469e: "broken collision bounds"

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Hbgr
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469e: "broken collision bounds"

Post by Hbgr »

Trying out 469e with an unfinished old map of mine. I rebuilt the map, then went to save, and got an error message that told me two particular movers had "broken collision bounds." The message suggested I rebuild those movers, which I did, rebuilt the whole map, then went to save. But I got the same message again.
I noticed after the upgrade that these two movers, which are exploding glass windows, were blocking both weapon fire and navigation (but not all the time), even after the windows had been exploded. There are other windows that are copies in different locations in the map that work just fine. It's just these two next to each other. They worked fine in 469d, both in playing and editing.
I checked out the new feature which shows the mover path, and those move to the correct place. The collision radius seemed to be proper too (like the others).

So how do i fix the broken collision bounds? Is there a way to check what it looks like when it isn't broken?
Buggie
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Re: 469e: "broken collision bounds"

Post by Buggie »

Can you upload map with all movers?

Usually enough hit rebuild movers button on editor toolbar, for fix them.
Or use menu: Brush -> Rebuild Movers.

Broken movers appear, when inside collision bounds bigger from outside.
That lead to different glitches. Which depends from used collision system.
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sektor2111
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Re: 469e: "broken collision bounds"

Post by sektor2111 »

And perhaps are needed more things to be solved in this variant.
After re-building a "map", I was trying to operate a "Clean-Up"... results are... not that funny. It works only in a fresh load without to do anything else but only cleaning map-file.
CleanUp_469e.PNG
In prior 469d it worked normally after re-building map.
Some monsters names are borked as in prior stage... and maybe I'm not curious how do works other natives right here... such as unchanged "PlayerCanSeeMe()" which does positive results when Player does not see said actor because it's turned 180 degrees from point and... result it's positive as in 436-451 old garbage - the test map it's already in forum but... nobody cares anyway.
PlayerCanSeeMe_469e.gif
You guys should drop any eye at XC stuff and/or U227 stage - those are more real FIXES not 469e :omfg: .

Edit Jan-07-2025:
Regarding the functional aspect of the 469E Editor. After a few tests, it seems that reordering or placing the objects on the map it's impressive. Previously, the game gave major errors if the same map was played several times (not all maps I have to admit...). Using the new map arrangement (re-building 469e) seems to generate a map stable as a rock. Now such a polished and cleaned map can be played for hours - this is a BIG PLUS. And then... whatever collision issues are probably "mapping" issues... because I did not see any problem like that so far.
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