downloads page.
If you want some new maps to play, take a look at the Maps page where
you can download some user-created maps. Please keep in mind that a few
of these were made for older versions of the mod which didn’t have the
AI features of the latest version, so bots may not respond as expected.
Don’t forget to check out the German MonsterHunt.de site, as they have a
growing map collection as well as a number of tutorials available. If
you have made an MH map, you can send it to them and they will host it
for you on their site as well.
Lastly, pop into the forums from time to time for a little chat-chat
:-).
12 January 2002
A new Monster Hunt fan site has been launched!
The site is in German but I know there are a lot of German MH fans out
there so that shouldn’t be a problem at all.
It’s still pretty new, so it may seem a little empty, but I’m sure the
guys over there will fill it up in no time :-)
JSON Explorer is a small Windows application which allows you to easily
and visually browse JSON structures/strings. Objects
and arrays are presented as a tree-like structure, with all their
various properties, types and values shown in a “property editor” type
view. The source string for each element within the tree structure is
also shown, neatly formatted for readability.
SaveScreen is a small Windows utility which automatically save
screenshots as JPEG images. This is especially useful for gamers, as
all screenshots can be stored in one place, there’s no need to use
additional applications to re-save images as JPEGs (suitable for use
on forums, galleries, etc), and you don’t need to bind different sets
of keys for every game you play, “Print screen” is all you need.
Features
Select JPEG compression/quality to suit your needs.
New! Each screenshot can be saved in its own folder, named
after the application it’s taken from.
New! Images can be uploaded to an FTP server for web publication
and sharing, also supporting per-application sub-folders.
New! Images can be posted directly to
ImageShack, for even easier sharing,
includes support for thumbnails and automatic forum and HTML code
generation for quick posting.
Update 14 April 2013
Rather than using the ImageShack or FTP support, set SaveScreen to save
your images in a public DropBox folder for convenient storage and
immediate publishing!
This project hasn’t been maintained or updated since original release,
it likely no longer functions. It’s still here for archival and reference
purposes.
myTube is a simple web-based YouTube clip downloader and converter.
You paste the URL to the YouTube clip you want to download, and it
downloads the video using the Python-powered
youtube-dl, then converts
it to MPEG which can be played in your media player of choice, via
ffmpeg. It then offers the converted file for download.
Features
Easy install, just dump the scripts on your server.
Previously downloaded/converted clips are always browsable and
available, so you don’t need to do the conversion process again.
If a duplicate clip is downloaded, the conversion process is skiped
and the already converted video is served.
A very simple, clean PHP5-powered image gallery/browser, which doesn’t
require databases, thumbnail caches, detailed setup procedures, or other
stuff you may be used to when dealing with web-based image galleries.
Features
The gallery is normal folder on your web server/site, full of PNG,
JPEG, and GIF images.
Sub-folders automatically become sub-galleries, allowing you to sort
your images into logical browsing paths.
You can easily create new sub-galleries and upload new images at any
level in your gallery.
Automatic, dynamic thumbnail generation, with customisable
thumbnail sizes.
Automatic down-scaling of large images if they are too large to fit
in the browser window.
Easy setup, just drop the files into any directory on your website
for an instant gallery!
Unfortunately, this project was never polished to a point I felt good
about releasing. At this point the code seems to be lost. What it was,
was a web interface for browsing and managing web comic strips
downloaded via Dosage.
This project hasn’t been maintained or updated since original release.
It’s possible it still works out-the-box with an appropriate PHP
configuration, however your mileage may vary. It’s still here mostly for
archival and reference purposes.
A userbar is a small image (350x19) typically used in the ‘signatures’
of forum (the phpBB, vBulletin, etc type) users, to show their support
for software, hardware, food, pretty much anything.
DynaBar adds another dimension to userbars, as it generates them
dynamically from plugins (a small PHP script which determines the text
displayed on the userbar).
This allows users to show all kinds of real-time information in their
userbar signature images, such as game statistics, weather, their
currently playing song, random texts, etc, etc.
Features
Userbar content is completely dynamic, and can be generated from
information available in real-time.
