Fake Mapping Resources

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Fake Mapping Resources

Postby sektor2111 » Sun Oct 14, 2018 9:31 pm

Perhaps opening a discussion about such things would be welcomed for preventing mapper to fail a long time work when has less experience with packages being fooled by morons.
We can quite here what is not advisable to be used without morphing them into a different thing:

- UTMHPack.u is the same with MHMonsters.u causing a double load of two things which in fact it's only one;
- Pupae.U has two dumb pupae which usually are distributed in MH maps and has nothing with the map in cause;
- Chronoshift.utx is a supposed texture used in some HTD maps if I'm not mistaking but this is an U file;
Has these classes, and I don't know who was the moron turning it into an UTX and sharing it:
    ActorDestroyer.uc
    ChronoEndCamHUD.uc
    ChronoHUDChanger.uc
    ChronoshiftHUD.uc
    ChronoTurretProj.uc
    ChronoWeaponBase.uc
    ClockInfo.uc
    CoreEndEffect.uc
    CoreEnergyEffect.uc
    CoreExplosion.uc
    CoreGravity.uc
    CoreMesh1.uc
    CoreMesh2.uc
    CoreMesh3.uc
    CoreMesh4.uc
    CoreMesh5.uc
    CoreMesh6.uc
    CoreMesh7.uc
    CoreParticle.uc
    CranePart1.uc
    DecoLight1.uc
    DecoLight2.uc
    EndCamInterpolator.uc
    ExplosionParticleMesh.uc
    FootstepSoundManager.uc
    FortHealthReduce.uc
    FortPriorityReset.uc
    FortScoreAdjust.uc
    GroundTraceDecal.uc
    HideCamHUDEffect.uc
    Ice1.uc
    IceFragments.uc
    IceFrictionTrigger.uc
    KillZoneTrigger.uc
    LightTypeChanger.uc
    LoopMoveStop.uc
    PointerMover.uc
    RevCeilingGun.uc
    SmallEarthquake.uc
    SnowBlocker.uc
    SnowGenerator.uc
    SnowParticle.uc
    SpecialTextureTrigger.uc
    StupidBotKiller.uc
    SunshineMarker.uc
    TimeChaosShifter.uc
    TimeShifter.uc
    ToggleBlockedPath.uc
    TrainWindow1.uc
    TrainWindow2.uc
    TrainWindow3.uc
    TriggeredAssaultInfo.uc
    TrimPart1.uc
    TunnelEndEffect.uc
    TunnelExplosion.uc
    WindowFrame1.uc
So these are classes which usually are resident inside an U file rather than UTX. Aside from this UTX retarded affinity, package seems OK, by inspecting those resources Editor doesn't seem to crash like in other cases - described later.
- Warning at combining borked textures having "Byte Material Not Found" errors because some random light spot thrown over these surfaces will crash player. These U227 or whatever stuff are not compatible with UT and neither having backward compatibility with Unreal.
- texture shared called UTDMT.UTX as the same named package UTDMT.U is in fact ANOTHER U package and totally USELESS;
- Textures a la Engine.utx are fake and can be removed, this is Engine.u file exported as UTX so it's the same and new file is not used - distributed with maps;
- Sounds a la BotPack.uax can be also removed - distributed with maps.
- Other similar names like stock ones are also useless because Stock is loaded with priority and resources are taken from there not from stupid duplicates.

Please, feel free to share other borks for preventing mappers to fail their job.
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Re: Fake Mapping Resources

Postby sektor2111 » Mon Oct 29, 2018 10:28 pm

Tree_ss.PNG
Tree_ss.PNG (8.15 KiB) Viewed 237 times

File without UnderLine is newer, content it's calling old file from 2001 causing a duplicate load because somebody mentally unstable was hating Underline-s and was unable to reconstruct package correctly. Flush your toilette or use the right old thing, or load it in MyLevel (YourLevel)
Code: Select all
obj load file="Tree_PACK1.u" package=MyLevel
Repeat step a few times if Editor goes dumb at first attempt. Sometimes Goblin it's in a deep sleep.
PS:
Ignore Button with OK, it should be another thing, such stuff it's far from OK.

