MH-AMC-MorpheusUnbounded

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Buggie
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MH-AMC-MorpheusUnbounded

Post by Buggie »

Conversion for MonsterHunt this map:
viewtopic.php?f=5&t=13016
MH-AMC-MorpheusUnboundedV2.jpg
MH-AMC-MorpheusUnboundedV7.7z
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Last edited by Buggie on Thu May 12, 2022 4:05 pm, edited 3 times in total.
Buggie
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Re: MH-AMC-MorpheusUnbounded

Post by Buggie »

V4

More monsters.
More paths.
Bots now must work.
Monsters tele back when fall outside.

viewtopic.php?p=131127#p131127
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sektor2111
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Re: MH-AMC-MorpheusUnbounded

Post by sektor2111 »

Buggie wrote: Sat Aug 28, 2021 12:37 pm More paths.
Bots now must work.
:mrgreen: Like here ?

Code: Select all

...
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode300!
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode180!
DevPath: 1000 navigation nodes searched from PathNode180!
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode1029!
DevPath: 1000 navigation nodes searched from PathNode1029!
...
Doesn't matter... after fixing these and making them more simple, map can be used in public without any issue. Thanks a lot for MH assets and conversion. Pathing... it's my problem which I think it's solved with my toy.
AMC_Morph_4.PNG
So far it uses initial Nodes, I did not washed them yet... It will be less charged and fully operational.
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sektor2111
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Re: MH-AMC-MorpheusUnbounded

Post by sektor2111 »

Bump... Things here need a bit of polishing. For some reasons which I'm not interested to investigate, CS weaponry are not having any crosshair ON-LINE.
We have a good Bot activity and all action works like a charm - nice deal at Monsters, it would be all perfect if CS stuff wouldn't mess with HUD in here. I believe they are going to be reverted with stock inventories "old weapons" included for expanding a bit options.

Miscellaneous:
A map scan detects that more actors are into void - their zoning data looks screwed up - I have no clue yet how to set them correctly with their iLeaf or if it's possible to automate such a task. I need to investigate how comes that in place where all actors are working normally the zone looks like it's a void - similar to what 227 does here and there...

Edit:
Problem can be fixed under 1 second - all actors messed up are going updated properly preventing them to have false data about their locations. MapGarbage for September will have this cute option. Works even in maps with brushes deleted...
Buggie
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Re: MH-AMC-MorpheusUnbounded

Post by Buggie »

V5

- fix few bugs
- show crosshair on cs weapons (ensure you install .ini file to System on server) - can be altered in INI file.

viewtopic.php?p=131127#p131127[hr][/hr]

Automatically merged

V6

- fix lags on shoot on some directions.

viewtopic.php?p=131127#p131127
Buggie
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Re: MH-AMC-MorpheusUnbounded

Post by Buggie »

v7

- improve paths
- fix errors

Updated in first post: viewtopic.php?f=5&t=14786