UT99.org EpicTown ShowDown - Get-Together Of The Century!

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ExpEM
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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by ExpEM » Sat Dec 05, 2020 11:53 pm

Chamberly wrote:
Fri Dec 04, 2020 2:44 pm
Gustavo6046 wrote:
Tue Nov 24, 2020 9:44 am
ExpEM wrote:
Tue Nov 24, 2020 3:36 am
Edit:
I also can't connect. Looks like something is Borking...
Spoiler
Show
DevNet: Welcomed by server: LEVEL=DM-XC-EpicTownV2A LONE=0
Log: LoadMap: mouses.xyz/DM-XC-EpicTownV2A?Name=JustWatching?Class=MultiMesh.TSkaarj?team=1?skin=tskmskins.MekS?Face=tskmskins.Disconnect?Voice=MultiMesh.SkaarjVoice?OverrideClass=Botpack.CHSpectator
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package CityIntro
Log: Unloading: Package ArenaTex
Log: Unloading: Package NaliFX
Log: Unloading: Package ShaneSky
Log: Unloading: Package openingwave
Log: Unloading: Package Uttitle
Log: Unloading: Package TSkMSkins
Log: Unloading: Package utmenu23
Log: Garbage: objects: 35539->34007; refs: 1298958
Log: Bringing Level DM-XC-EpicTownV2A.MyLevel up for play (156)...
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 1
ScriptLog: Login: JustWatching
ScriptLog: set multiskin TSkMSkins.Warr Dominator
ScriptLog: Warr Dominator TSkMSkins.
ScriptLog: set multiskin tskmskins.MekS tskmskins.Disconnect
ScriptLog: MekS Disconnect tskmskins. tskmskins.
Log: Possessed PlayerPawn: TSkaarj Entry.TSkaarj0
Init: Initialized moving brush tracker for Level DM-XC-EpicTownV2A.MyLevel
Log: XOpenGL: Flush
Log: XOpenGL: Setting VSync: On
Log: XOpenGL: SyncToDraw disabled
ScriptLog: Ping Timeout from 212.129.59.81 Giving Up
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
Warning: Received invalid actor class
ScriptWarning: PureDOMHUD DM-XC-EpicTownV2A.PureDOMHUD0 (Function Botpack.ChallengeHUD.PostBeginPlay:006F) Accessed None 'Owner'
Log: Forged object: got Function Botpack.EnhancedRespawn.Explode.Tick, expecting Class Engine.Actor
That is starnge. Can you connect to other v469 servers? What UT version do you use? You don't need to update, v469 is supposed to be backwards compatible, especially with v436. Nonetheless I have linked your post to Anth, he might have more information on it soon.
I just recently came across this kind of issue 2 days ago with the Invalid actor class.
The only way you are gonna find out is to slowly remove 1 server actor(and it's corresponding packages if so) at a time and mutator until player with 469 client can join.
There is a mod conflict going on. Send your server files/ini to Anthrax or let him have admin access with FTP and such so he can find it lol.
Solution was to connect with 436... No idea why 469 wouldn't run.
Gustavo6046 wrote:
Sat Dec 05, 2020 11:08 pm
It already feels like a boring ghost town. 30 minutes in and I was the only one in the game, apart from 11 bots who never showed up anyway (apart from occasionally being stuck in teleporters, like wat), so I restarted the timer and left. I expect the ordeal to be over by 23:00 UTC.
Connected as spectator and only bots playing.*

*Stuck, unable to navigate.

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by Gustavo6046 » Sun Dec 06, 2020 12:13 am

This was so uneventful.

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by papercoffee » Sun Dec 06, 2020 12:50 am

Please try it again ...maybe on Sundays like an Advent calendar.

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by EvilGrins » Sun Dec 06, 2020 3:02 am

Okay definitely gonna edit it now...

I think some well placed UTDM and a couple NPC players should lighten up the monotony.
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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by Shrimp » Sun Dec 06, 2020 6:30 am

As much as I'd planned on joining, I could not survive staying awake until it started (23:30 SAST).
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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by EvilGrins » Sun Dec 06, 2020 7:22 am

Given all the Christmas presents, and the secret Christmas room under the city, I'm kinda tempted to put XMAS muzak on the map.
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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by sektor2111 » Sun Dec 06, 2020 11:31 am

ExpEM wrote:
Sat Dec 05, 2020 11:53 pm
Connected as spectator and only bots playing.*

*Stuck, unable to navigate.
Surprised ?
Oh well... I'm not...