EDIT:Reason keep moving not defaming people. They are self-defaming based on their own actions :? .
Egypt_Sudden_Double_Affinity.PNG
Egypt_Sudden_Double_Affinity.PNG (9.38 KiB) Viewed 231 times
Any questions why I do not need to modify such maps ? Because The only fix is wiping all crap triggering this twice load. The second copy will definitely trigger loading the first file because internals are referencing the first ignoring the second.

Next stage is a spinning problem or a spinner problem:
Spinning_Problems.PNG
Spinning_Problems.PNG (8.18 KiB) Viewed 229 times
I'm not going to ask what is first or last and what does it do in maps where another Spinner package was used in mapping and consequences...
To be continued...
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Re: Fake Mapping Resources

Postby FraGnBraG » Mon Oct 29, 2018 11:45 pm

thank you for doing this sektor :thuup:
is it bad attitude or just ignorance that caused people to do this... :noidea

careful you don't go insane trying to make sense of these... :???:
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Re: Fake Mapping Resources

Postby Barbie » Mon Oct 29, 2018 11:55 pm

There are some more identical files with different names:
Code: Select all
Ancient1.utx = Ancient.utx
Area51Bunker_Music.umx = UnWorld2.umx
BBoyLikePac.u = BBoyLikePak.u
BBoyShare.u = BBoyShars.u
BoostV2.umx = Zan_oc.umx
chicoruinspack.utx = chicoruinspack(D).utx
DuskMusic.umx = dusk.umx
Extro2.uax = Extro.uax
GennFX.utx = GenFX.utx
Moroset.umx = Tropheus.umx
THUNDERBOLTDecoEgypt2.u = DragonDecoEgypt.u
Tree_PACK1.u = TreePack1.u
UTMHpack.u = MHmonsters.u
WarlordMusic.umx = WarLord.umx
WarNukingGroundfix.u = WarNukingGround.u
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: Fake Mapping Resources

Postby sektor2111 » Tue Oct 30, 2018 12:21 am

My Bad, I forgot that WarNukingGround-FAKE_FIX or WarGroundNuked or naked(brain) and those BBoy fake "Navigationpoints" which are triggers. If we speak about NavigationPoints probably this one it's such thing:
Code: Select all
class DualNode expands NavigationPoint;

var() bool bIsSpecial;

Event PostBeginPlay()
{
   Super.PostBeginPlay();
   bSpecialCost = bIsSpecial;
}

event int SpecialCost(Pawn Seeker)
{
   local Bot B;

   B = Bot(Seeker);
   if ( !Seeker.bIsPlayer ) //Monster Not allowed
      return 100000000;
   if ( B == None )
      return 0;
   if ( B != None )
   {
      if ( B.Enemy == None || ( B.Enemy != None && !B.LineOfSightTo(B.Enemy) ) )
         return 0;
      else
         return 100000000;
   }
   return 100000000;
}
Guess what does this do...
All right, let me keep scanning (if I did not delete all junks yet)...
FraGnBraG wrote:careful you don't go insane trying to make sense of these...
Hmm... when I was speaking about those enemies of UT as being infiltrated inside like a Trojan Horse having mapper/modder suits, a few people said that I've mental problems and paranoia or I'm really evil. Good... I'll bring evidences who has paranoia and problems - not like mine, indeed. I had another serious problem last year when I had a surgery - it was a pain in butt for Real, not like in a way of saying words. The doctor was a very good guy - manager of the hospital, I owe him my life, else probably at this time I would rest in a grave or such... Now I'm thinking about a surgery for the brain of these people - they really do need fixes... Why in hell should I need copy packages just for another fancy name and changing nothing ? :sad2:
Each time when I work to a map and I'm looking at repositories, I can see such things and I feel like a want to put a rat in their pants to eat their balls.
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Re: Fake Mapping Resources

Postby Red_Fist » Tue Oct 30, 2018 1:05 am

I fixed that whole damn Tree pack thing, along with being in a "file" MyLevel, grrrrrrrrrr :mad2: . Then I fixed that whole map he made with doubled up pathnodes. Cavescape3 I think, I am still tempted to upload my fixed version after all that work.

What happened was it wouldn't save the game for offline SP, and the map was so large it NEEDED to be able to be saved. Oh Ruby server he made those maps.
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