@Barbie, yeah it is messed up, code which I quoted refers to TEXTURE not Palette, Skins are textures as I know so far - palettes are something with other purpose as I could figure, and it was removed, but how the hell can you compile the crap if not by changing code and saving package in a borked format without future compiling. I gotta look what UTPT says there because obviously exported script seems a bit faked. Else perhaps was used Editor which is able to compile classes separately, so far I could compile only modifications - this is good at Editor but... in other order you can lose some dependencies and new generation will do funky things by using this way, these are sensitive things. By example first time I failed at doing a conformed dev for HauntedCreatures - it was using some sounds which were not loaded and new generation was saved without deps but stuff mentioned as values - Editor has skill to ruin your happiness. Which such a package was triggering a different memory assignment, client went into crap and crashed. That's why in stock seems not that painful as in custom packages - where size of new package grows more and more. So to speak Editor is not for Editing
regarding to this name used - it could be named Map_Maker because Editing is limited at generation 1 - that's not editing is mooing through a pipe as kids are doing.
@Oijtroc
I have reloaded my turret with Rockets because the rest of loadable things were unavailable/replaced Deck16][ on purpose and other "Decks". Yes, turret get the load on bumping showing even load status, else it goes noisy when has no energy... PAmmo seems another load but which is not available due to self mod replacements - awesome work, really awesome...
@Flay
By walking through codes I could figure things - not everything is matching each-other, in exchange I bound a key for grappling and in some map I could go in areas where I have never been before all these years - thanks it was a good map without BSP problems, I did not test that grapple in a BlockAll but for sure I went over some pupae dumping projectiles when I was hanging on a rope and then they were useless. Another MH note: Kill that crap to open main gate. What for ? Let's get over gate - CHEAT CHEAT CHEAT.
The rest of featured "Monster" stuff I'm testing and fixing in a custom DM with all sort of pawns. This dumb thing mainly everywhere was using:
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Other.IsA('PlayerPawn') || Other.IsA('Bot')
and ruining everything with accessing a "PlayerReplicationInfo" which is nowhere at default monster and neither at different bots (Botz here which are Pawns not Bots). Default fixing sounds different and the rest of wrappers:
followed by
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if (Pawn(Other).PlayerReplicationInfo != None)
in all non simulated functions - thanks they had brain to do things normal. And writing small things for Pawns non-players as well. This is a work requiring checks in around 147 classes - removing stupid spaces and adding TABS and then generation 3 has more sanity codes but it's smaller than generation 2
. I quickly replaced 5 spaces with a TAB and then mod was reduced in size with some good KB (kilobytes). Of course I went to manual wrapping and then it was reduced more...
@Everyone
Dudes, given that main core file doesn't have meshes - no need borked exports/reimports, I could recreate some source-code. Meshes are located in external dependencies. Meshes have some... NAMES - oh, Languages again, probably typed from another keyboard than US and messing up with crapped strings. By changing these will result an incompatible stuff - this is not the goal. By keeping them as they are we have full compatibility but new generation (3 - btw) do compiles with 2 warnings, not errors but "Warnings". It works but is not 100% guaranteed that it won't mess something later with those "strings". Compiling log shows these:
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...
Warning: E:\Editor\UnrealTournament\ChaosUT\Classes\cutig.uc(156) : Warning, ReadToken: Bad quoted string
...
Warning: E:\Editor\UnrealTournament\ChaosUT\Classes\cutig.uc(68) : Warning, ReadToken: Bad quoted string
And now you know the truth.
And final stage is
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Log: Conformal save, relative to: ..\SystemConform\ChaosUT.u, Generation 3
Log: Save=227.973173
Log: Moving 'Save.tmp' to 'ChaosUT.u'
Log: Success - 0 error(s), 2 warnings
As you can see v1.1 mutator core seems generation 2. Right now is created generation 3 but after getting through generations I hope to not mock client playing with generation 1 which I cannot test because I don't know from where to get it and if it do exist. If generation 1 is not 100% compatible with generation 2, then whatever I do with generation 3 might head to garbage box - intensive testing is needed.
Several fixes (like z location thing) is doable by using new values - not good in a new generation - so I did a child EChaos mutator which will do ignition. Generation 3 of ChaosUT.u doesn't know about this EChaos agent so it won't do nothing harmful. In exchange EChaos child mutator will know properties of parent and is it fully operational.
To see: Generation 3 will need some HUD related testing because I see even some HUD add-on in v1.1 and maybe I have to put all things in deps but no more than generation 2 has.
For the moment in server if I add only "ChaosUT" in ServerPackages - everything is loaded visible - speaking about weaponry, EChaos doesn't need to be in packages - it operates like a ghost only being in server - stuff gets natively replicated.