Player cannot rotate in map MH-[WKA]SpaceMonsters

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Barbie
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Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by Barbie »

Again and again some players have the issue that they cannot rotate around the Z-axis in map MH-[WKA]SpaceMonsters on my server. They rejoined, restarted UT, started UT with an empty USER.INI, tried "BEHINDVIEW 1", I restarted the map on server - nothing helped, they keep on being fixed in view direction. I already had a look at the map in UnrealEd, but didn't find any unusual, and the map does not contain any code.

Any idea?
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sektor2111
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by sektor2111 »

This map has bCheckWalkSurfaces=True. Default LevelInfo has this False. I think Covid-0 was in UT for ages...
See this:

Code: Select all

//-----------------------------------------------------------------------------
// Physics control

var() bool bCheckWalkSurfaces; // enable texture-specific physics code for Pawns.

//-----------------------------------------------------------------------------
PS: For me WKA WEO have the same destination - OUT - these are a disease for MonsterHunt like those lousy archives hosting files not needed by map.
I'll try to see what else has a "nice setup"...

EDIT:
Yeah... bHighDetailMode = False while in my current setup it's True all day long...
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by Chamberly »

Is the player using the bugged CD #2 to install some additional texture pack? Or just those things? If so then that'll say why they are having the problem.
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by sektor2111 »

I would like to know as first measure what will happen if screwed properties which I mention are reverted back to default, because they were changed for no purpose.

Edit: For me problem do looks solved, I could rotate like a spinner and hunt monsters with no issues.
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by Barbie »

sektor2111 wrote: Fri Mar 20, 2020 6:38 amEdit: For me problem do looks solved, I could rotate like a spinner
In the original map or have you corrected the above mentioned issues?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by sektor2111 »

In your server - I'm guessing you wrote the patch variables. Right ?
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by Barbie »

No, I didn't change anything there. I wrote that only some players have that issue.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by Red_Fist »

It's not a bugged CD#2 hi res texture, it's the server people running that , server only version. I run the hi res textures all the time and 98% of the servers work, but the blame is on the server side or the map. But I can play the same maps on other servers that do work.

That is when I heard it's because they install the server only version. :noidea
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by sektor2111 »

Textures for server are exactly from CD1 - S3TC server-textures are a myth, unless we are talking about those small place-holders - junks more exactly. Here I don't think that Barbie's server has issues as long as I could play without any problem. If certain clients have problems, these are definitely on their side. However, map is screwed up, those settings should be reverted to default, I would go even for client adjusting if this would be subject for NavAdder patch plugins - here I'm not sure what can be done because Barbie it's not using XC_Engine . I guess settings should be reverted quickly before Engine's operations with zones - Perhaps a PostBeginPlay and if it doesn't help then PrebeginPlay should be better.
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by Red_Fist »

I always get locked on like a company that opens a server with multiple servers under the same name for different game types.
That is because they don't install the hi res textures that don't come with the UT server-only install.

Barbies server works well for me, so all I can think is the map is calling a texture that is hi res that is not installed on his server.
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by Buggie »

Exist some "solution":
In console input

Code: Select all

editactor class=pawn
press enter
close dialog and return to UT

Another way:
in console print

Code: Select all

preferences
press enter
close dialog and return to UT

Look like open dialog window fix issue in some odd way.

Also I try download fresh copy of UT:
http://www.letsplayut.com/ut/UT99-Demo.zip
install 436 no delta patch:
https://www.unreal4fun.net/joomla/index ... ch-windows
And got same result as before.
So problem definitely not in my UT.

(Barbie: You can try reproduce error if you use Windows, with this UT)

Also we try with Barbie fix this flag bCheckWalkSurfaces to False and rebuild bsp tree. No luck.

Any move mouse ignored, turn from keyboard ignored. Only strafe and forward/backward work.
Mouse up/down/center from keyboard - ignored.
Fire from mouse - work.

Sometimes after fresh start UT issue not happens. But if I reconnect to server, then issue appear.

I try run this map in UT, as local map, multiplayer server - issue not happens. Only if I enter to Barbie server or start dedicated server - issue exists.
This points to enter sequence. Maybe if I start own multiplayer I enter too early for bug.

Another important info:
Bug exist not only for player, also it exists for spectator too.

If I rename prefix to DM- and start dedicated deathmatch server - issue exists.

Also I find another "solution":
Press "Windows" key during game and return back to game. Doesnot matter in window UT or in full-screen, in game or in console - rotate lock disappear.
I use Windows 7 x64.
This issue exists only for this one map. No anything similar on any other map.

Next reveal:
"Windows" key is not important. Important change focus from UT window to another window and return back.
For example I can open console in windowed mode, click on notepad window for activate it, after that return to UT and lock disappear.

