MH-TheFifthVortex

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sektor2111
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Re: MH-TheFifthVortex

Post by sektor2111 » Wed May 12, 2021 4:11 am

Buggie wrote:
Wed May 12, 2021 1:04 am
Now there near 500-600 channels.
Yes !! That's the point.

Edit: Mission Successful ? :)
It works with 440 server, 440 client even at 7500 NetSpeed. I see 501+ channels. Nali working, I was playing 5-8 minutes - not bad, really not bad. I'll look forward next days.

Buggie
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Re: MH-TheFifthVortex

Post by Buggie » Wed May 12, 2021 7:59 am

IDK yet. Test on Barbie server show truth.
Nali working even without worked paths, because able follow AlarmPaths in visible area without working paths.

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Re: MH-TheFifthVortex

Post by Red_Fist » Wed May 12, 2021 7:05 pm

What if you trim down inventory by making them one item with high pickup count. Lets say if you had 3 placed, then reduced it to one item, you would have 2/3 less, inventory.

Use the keypoint actor that I can't find on my drive at the moment., for even less paths.

By doing that would trim a lot away, from the total whole map perspective. Even if it is a little bit, would matter.
Binary Space Partitioning

Buggie
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Re: MH-TheFifthVortex

Post by Buggie » Wed May 12, 2021 7:17 pm

My items (which I place, not one which ship with map) already contain 1000 ammo in each. It is "ammo point" where located all possible ammo one time per each.
But map really big, so need few this points. anyway, problem with channels caused by inventory already solved.
There exists another possible problem - overflow netspeed limit.
I can try bNoDelete on Ammo points, but think this not help, because player usually see spot for long time, so skip spawn actor does not help reduce network bandwidth.

I suspect high network load can cause bad things for high players count. for example 20 KB/s * 16 players means stable 320 KB/s only for out. Need some speed for in.
Not all host providers provide that.

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Re: MH-TheFifthVortex

Post by sektor2111 » Wed May 12, 2021 7:27 pm

@RedFist
There are tricks for plain UT, not for 469 this time - I'm sorry about that.
We have builders for launching into void a SpawnPoint or all SpawnPoints + Playerstarts and QueenDests - there will have no paths and then adding it/them back. Later, those without paths initially in void can be unlinked one by one from navigation chain speeding up processing of this linked list and making things more efficient. Inventories already can be moved away, building paths over two three around and then adding them back. These were optimized already somehow but... plain 440 without XC support doesn't seems to deal well having those "None" specs. Right now, in first stage buggie's actor (I like when actors are doing "dirty hacks" by the way - I love you now) does a "calm down" for evil inventories. It needs a bit more tested in network and that's all. Alarmpoints can deliver monster routes when are closer point to point without to have paths or part of navigation chain because they have a response at "ActorReachable" query and so they will work even added post-pathing saving another bits of CPU - yes, ActorReachable can be helper for preventing a network scan for paths. This map confirms clearly that you can move monster without navigation data aka Reachspecs. Evil stuff it's Inventory because it goes bAlwaysRelevant - problem solved. These + adding extra relevance "tweaks" are full damaging net games doesn't matter how are thinking some guys about "monster behind glass" story - Monster has bStasis after all, if you see it behind a glass it's mainly skating rather than animating and decreasing net performance for not really valid reasons.

@Buggie - I think other actors might support a net "Slow-Down" by adjusting NetUpdateFrequency. Perhaps you gain here not channels but less data transmission.
Monster at 50 Frequency or something around ? Other decorations at same 50 frequency ?
Let me show you something...

Code: Select all

class NsScriptedPawn extends ScriptedPawn
	abstract;
...
...
defaultproperties
{
	CarcassType=Class'NsMonster.ExCreatureCarcass'
	NetUpdateFrequency=20.000000
	NetPriority=3.000000
}
Eh ? These are alive in public for a few years...

Buggie
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Re: MH-TheFifthVortex

Post by Buggie » Wed May 12, 2021 8:27 pm

As I know, Engine not send fields which not changed. So deco not produce netload, because simply sit in place and not change fields.
Movers too.
Currently I see eaters of traffic is projectiles and pawns. Pawns move. Projectiles replicate once (bNetInitial) or more.

In general many map contains near 600 monsters and all fine, so, possible, this map will be fine to.
In any case only real tests show truth. Need wait for it. And solve problem only after they appear.
Premature optimization is root of evil, finally.