Code: Select all

NumReachSpecs: This map has 5497 ReachSpecs shown as direct paths in Navigation Network.
NumReachSpecs: Also this map has 5001 ReachSpecs as shortcuts aka PrunedPaths in Navigation Network.
NumReachSpecs: These are not visible in Editor but they are used by Pawns.
NumReachSpecs: After calculation we have 10498 ReachSpecs.
....
UnReachableNodes: Here we have 41 points skipped, 39 Navigation Points which are too high and 1700 good ones.
....
NoIncomingPath: PlayerStart50 is not having incoming connections.
NoIncomingPath: PlayerStart71 is not having incoming connections.
NoIncomingPath: PathNode247 is not having incoming connections.
NoIncomingPath: PathNode542 is not having incoming connections.
NoIncomingPath: PathNode504 is not having incoming connections.
NoIncomingPath: PathNode543 is not having incoming connections.
NoIncomingPath: PathNode50 is not having incoming connections.
NoIncomingPath: PathNode526 is not having incoming connections.
NoIncomingPath: PathNode533 is not having incoming connections.
NoIncomingPath: PathNode534 is not having incoming connections.
NoIncomingPath: PathNode535 is not having incoming connections.
NoIncomingPath: PathNode588 is not having incoming connections.
NoIncomingPath: InventorySpot577 is not having incoming connections.
NoIncomingPath: InventorySpot584 is not having incoming connections.
NoIncomingPath: InventorySpot622 is not having incoming connections.
NoIncomingPath: InventorySpot624 is not having incoming connections.
NoIncomingPath: InventorySpot812 is not having incoming connections.
NoIncomingPath: InventorySpot832 is not having incoming connections.
NoIncomingPath: InventorySpot833 is not having incoming connections.
...
WallHitting: PlayerStart86 is facing a closer wall, a rocket fired too quickly might be damaging.
WallHitting: PlayerStart50 is facing a closer wall, a rocket fired too quickly might be damaging.
WallHitting: PlayerStart74 is facing a closer wall, a rocket fired too quickly might be damaging.
WallHitting: PlayerStart7 is facing a closer wall, a rocket fired too quickly might be damaging.
WallHitting: PlayerStart16 is facing a closer wall, a rocket fired too quickly might be damaging.
WallHitting: PlayerStart58 is facing a closer wall, a rocket fired too quickly might be damaging.
...
VoidCheck: PathNode247 looks placed into void.
Note: Any NASA machine won't help here - It's just UT Engine running an Un-Finished map - I'm not even curious what is about, what I can see in Editor is pretty relevant. This is v2A of said map, LiftCenter6 and LiftExit56 are... very "entertaining". I'm not curious what will do LiftCenter here...

Presumption note:
I'm not sure if map won't run much better under 2800 reachSpecs. Here is a place for improved paths...
@Higor - What do you think ? :mrgreen:

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by Gustavo6046 » Sun Dec 06, 2020 3:56 pm

I believe that I shall try again this Sunday. Get ready for some action! 1 hour earlier, too! Sunday, December 6th, 2020, 60 minutes starting 20:30 UTC. :D
sektor2111 wrote:
Sun Dec 06, 2020 11:31 am
It's just UT Engine running an Un-Finished map
It's not unfinished, it's a classic from FragNBrag, and a good one indeed. Just because it's a big map and prone to having slight misalignments here and there doesn't mean it is half-baked. Go make your own game if you're so inclined to pointlessly nitpick on everyone else all day.

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by sektor2111 » Sun Dec 06, 2020 6:09 pm

Gustavo6046 wrote:
Sun Dec 06, 2020 3:56 pm
if you're so inclined to pointlessly nitpick
Everyone can see it no worries, but I understand that accepting reality is harder, you need to be UnReal... Pathing has novice mistakes seriously so... Have fun around... It takes a while to get it solved but I think it worth tweaking it for real.

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by Dr.Flay » Sun Dec 06, 2020 6:22 pm

It seems the server had an old version of Wormbos Enhanced Items mod, which created conflicts.
I was in for a while before the start time, to make sure I could connect.
Came back later and couldn't get in :(

Well we can get things ironed out through the week.
I will try and find time to offer up my self as a bullet-magnet for your enjoyment.

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by EvilGrins » Sun Dec 06, 2020 10:09 pm

Got a basic edit done... map has:
· 4 UTDMT, 1 to each tunnel. I removed the BlockAll barriers so while they can't leave the tunnels they can throw boulders at players.
· 3 UTDMS placed in random spots at different elevations across the map, each with different projectiles.
· 2 UTDMW.
· 2 NPC players, named one Jackie Gryphon.