I travel dedicated server to DM-Deck16][ - no issue.
I travel it back to DM-[WKA]SpaceMonsters - issue happens.

Suspicious lines in dedicated server log:

Code: Select all

ScriptLog: Found DM-[WKA]SpaceMonsters.SCUBAGear0 at 4304.000000,-832.000000,-496.000000
ScriptLog: Found DM-[WKA]SpaceMonsters.SCUBAGear1 at 4305.173828,-571.238281,-496.000000
ScriptLog: Found DM-[WKA]SpaceMonsters.SCUBAGear2 at 4305.589355,-321.118958,-496.000000
ScriptLog: Found DM-[WKA]SpaceMonsters.ToxinSuit0 at 3118.697510,-828.653870,-480.000000
ScriptLog: Found DM-[WKA]SpaceMonsters.ToxinSuit1 at 3121.777100,-578.154236,-480.000000
ScriptLog: Found DM-[WKA]SpaceMonsters.ToxinSuit2 at 3124.856201,-321.573883,-480.000000

ScriptWarning: Squid DM-[WKA]SpaceMonsters.Squid0 (State UnrealI.Squid.Flopping:001A) TweenAnim: Sequence 'Flopping' not found in Mesh 'Squid1'
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by Eternity »

Any move mouse ignored, turn from keyboard ignored. Only strafe and forward/backward work. Mouse up/down/center from keyboard - ignored. Fire from mouse - work. Bug exist not only for player, also it exists for spectator too.
Press "Windows" key during game and return back to game. Doesnot matter in window UT or in full-screen, in game or in console - rotate lock disappear. "Windows" key is not important. Important change focus from UT window to another window and return back.
This reminds of that usual case when UT99 client is running in windowed mode - when focus is switched to any other window, and then back to UT99 client window (by Alt+Tab or by mouse click on the window's border), it behaves the same way as described (only linear movements do react on the inputs, and not the radial movements) until the first mouse click anywhere inside of the client window - radial movements lock disappears then.
Question is - why in full screen mode and with particular map only would it enter into this state where radial movements appear to be locked...

Suspicious lines in the log are these:

Code: Select all

Error: RotatingMover MH-[WKA]SpaceMonsters.RotatingMover1 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
Error: RotatingMover MH-[WKA]SpaceMonsters.RotatingMover0 (Function Engine.Mover.MakeGroupReturn:0033) GotoState (None Close): Label not found
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by sektor2111 »

Then, because it's about this "map", it will need what I call a total clean-up, selecting actors and copying them in a clean space (EXCEPT RED BUILDER BRUSH AND LEVELINFO). If they screwed bHighDetailMode and bCheckWalkSurfaces, perhaps there are other variables changed which won't help.
This would clean any Left Over references actors because at this moment first cleaning attempt it's like here:
Cl_SpaceMonsters.PNG
Cl_SpaceMonsters.PNG (3.9 KiB) Viewed 487 times
The two movers doing errors are... other errors, their InitialState being NONE. I don't need to mention USELESS triggers for several Cr.Factories, acting all time because are not bTriggerOnceOnly and a Cr.Factory in that location reacts as a trigger itself. If I'm looking at some triggers and movers I'm not sure if some of those have a logic.
Eh, I'm wasting time...
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by Buggie »

> Suspicious lines in the log are these:
I do not have these lines.

turn and mlook locked in windowed mode too. Mode does not matter.

Also I find: if remove all Movers issue disappear. RotateMovers do not cause issue.

Now need find which mover cause this problems...
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Re: Player cannot rotate in map MH-[WKA]SpaceMonsters

Post by sektor2111 »

I see "the rest"

Code: Select all

RotatingMover0
   PostScale=(Scale=(X=0.993558,Y=0.993780,Z=0.988065),SheerAxis=SHEER_ZX)
    TempScale=(Scale=(X=0.993558,Y=0.993780,Z=0.988065))
I'm not going to post all vertex details. Any reason for not using a NORMAL SCALE ?
RotatingMover2 it's almost normal. I'm saying almost because they might have another GRID dimensions, LOL :loool: :lol2:

Code: Select all

          Begin Polygon Texture=FlakAmmoLED Flags=1073741824 Link=0
             Origin   +00064.000000,-00128.000000,+00015.999998
             Normal   +00000.000000,-00000.000000,+00001.000000
             TextureU +00000.000000,+00001.000000,+00000.000000
             TextureV +00001.000000,+00000.000000,+00000.000000
             Vertex   +00064.000000,+00000.000001,+00015.999999
             Vertex   +00080.000000,-00128.000000,+00015.999998
             Vertex   +00080.000000,+00128.000000,+00015.999999
It's that 15.999998 ever connected at 15.999999 both of them supposed to be 16.00000 ?
I think these are only a few things from what is here...
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