MH-Nigutar

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
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MH-Nigutar

Post by Buggie »

New MonsterHunt map
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MH-NigutarV1.7z
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Last edited by Buggie on Sat Nov 04, 2023 12:43 pm, edited 1 time in total.
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EvilGrins
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Re: MH-Nigutar

Post by EvilGrins »

Tried it 3 times.

Once it crashed, once it opened but I couldn't move... and then it crashed, and then it crashed again.

From the start area I briefly saw... you've got an insane amount of little bugs flying around.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Buggie
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Re: MH-Nigutar

Post by Buggie »

That weird. What UT version you use?
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Barbie
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Re: MH-Nigutar

Post by Barbie »

Log of crashed 436:
"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-Nigutar

Post by Buggie »

v1

- Fix crash on 436.
- Fix demer rotation.
- Fix not locked MhEnd.
- Add zone portlas (not really matter, but why not).

Updated in first post: viewtopic.php?t=16053

Unfortunately 436 too bugged. It use in render array in hardcoded size, and not check bounds.
Hardcoded size is count of BSP Nodes.
So when 436 try map render map with low count of Nodes (simple BSP), but with high count of meshes, it goes out of bounds of array and rewrite memory.
So I add 3000+ cubes, For increase count of Nodes. Now map not crash on 436.
I not put cubes all in one zone, so for properly build this map nee 469e+. Or need make this cubes joined. Or increase Node count on other way.
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Barbie
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Re: MH-Nigutar

Post by Barbie »

Buggie wrote: Sat Nov 04, 2023 12:49 pm high count of meshes
997 trees :omfg:
Mapper must have been a forester.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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EvilGrins
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Re: MH-Nigutar

Post by EvilGrins »

Buggie wrote: Sat Nov 04, 2023 10:46 am That weird. What UT version you use?
The most recent.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Buggie
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Re: MH-Nigutar

Post by Buggie »

Crash what you describe, can happen only on pre-469 versions. Like 436, 440, 451. It be fixed in 469.

I also reproduce it only on 436, but not on 469c or 469d.
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EvilGrins
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Re: MH-Nigutar

Post by EvilGrins »

First off, what did that manta ever do to you that you had to put him under a rock like that?
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This is a fun map but with so much open space and so many monsters, it's a bit of a memory hog. Let the bots have 1st crack at it...
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...and they did okay but this map clearly needs human players.

About 10 minutes in bots kept getting hung by the trees.
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They almost make ideal bot traps.

Map appears to be an ideal KILL THEM ALL situation without anything more complicated than that. While the bots tore up the opening area I skimmed ahead in spectator mode, this looks like it will be fun to tear into.

Although, it did seem a little weird seeing Lava Slith in normal water.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Buggie
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Re: MH-Nigutar

Post by Buggie »

1. Indeed. Some monsters/pawns can be placed inside decos (trees/rocks/plants). But this never be issue. Pawn never stuck if placed inside another collide actor.

2. My MH conversions/maps never intended to play bots alone. In general i think bots cant play in MH and useless in it. And always do MH conversions/maps only for humans.

3. Paths there only for monsters, so they can find hunters. Not for bots. So they autogenerated. Monster need some paths, just some. It not bots.