All content is provided via a simple plugin system, plugins are easy
to create and can return any information, and gather that
information from any source.
Complete interactive userbar designer, allowing users to create
their own userbars quickly and easily, using any available plugins,
and a host of visual options. As you work, a preview is updated so
you see the results of your changes instantly.
Cross-browser compatible.
Once generated, userbars are cached (each plugin can define it’s own
cache timeout), saving bandwidth and server resources.
Userbar browser, showig all userbars created with DynaBar, and
presenting simple HTML and Forum cut-and-paste code.
Ability for users to create animated/rotating userbar “groups”.
String multiple userbars into a single animated one, still
maintaining its dynamic DynaBar content.
No database or other advanced back-ends required.
Simple setup - dump the scripts onto your server, set some directory
permissions, and you’re ready to go. No direct server access or
administrative interaction required.
PHP 4 and PHP 5 compatible. (individual plugins may have more
specific requirements).
Suitable for installations on community websites, as an extra
‘service’ for users. Plugins are simple enough to enable webmasters
to create custom content for their community/site quickly
and easily.
Default plugins
These plugins are part of the default DynaBar 2 installation. If you’ve
created a plugin and would like linkage, please leave a comment.
Battlefield 2 - Fetches various player stats directly from the Battlefield 2 stats servers.
Fortune - When running on a Linux or BSD server with the fortune application
installed, can generate random furtunes.
QStat - When running on a Linux server with the Quakestat application
installed, can show various live game-server stats, including
current map, player load, server name and IP.
Quotes - Randomly chooses from 10 user-defined plain-text quotes/messages.
RSS - Display the latest headline from a valid RSS feed. PHP5 only.
LastFM (Scrobbler) - Show the most recently played music track of a LastFM user.
(http://last.fm/)
LastFM Artist Sloganizer - Choose from a LastFM user’s top 10 artists and Sloganize it.
Sloganizer - Uses the Sloganizer service/website to randomly generate a custom
slogan (http://www.sloganizer.net/en/)
User Spy (Spy) - Displays various information about the user viewing the userbar.
Will tell a person their IP, browser and operating system.
Please only use this demo installation as a test for creating userbars
and exploring DynaBar features and functionality. Don’t link to images
created here from forum signatures or similar. Thanks.
Forward: When Is switch to Linux full time, the one Windows application I
missed was foobar2000. None of the Linux music
players really did what I wanted in a way I felt comfortable with.
I already had a Subsonic server running with all my
music, so decided to make use of that. Unfortunately at the time the
available browser-based clients all relied on Flash for playback, and were
either too simplistic, or supported more stuff than I required (podcasts etc).
Aurial is a browser-based HTML/JavaScript client interface for streaming music
from Subsonic, Airsonic,
Navidrome, or other software and services
implementing the Subsonic API, and does not require the use of a
Flash-based player or plugin.
Aurial’s aim is to provide a simple, intuitive and straight-forward interface
to browse and play your music, and to be as easy to deploy as it is to
configure and use.
As such, it focuses exclusively on playback of your music library, and by
design does not support other media types, such as video, podcasts or internet
radio.
The latest build is always deployed at the above URL, feel free to make use of
it for your own purposes, or play around with it prior to hosting your own copy.
Download and Installation
For convenience, the latest automated build is available for download, so you
do not need to configure or set up a build environment (if you do want to build
it yourself, see the instructions below).
To “install”, simply extract the archive into a directory exposed via an HTTP
service (there’s no need for any server-side scripting or database), and browse
to that location.
Configuration is done on the “Settings” tab of the main application interface.
Install npm for your platform, and then execute the following in the project
root directory (alternatively, yarn may also be used):
$ npm install
$ npm run <watch|dist|start>
A dist directory will be produced containing the built output, which may be
served via an HTTP server and accessed via a web browser.
watch includes additional debug information, which may not be optimal for
production or general-use deployments, and produces a significantly larger
download; it recompiles code as changes are made. dist will produce
uglified and minified output suitable for “production” deployment. start will
run Aurial in Webpack’s dev server on port 8080 (or next available port above
that), and allows automatic reloading of the page as code changes are made.