Mirror: https://github.com/OldUnreal/UnrealTour ... xBeta6.zip
- Compiled scripts. Thanks to Barbie.
- Breath Nali decoration near water.
- Now all monsters hate player.
Barbie right, I not compile scripts after subclass.
IDK what happens here. I not place or remove any PathNode. All copied from original maps.
This hell I notice too. On try rebuild paths all going more worst. So I create bug report: https://github.com/OldUnreal/UnrealTour ... issues/129
All this stuff copied from here. IDK how this happen.
I think it is caused by replace with osWeaponPowerup. And here RespawnTime is zero.
Where do you get this info from? In my code its defaultproperties are empty and so parent's RespawnTime of 30 is used. And in other maps the repawn works fine.
Running a GarbageCollector is not a good idea (it still runs on my test server a while after the last player has left):
[NSC-SYS] Barbie has left the server.
2020-10-23 12:48:34 MH-TheFifthVortexBeta5SB.KHMBase0.GarbageCollectorTimer LOG_Info: GarbageCollectorInterval=600 reached, starting Garbage Collector
Intercepted ConsoleCommand: OBJ GARBAGE from func: Function BarbiesWorld.KHMBase.GarbageCollectorTimer
[SCF] Exception Handler for pid 6017 and tid 6017
[SCF] Signal Received: SIGSEGV
[SCF] signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), errno 0, fault addr 7a615262
[SCF] eax 7a615242 ebx b73d23c0 ecx 00000000 edx 0a5568d0
[SCF] esi 0806b75c edi bf801b78 xgs 00000033 xss 0000007b
[SCF] xcs 00000073 xds 0000007b xes ffff007b xfs c1680000
[SCF] eip b72e6e5a ebp bf801b78 esp bf801ac0 flags 00010202
[SCF] err 00000004 uesp bf801ac0 trapno 0000000e
[SCF] 1: 0xb72e6e5a <GetFullName__C7UObjectPc+0x96> (./Core.so)
[SCF] 2: 0xb732d674 <__ls__15FArchiveTagUsedRP7UObject+0x174> (./Core.so)
[SCF] 3: 0xb7311b44 <SerializeItem__C15UObjectPropertyR8FArchivePv+0x18> (./Core.so)
[SCF] 4: 0xb72e7f13 <Serialize__7UObjectR8FArchive+0x453> (./Core.so)
[SCF] 5: 0xb732d60c <__ls__15FArchiveTagUsedRP7UObject+0x10c> (./Core.so)
[SCF] 6: 0xb7311b44 <SerializeItem__C15UObjectPropertyR8FArchivePv+0x18> (./Core.so)
Just assumption. Shoot in the dark. I can say more precisely with EditActor on your server. Of course if this value not overwritten on server side.
Also it can be caused by not compiled scripts.
Maybe I later look on it, but I think it must run fine with exists paths. Also I think size caused not by PathNodes itself, but enormous paths between them. Like on screen above.
Something wrong with this version. We choose it and connection to server immediately closed when switch to map.
After that load another map.
For the time being versions compatibility seems to be the only hard problem in this matter... Hope it will be fixed in the next v469 releases.
Code: Select all
DevNet: Welcomed by server: WELCOME LEVEL=MH-_TheFifthVortexBeta6 LONE=0 Log: New File, Existing Package (Package MH-_TheFifthVortexBeta6, Package 909EFB1C49A42D71F459C2B59547EED6) Log: Failed import: Function Function Engine.Decoration.PostBeginPlay (file ../System/Engine.u) NetComeGo: Close XC_TcpipConnection8 10/23/20 22:53:55 Exit: WinSock shut down
Fix run on v451-436 servers.
I hate this. You know what UEd say to me?
Code: Select all
--------------------------- Question --------------------------- Function MyLevel.MyAnim.PostBeginPlay has superfield Engine.Decoration.PostBeginPlay. This superfield was not present in UT v436, so this package will not work on UT v436 clients or servers. Do you want to use Engine.Actor.PostBeginPlay as the superfield to fix this compatibility problem? --------------------------- Yes No ---------------------------
Is any tutorial required over and over ?
X times posted - redundant and useless because no one cares.
- UNDEFINE PATHS - that's the command;
- SAVE MAP AS - anything temporary - close everything;
- Re-Open Editor, Open Map - Delete stupid nodes from nail-box - nothing will iterate anything there, that's insanity - that SPOT HAS ALREADY TOO MANY NAVIGATION ACTORS;
- Move ALL ammo in Notepad and save a t3d file;
- build paths using XC with Aerial Option and not plain Editor;
- Import ammo back;
- Save map.
Due to Engine Limitations and such a Map-Size, all pathing fantasies I think can be deleted - Alarms, Patrols, everything. I found MH paths using brute-force and not default pawn's seeking strategy. XC_MonsterHunt and XC 24 are capable to deliver a full MH game but not plain UT.
Do I need to edit my signature with a basic tutorial in how to clean crap out of maps ?
Are they going to be removed in beta99 ?
About OSWeaponPowerUp. After pickup item destroyed. IDK why, but it is fact. So respawn not happens.
Yes... The fix for this issue was meant to be working in v469a, but it doesn't, though shows this warning message. Previous builds didn't show the warning message at all.
I already have tested and reported it in OldUnreal 1 month ago, so devs are aware about it.
I didn't ask HOW but WHO is willing to do that. To avoid multiple different map versions by multiple authors.
Also this need setup XC things and avoid be bitten with XC-spider.
And maybe out v469b with fix build paths. I hope on this.
About broken compat fix I make issue on github. As I see issues on github fixed faster rather from old threads in beta-test forum. Sad, but true.
I'm sure it's on my end. Not sure how to get up to speed. Haven't played online for years.
Since it was on this map I thought I would post here.
If not revelant then just ignore.
- barbieworldcrash.jpg (40.12 KiB) Viewed 26 times