XC_Engine megathread

Re: XC_Engine megathread

Postby sektor2111 » Sat May 25, 2019 8:00 pm

Still fog:
All is loaded now
Code: Select all
Log: Compiling XC_Engine_TournamentPlayer
Error: E:\Editor\UnrealTournament\XC_Engine_UT99\Classes\XC_Engine_TournamentPlayer.uc(190) : Error, 'Clock': Bad command or expression
Critical: appError called:
Critical: Failed due to errors.
Exit: Executing UObject::StaticShutdownAfterError
Critical: CompileError
Critical: TryCompile
Critical: FScriptCompiler::CompileScript
Critical: (Class XC_Engine_UT99.XC_Engine_TournamentPlayer, Pass 1, Line 190)
Calling that Clock did not compile until I called:
Code: Select all
class'XC_CoreStatics'.static.Clock( F);
Else I did not do anything than error.
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Re: XC_Engine megathread

Postby Higor » Sun May 26, 2019 1:22 am

ucc or ucc2?
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Re: XC_Engine megathread

Postby sektor2111 » Sun May 26, 2019 5:10 am

None of them is not compiling anything - I had to declare functions and claim "class'whatever'.static.Something(ThatOne)" else I could not compile package XC_Engine_UT99.u.
In exchange UCC2 is more bitching. Whenever exist an error, is crashing without to point error as default UCC does, this was happening in XC23 as well, when a package part of a map was missing or was screwed up and game went down-hill never returning to entry Level. I don't mention that UPakPredator.u which crashed Editor instantly when I loaded it...
I'm curious when that UPak will be used in UT because if I well recall it crashed game all time or I failed to see UT version, I think I will remove it from XC_Engine.INI.
So far package embedded with a configuration compiled normally do seems to work properly in a private server without PickAnyTarget() and those functions which I replaced previously in other mutator, so I have those disabled so far to not have double replacements.
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Re: XC_Engine megathread

Postby sektor2111 » Mon May 27, 2019 10:24 pm

An observation:
At remapping paths in whatever map (any), after primary clean operation in NavigationPoints from map I still can see data like bestPathWeight and visitedWeight. I went to remove these bytes at once with other bytes hosted in Navigation network and I tested map using plain UT with default Bots. Engine was working properly. Duh... which means that a map can be really cleaned by bytes which don't seems to be used at anything...
I'm not sure how much these things do help processing, but definitely without them nothing evil happens. It looks like the most useful data is bOneway, bTwoWay, bSpecialCost, ExtraCost, Paths[x], upstreamPaths[x], the rest seems really useless.
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Re: XC_Engine megathread

Postby UT Sniper (SJA94) » Tue Jun 04, 2019 11:08 pm

I've been playing on a different server recently and I keep crashing with this err:


Code: Select all
Critical: appError called:
Critical: Assertion failed: Font [File:C:\UTDev\Engine\Src\UnCanvas.cpp] [Line: 335]
Critical: Windows GetLastError: There are no more files. (18)
Critical: UCanvas::WrappedPrint
Critical: (Name:: )
Critical: UCanvas::WrappedStrLenf
Critical: UCanvas::execStrLen
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: ACE1
Critical: EnhancedTickRate
Critical: XC_MainLoop



Only thing I notice that is different with the server is that it runs the bonus pack skins, don't know if it's related or not.
Find the Latest player inis https://ooper.000webhostapp.com/ut/newinis/ (2019 version)
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Re: XC_Engine megathread

Postby Higor » Wed Jun 05, 2019 2:33 am

sektor2111 wrote:bestPathWeight and visitedWeight

That's the secret to the hyper mega super duper marvellously advanced pruning, multiple small route mappings done during the pathing process.
That data are leftovers from the build process, will make sure they're zero'd out after build is complete. Thanks.

UT Sniper (SJA94) wrote:
Code: Select all
Critical: Assertion failed: Font [File:C:\UTDev\Engine\Src\UnCanvas.cpp] [Line: 335]

Modder didn't test his work well enough, this specific error happened a lot in old NewNet demoplays due to lack of demoplay testing, but happening in live game is somewhat unacceptable (likely a rookie mistake).
The modder must always specify a font before calling text functions, and ideally, backup the old font and restore it after doing so.
I haven't touched anything on the canvas code and I don't feel like doing it at all.
I did plan to add support for line drawing at one point and other hacks into the canvas, but don't expect anything of that nature this year.
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Re: XC_Engine megathread

Postby sektor2111 » Sat Jun 08, 2019 11:20 am

I'll split UT editing version in multiple parts and declaring paths properly.
I think I have more than one reason for doing this as follows:
- XCv21 with Range definition and various checks;
- XCv23 and/or v24 for XC_EditorAdds completed.
I don't know what is the deal in versions higher than v21 but some crashes have NO LOGS just supposed C++ Visual Studio problems. Which means if something goes wrong I have to quickly fallback to a prior version for figuring crash-log else I do not have anything for debugging.
As for DevPath, even in XCv21, I think I can drop out some useless bytes and to modify paths that have the same length. Range deal and "hiding" feature are helpful for making a compact Paths Network and then V23 V24 can be used where V21 is failing. To be honest V23 V24 do long range connections which I never asked for... and these are creating reachSpecs charging bytes which I don't even need. Map's cleaner from XC_EditorAdds from v24 is even crashing Editor at random. I think for me would be priceless declaring jumpy-routes manually instead of letting Editor to do a false prediction about what I want.

Edit:Original client is crashing in any server v23 v24 at server-travel...
Code: Select all
DevNet: PendingLevel received: DLMGR CLASS=Engine.ChannelDownload PARAMS=Enabled COMPRESSION=0
DevNet: PendingLevel received: XC_ENGINE VERSION=23
DevNet: PendingLevel received: WELCOME LEVEL=CTF-300k-w00tious LONE=0
DevNet: Welcomed by server: LEVEL=CTF-300k-w00tious LONE=0
Log: LoadMap: 64.94.238.23/CTF-300k-w00tious?Name=Nelsona?Class=BotPack.TFemale1?Team=1?skin=FCommandoSkins.daco?Face=FCommandoSkins.Tanya?Voice=BotPack.VoiceFemaleOne?OverrideClass=
DevAudio: Galaxy SetViewport: WindowsViewport0
NetComeGo: Close TcpipConnection0 06/08/19 21:39:27
Critical: FMallocWindows::Free
Critical: FMallocWindows::Free
Critical: DestroyServerConnection
Critical: UNetDriver::Destroy
Critical: UObject::ConditionalDestroy
Critical: (TcpNetDriver Transient.TcpNetDriver0)
Critical: ULevelBase::Destroy
Critical: ULevel::Destroy
Critical: UObject::ConditionalDestroy
Critical: (Level CTF-300k-w00tious.MyLevel)
Critical: UObject::StaticAllocateObject
Critical: (Level MyLevel)
Critical: UObject::StaticConstructObject
Critical: ULinkerLoad::CreateExport
Critical: (MyLevel 235663)
Critical: ULinkerLoad::Create
Critical: UObject::StaticLoadObject
Critical: (Engine.Level CTF-300k-w00tious.MyLevel CTF-300k-w00tious)
Critical: LoadLevel
Critical: UGameEngine::LoadMap
Critical: AttemptLoadPending
Critical: TickPending
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Exiting.
This is client without XC_Engine.
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