MH-JfF-Dalkove+SBMod

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Barbie
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MH-JfF-Dalkove+SBMod

Post by Barbie »

MH-JfF-Dalkove.png
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EvilGrins
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Re: MH-JfF-Dalkove+SBMod

Post by EvilGrins »

Nope, sorry... can't play it.

I use the original version of oldskool, which is apparently not compatible with that map.
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Re: MH-JfF-Dalkove+SBMod

Post by sektor2111 »

I don't think it's such a Monsterhunt compatible map...
"QuadShot0" from UnrealI package it's just a junk not replaced by anything...
It's only a map dedicated to work only with certain MH mods capable to remove that left-over EPIC misery.

Edit:
I would like to see PathNode52 and PathNode58 placed normally on the ground...
Teleporter10 it's too far from PathNode103 = no connections. Why not ? They are free, no money are needed for two ReachSpecs.
The rest it's probably a replacement of original bugs with other type of bugs...
XC_PathsWorker-report wrote: LostData: ________________________________________________________________
LostData: ReachSpecs missing from PrunedPaths[0-15] = 270.
SpamData: Debris ReachSpecs found = 31.
FixedWithSuccess: ReachSpecs successfully attached = 10.
FixFailures: ReachSpecs attaching failures - probably no place = 260.
LostData: ________________________________________________________________
...
CleanedBytes: OldLocation data has been cleaned.
CleanedBytes: 3502 actors have been cleaned by OldLocation data stored.
Off-topic ON
Maybe somebody working at 469's DevPath can explain to my tiny brain why it's needed generating a PrunedPath for a Node that has "PrunedPaths[15]" element already loaded and why it's needed such a load with junks which are around 95%, if not 110% useless.
Off-topic OFF
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Barbie
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Re: MH-JfF-Dalkove+SBMod

Post by Barbie »

EvilGrins wrote: Sun Dec 22, 2024 2:46 am can't play it.
What exactly happened?
I use the original version of oldskool, which is apparently not compatible with that map.
Has this something to do with the file "olextras.u"?
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Delacroix
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Re: MH-JfF-Dalkove+SBMod

Post by Delacroix »

sektor2111 wrote: Sun Dec 22, 2024 8:18 am"QuadShot0" from UnrealI package it's just a junk not replaced by anything...
If you'd like to fix the map to work as intended with the weapon placed, working Quadshots are in: either Oldskool or the UT version of the packages included with Rise of Jrath.
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Re: MH-JfF-Dalkove+SBMod

Post by sektor2111 »

Continuing mission...
I had to deploy ammo as long as regenerators for me are for those with no "skillz"... and...
amazing "terrain" aka "open areas" aka whatever these are called... (in my english = garbage).
One spot from some hill locked me in place I had to boost myself using "DispersionPistol" which I have in mod or else suicidal would be helpful... And later I was eliminated by a "GiantManta" because my retreat was blocked by something invisible and monster has caught me there... because I couldn't dodge away.
This is probably the last map with "terrain" which I tried, I promise that it won't happen in future...
Regarding to the topic with some terrain "speech" where I was insulted and all that stuff, it's now confirmed once again that sektor's 99% crap which he was talking (/posting), it's in fact an Unreal Reality. Now excuse me but I'll go back to the cubes and cylinders...
This piece could be well pathed (including Teleporter settings and A.I. management) and game would be really great for both On-Line and Off-Line stages, but I see that I was properly deceived...

Have fun, good look and a nice day everyone !
Merry Christmas in advance !
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Re: MH-JfF-Dalkove+SBMod

Post by EvilGrins »

Barbie wrote: Sun Dec 22, 2024 10:22 amHas this something to do with the file "olextras.u"?
No, the error message specified "oldskool.u".
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Re: MH-JfF-Dalkove+SBMod

Post by Barbie »

sektor2111 wrote: Sun Dec 22, 2024 11:48 amContinuing mission...
The map was never intended to play without auto regeneration of ammo and health, nor being solvable by bots. I added pathing so far, that monster are able to find and hunt players, not more.
I spend dozens of hours to fix the brushwork, hundreds of unneeded brushes were removed, hunting BSP errors and HoMs, aligning some brushes to grid causes inventory items are too high or to low.
Just compare it to the original map… :satan:   
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EvilGrins wrote: Sun Dec 22, 2024 9:45 pm
Barbie wrote: Sun Dec 22, 2024 10:22 amHas this something to do with the file "olextras.u"?
No, the error message specified "oldskool.u".
"oldskool.u" is not used by that map? :noidea But it cannot be opened without that file.
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Re: MH-JfF-Dalkove+SBMod

Post by EvilGrins »

Barbie wrote: Mon Dec 23, 2024 12:49 am"oldskool.u" is not used by that map? :noidea But it cannot be opened without that file.
What I suspect is the issue is "olextras" is one of the support files for the more updated oldskool.u, so even though it's by itself here it still goes looking for the version of oldskool it was made for.

As I said, I use the original oldskool, which has no support files.
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Barbie
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Re: MH-JfF-Dalkove+SBMod

Post by Barbie »

I see, olextras.u has extra dependencies to oldskool.u, olroot.u, OLweapons.u.
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