MH-2001][

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OjitroC
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Re: MH-2001][

Post by OjitroC » Mon Jun 28, 2021 4:21 pm

EvilGrins wrote:
Mon Jun 28, 2021 8:31 am

Doesn't matter, I won't be able to hear it. I didn't get 469.
Another good reason to get 469 :P

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EvilGrins
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Re: MH-2001][

Post by EvilGrins » Mon Jun 28, 2021 7:39 pm

OjitroC wrote:
Mon Jun 28, 2021 4:21 pm
EvilGrins wrote:
Mon Jun 28, 2021 8:31 am

Doesn't matter, I won't be able to hear it. I didn't get 469.
Another good reason to get 469 :P
I'm waiting for them to work all the bugs out first.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Buggie
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Re: MH-2001][

Post by Buggie » Mon Jun 28, 2021 9:54 pm

Beta6:

- Better paths via portals for bots and monsters.

viewtopic.php?p=130258#p130258
Last edited by Buggie on Sun Jul 18, 2021 5:00 am, edited 1 time in total.

Buggie
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Re: MH-2001][

Post by Buggie » Sat Jul 03, 2021 7:00 pm

Beta7:

- fix weird bug which break redeemer on server until you not reboot server. :omfg:
- slightly improved text of messages for more players understand it.

viewtopic.php?p=130258#p130258
Last edited by Buggie on Sun Jul 18, 2021 5:01 am, edited 1 time in total.

Buggie
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Re: MH-2001][

Post by Buggie » Mon Jul 05, 2021 2:09 pm

Beta8:

- improved portals: less glitches, better work, fixed known bugs.

viewtopic.php?p=130258#p130258
Last edited by Buggie on Sun Jul 18, 2021 5:01 am, edited 1 time in total.

Buggie
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Re: MH-2001][

Post by Buggie » Sun Jul 18, 2021 5:00 am

Beta9:

- improved portals.
- fixed gravity mismatch.
- cull unused textures.
- add arrows for more easy find proper way.

viewtopic.php?p=130258#p130258

Buggie
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Re: MH-2001][

Post by Buggie » Sat Jul 24, 2021 10:57 am

Beta10:

- Improved portals:
* fix player movement through it.
* able see all projectiles.
* fix guide redemeer problems (but due cyclic nature of station you not able make full circle with rocket, It is normal).

viewtopic.php?p=130258#p130258

Eternity
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Re: MH-2001][

Post by Eternity » Mon Jul 26, 2021 1:54 am

Should it be working properly with the Trace-based weapons?
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A years ago i wondered about the Babylon space station theme map... Nice to see now something similar is already created.
It seemed impossible to implement it with this engine... Looks like the trick with portals is the only way to simulate the centrifugal gravitation effect...

Buggie
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Re: MH-2001][

Post by Buggie » Mon Jul 26, 2021 6:07 am

No. Trace-based weapons not able goes for portals. And I very doubt about any possible fix via custom actor code.
Also portals not properly handle actors relevance. Possible because for that used trace which not pass over portals, so enemy on other side not relevant to you in network games and you not see it.

Buggie
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Re: MH-2001][

Post by Buggie » Wed Jul 28, 2021 6:36 am

Beta11:

- Fix travel rockets via portals. UT bug https://github.com/OldUnreal/UnrealTour ... issues/503
- Fix break map flow by some SkaarjTroopers. UT bug https://github.com/OldUnreal/UnrealTour ... issues/511

viewtopic.php?p=130258#p130258

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sektor2111
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Re: MH-2001][

Post by sektor2111 » Sun Aug 01, 2021 9:31 am

Suggested Fix wrote: Suggested fix:
Check there for cast to PlayerPawn:

case TT_PlayerProximity:
return PlayerPawn(Other)!=None && Pawn(Other).bIsPlayer;
Entirely disagree all blabbering concerning ONLY PLAYERPAWN. This is NOT a fix either for year 2021.
Maybe THIS

Code: Select all

case TT_PlayerProximity:
			return Pawn(Other)!=None && Pawn(Other).PlayerReplicationInfo != None && Pawn(Other).bIsPlayer;
What it needs is a FULL check for any sort of VALID player, Human, Bot, Botz, NPCBot, Etc Bot.

In other hand maybe a trooper closer to XXI century would be like this (admins of MH servers...). A conformed stock aiming Monster Gaming would be more entertaining this way:

Code: Select all

auto state Startup
{
	function BeginState()
	{
		Super.BeginState();
/*
	A sack of insanity - we don't even know if weapon won't be replaced and it goes NONE leaving Pawn bIsplayer to make a mess
		bIsPlayer = true; // temporarily, till have weapon
*/
		if ( WeaponType != None )
		{
/*
	NOT YET !!
			bIsPlayer = true;
*/
			myWeapon = Spawn(WeaponType);
			if ( myWeapon != None )
				myWeapon.ReSpawnTime = 0.0;
		}
	}

	function SetHome()
	{
		Super.SetHome();
		if ( myWeapon != None )
		{
			bIsPlayer = True; //only if I do have myWeapon
// or		AddInventory(myWeapon);
//else execute codes below
			myWeapon.Enable('Touch'); //It won't hurt anything
			myWeapon.Touch(self);
		}
		else
		{
//			whatever weapon finding method or leaving a ServerActor to polish things after execution of ReplaceWith craps
		}
	}
}
This might include iterating closer actors and if a weapon is found prepare bIsPlayer to True and "Touch" that thing. A master piece would be a Sleep(0.00) before calling SetHome in Auto State of ScriptedPawn. This is doable in stock 436-451 by using normal files addressing Monster Gaming.

Buggie
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Re: MH-2001][

Post by Buggie » Sun Aug 01, 2021 2:42 pm

Stop derailing topic. You want say something for github - write on github.

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sektor2111
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Re: MH-2001][

Post by sektor2111 » Sun Aug 01, 2021 4:50 pm

GitHub is not accepting my Browser and I did not derailed anything. It was about Troopers and what they do.