So, if nothing else, anyone who plays it will definitely have stuff to do if no one else is around.

I re-skinned the Stone Titan in the secret Christmas room under the city...just because. Was kinda surprised to find him down there.

BadNews doesn't replace monsters, as I recall... just adds more depending how players get killed.

Any monster swapper mutators will effect most of those things I placed on the map, though I'm not sure if that would effect the NPC players.
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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by OjitroC » Mon Dec 07, 2020 12:00 am

EvilGrins wrote:
Sun Dec 06, 2020 10:09 pm
BadNews doesn't replace monsters, as I recall... just adds more depending how players get killed.

Any monster swapper mutators will effect most of those things I placed on the map, though I'm not sure if that would effect the NPC players.
From the readme for BadNews
You will see monsters when :

- A player on a killing spree is killed
- A headshot is scored
- A player is hammered
Note that the first line actually means that a monster is spawned when a player on a killing spree or above (Rampage, Dominating and Godlike/Unstoppable) is killed.

MonsterSpawn will certainly remove monsters placed in the map on the first respawn by the mutator - can't remember about NPCs (if they are ScriptedPawns then they will almost certainly be removed).

On a wider note, the readme for the map says
This level is (in part) copyright by Rob 'FraGnBraG' Burns 2012, 2013.
If authors use this level as a base to build additional levels then they are absolutely insane and the map will explode into a million HOMs.
So presumably permission will be sought from the creator of the map to release an edited version?

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by Gustavo6046 » Mon Dec 07, 2020 12:29 am

Sorry, I had to go for a walk, so I couldn't be around at the specified time. Yes, we are going to test this everyday. Once it actually is confirmed to work well enough, I'll define a set day and hour, but it'll be weekly -- but for now, join in anytime! (or try anyway, lol)
EvilGrins wrote:
Sun Dec 06, 2020 10:09 pm
I re-skinned the Stone Titan in the secret Christmas room under the city...just because. Was kinda surprised to find him down there.
Yeah, hehehe!
EvilGrins wrote:
Sun Dec 06, 2020 10:09 pm
BadNews doesn't replace monsters, as I recall... just adds more depending how players get killed.
Yeah. It's fun to rack up points and get to spawn Titans headshot after headshot. Also, I remember hammering people and having it spawn Cows....err, nuclear warheads, more like! Don't shoot at them -- it'll hurt you if you do!

IIRC I had already loaded BN4 before I found out there was already a Titan in the "secret" Christmas room lol. It wasn't really all that secret, though -- I find it very likely that from just regular roaming some naive person would try to snag the Flak Cannon and fall down the trapdoors! Mwahahaha, trapdoors, such a sweet kind of trap. Makes me miss making spiky Christmas pungee pits for those damn pestery brainless cervids runnin' 'round town.

Don't worry, I'll keep BN4 in. It's so fun!
sektor2111 wrote:
Sun Dec 06, 2020 6:09 pm
Pathing has novice mistakes seriously so... Have fun around... It takes a while to get it solved but I think it worth tweaking it for real.
I think it was an older map, so to be fair I can see why it wouldn't bae quite as polsihed. Newer FnB maps are pretty good, though. His AMC entry, for instance, the one with the trams or something -- superb!

But yeah, sorry if I poured a little there. But the bots can't use the teleporters properly on multiplayer -- that's worth investigating, imo!

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by OjitroC » Mon Dec 07, 2020 1:25 am

Gustavo6046 wrote:
Mon Dec 07, 2020 12:29 am

I think it was an older map, so to be fair I can see why it wouldn't bae quite as polsihed.
It dates from 2012/2013 and, according to his website, was FNB's last released DM map (though there are 12 later CTF maps plus 5 DOM and 3 MH) .

Also from the website there is this on EpicTown (this note isn't in the readme)
NOTE: This was never intended for online play and thus was NOT tested on UT servers. As is it pushes the limits of all aspects of Unreal Engine 1 and thus Admins would need to lighten the map considerably in order for it to work properly online. If you really want it on your server and have the requisite mapping skills then by all means you are free to have at it :) Cheers!

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Re: UT99.org EpicTown ShowDown - Get-Together Of The Century!

Post by EvilGrins » Mon Dec 07, 2020 1:50 am

OjitroC wrote:
Mon Dec 07, 2020 12:00 am
So presumably permission will be sought from the creator of the map to release an edited version?
Presumably... though I've found it hard to get in touch with him since he moved on from UT.

One interesting thing on the map I've noticed is I couldn't telefrag a UTDMT. A message popped up saying it wasn't possible to telefrag monsters.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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