XC_Engine megathread

Re: XC_Engine megathread

Postby Higor » Wed Jul 10, 2019 11:09 pm

CollisionGrid status during the crash?

PD: Found another set of problems in CollisionGrid and already fixing some.
Found a bug in extent traces that was making players not properly stand in elevators and that the GCC compiler wasn't properly vectorizing (have to update to GCC 7)

EDIT:
Done, this should fix all (if not most) of CollisionGrid problems.
Small reminder that this requires SSE2 instruction set.
Attachments
CollisionGrid_b24.7z
May be applied on previous XCGE as well
(33.35 KiB) Downloaded 4 times
Higor
Godlike
 
Posts: 1742
Joined: Sun Mar 04, 2012 6:47 pm

Re: XC_Engine megathread

Postby sektor2111 » Thu Jul 11, 2019 4:08 am

This map... with brushes stripped
A_New_Hope.png

does the same "invisible-for-user" error if "bEventChainAddon=True", other maps are working.
Note: This map loads patch files for remapping navigation and it was... a heavy deal. Strategy in moving movers away from Scout did not worked in that time for this map while in others was the default strategy. I had to open them, mapping paths, and closing them back. Else... here I have some actors triggered at once with doors which are dropping in the right moment InventorySpots because originals from behind doors were removed and other paths were mapped for making Bots to get items only after opening those doors.
After disabling EventChain map was operational at once with all patching:
Disabling_Event_Chain.png

Testing in progress...
User avatar
sektor2111
Godlike
 
Posts: 3999
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Previous

Return to Discussions

Who is online

Users browsing this forum: No registered users and 1 guest