MH-XV-GrandCanyonML2

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Buggie
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MH-XV-GrandCanyonML2

Post by Buggie » Mon Jan 10, 2022 11:03 am

Conversion for MonsterHunt this map:
http://medor.no-ip.org/index.php?dir=Ma ... yonML2.zip
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This map need XVehicles at least v4 for load:
viewtopic.php?f=34&t=14936
MH-XV-GrandCanyonML2v3.7z
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Last edited by Buggie on Mon Feb 07, 2022 3:47 am, edited 5 times in total.

Buggie
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Re: MH-GrandCanyonML2

Post by Buggie » Mon Jan 10, 2022 11:04 am

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EvilGrins
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Re: MH-GrandCanyonML2

Post by EvilGrins » Mon Jan 10, 2022 12:33 pm

Something I was always meaning to test I never got around to... as the Military Skaarj can pick up and use the same weapons players and bots do, does that also mean they can drive the X-vehicles?

Because I see those vehicles on the map, so that would be an understandable concern.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

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OjitroC
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Re: MH-GrandCanyonML2

Post by OjitroC » Mon Jan 10, 2022 7:25 pm

I get a crash on starting this map - from the log
Spoiler
Show
Critical: appError called:
Critical: SkaarjSniper MH-GrandCanyonML2v0.SkaarjSniper12 (Function UnrealShare.ScriptedPawn.startup.SetTeam:0075) Runaway loop detected (over 10000000 iterations)
Critical: Windows GetLastError: Not enough memory. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Critical: FFrame::Serialize
Critical: (MH-GrandCanyonML2v0.SkaarjSniper12 UnrealShare.ScriptedPawn.startup.SetTeam)
Critical: AActor::ProcessState
Critical: Object SkaarjSniper MH-GrandCanyonML2v0.SkaarjSniper12, Old State State UnrealI.SkaarjTrooper.startup, New State State UnrealI.SkaarjTrooper.startup
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
I'm running 469b and MH 604.

Works OK with MH 503 though - so something to do with 604?

Buggie
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Re: MH-GrandCanyonML2

Post by Buggie » Mon Jan 10, 2022 7:55 pm

First time see such. So I think yes, better report such in MH 6XX topic: viewtopic.php?f=34&t=14966

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Barbie
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Re: MH-GrandCanyonML2

Post by Barbie » Thu Jan 13, 2022 11:40 pm

I got some dozens of this log entries in server's log:
Received unwanted function SetPlayerViewOffset in DriverCameraActor MH-GrandCanyonML2v0.DriverCameraActor0
On client v469c, connected to server, I got some of this (in God mode):
ScriptLog: MH-GrandCanyonML2v0.TFemale10 client damage type Crushed by None
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

Buggie
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Re: MH-GrandCanyonML2

Post by Buggie » Thu Jan 13, 2022 11:47 pm

1st because of desync between client and server - RPC packet come too late, driver not more bNetOwner, so RPC produce such warning. I will look what can be done in XVehicles design.

2nd - caused by TakeDamage on Client side:

Code: Select all

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
						Vector momentum, name damageType)
{
	local int actualDamage;
	local bool bAlreadyDead;

	if ( Role < ROLE_Authority )
	{
		log(self$" client damage type "$damageType$" by "$instigatedBy);
		return;
	}
Again lead to XVehicles. Will look later.

Buggie
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Re: MH-GrandCanyonML2

Post by Buggie » Sun Jan 16, 2022 6:55 pm

v1

- Fix cabin car for net play.
- fix some inventory stuck in ground.
- Spawn monsters by parts for reduce lags.

Updated in the first post: viewtopic.php?f=5&t=14974

WIP, file appear soon...

Automatically merged

File uploaded.

Buggie
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Re: MH-GrandCanyonML2

Post by Buggie » Sat Jan 22, 2022 7:56 am

Also want a note:
If someone want try test this map in MP action (or test XVehicles as well) - you can join to Barbie server:
https://www.gametracker.com/server_info ... .101:7777/

Last time this map greatly popular for play:
scr_1642834366.png

Automatically merged

v2

- Fix teleport direction on net play.
- fix some paths.
- little reduce CPU usage by remove some movers.

Updated in the first post: viewtopic.php?f=5&t=14974
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Buggie
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Re: MH-XV-GrandCanyonML2

Post by Buggie » Mon Feb 07, 2022 3:49 am

v3:

- Switch to XVehicles v4
- Fix teleport direction on net play.
- map renamed for match MH-XV-* pattern.

Updated at first post: viewtopic.php?f=5&t=14974