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Re: MH-TheFifthVortex

Post by Buggie » Sat May 15, 2021 8:04 pm

Beta21:

- Fix work TriggerLight.
- Fix Light on Final area.
- Improved special scripted monster.
MH-TheFifthVortexBeta21.zip
Also map smooth run with 15 online players.
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Re: MH-TheFifthVortex

Post by sektor2111 » Sat May 15, 2021 8:39 pm

Buggie wrote:
Sat May 15, 2021 8:04 pm
Also map smooth run with 15 online players.
Now this is the right answer... :D

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Re: MH-TheFifthVortex

Post by Buggie » Wed May 19, 2021 10:11 pm

Beta22:

- fix count secrets.
- add enforcer at start.
MH-TheFifthVortexBeta22.zip
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Re: MH-TheFifthVortex

Post by Buggie » Sat Jun 05, 2021 5:20 am

Beta23:

- Movers able kill Bots and Monsters.
MH-TheFifthVortexBeta23.zip
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Buggie
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Re: MH-TheFifthVortex

Post by Buggie » Sun Jun 13, 2021 12:39 pm

Beta24:

- Fix enforcer at start.
- Add zone names.
- Make boat returnable.
- Fix not worked boat shortcut teleports.
MH-TheFifthVortexBeta24.zip
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Re: MH-TheFifthVortex

Post by sektor2111 » Tue Jun 15, 2021 5:59 am

MapGarbage was capable to find duplicated actors but... in this map Editor is crashing in runaway loop as long as it will iterate to the death.

However... concerning discussion with UT limits,
viewtopic.php?f=5&t=14671#p130078
the good news is that some of these can be passed and things can be oriented different.

ReachSpecs can be enlarged making for real Patroling Titans (perhaps up to 255 not 70 UU), interations limit at least for Editor can be passed/suppressed too making MapGarbage to hunt all sort of borked actors from heavy loaded maps. This one is a sample:

Code: Select all

Duplicated: Panel95 was found 2 times.
Duplicated: Panel96 was found 2 times.
Duplicated: Actors might be removed by using subsequent bTryFixDuplicates set to True.
Duplicated: Operation recommended in another clean editing session with both values set True.
Duplicated: Panel136 was found 2 times.
Duplicated: Panel137 was found 2 times.
Duplicated: Panel138 was found 2 times.
Duplicated: Panel139 was found 2 times.
Duplicated: Panel148 was found 2 times.
Duplicated: Panel149 was found 2 times.
Duplicated: Panel159 was found 2 times.
Duplicated: Panel160 was found 2 times.
Duplicated: Found 10 duplicated Actors.
Processed: UScript count: 57709724 iterations. //Added
Duplicated: Duplicated Actors scanning is being finished.
Indeed it takes time, CPU cooler starts going crazy but... it works. And then certain pathing tweaks and fixes which I could do but I quit thinking at them now can be resumed. Yes, it takes time for details but CPU it's faster than a human being...

The Solution - this is my batch command firing Editor - no, I don't launch it directly as it works faster this way:

Code: Select all

@echo off
echo Start Unreal Editor 440 + XC with higher priority
start "Unreal Editor 440 + XC" /WAIT /ABOVENORMAL /MAX UnrealEd.exe -norunaway
del Running.ini
exit
It won't be any trash file called "Running.ini" left in System because Editor has a dumb exit - even "Exit" is bugged in UT436...

Either way I think I'm not recommending suppressing "runaway" in dedicated servers. Reason: some script "good timings" might lock-down server, won't crash and restart, it simply loops permanently.

This dumb solution might solve issue with MapVoteLAv2 when server it's crashing because of sorting iterations when maps count goes to 1700 1800 maps. Server will need to be restarted with "runaway" removed, maps loaded and generated a list, then stopped server and added back the "runaway". This way maps are getting sorted and wrapped in a list file. This is not answer for poorly codes from MapVoteLAv2 but at least I believe it will solve maps-loading-sorting issues. MVU3 doesn't have problems here, it is based on a state code - slower but operational.

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Re: MH-TheFifthVortex

Post by Buggie » Sun Jul 18, 2021 5:54 am

Beta25:

- improve warp zones.
- cull unused textures.
- improve reward for one secret item.
- fix some cheat possibility.
MH-TheFifthVortexBeta25.zip
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Buggie
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Re: MH-TheFifthVortex

Post by Buggie » Mon Jul 19, 2021 2:10 am

Beta26:

- use original 8 skyboxes instead of simplified 3 skyboxes.
MH-TheFifthVortexBeta26.zip
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Buggie
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Re: MH-TheFifthVortex

Post by Buggie » Sat Jul 24, 2021 4:13 pm

Beta27:

- fix portals.
- fix few HOMs.
- fix few BSP errors.
MH-TheFifthVortexBeta27.zip
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