I don't think this would effect BotZ at all.
*Edit. Or it might.... If default bots and scripted pawns are now processing better (faster?), botz or anything else running in UT should also..... I think.
The speedup is not any kind of speedup in the gameplay. It is eliminating
a bunch of unnecessary checks in the default Botpack code that slows down processing of everything at an even lower level
in the script. Way to early to even think about how this might function, or not, with 3rd party stuff that has dll's.
It should work fine, but depending upon how the 3rd party extension does things, it might not.... Ain't got that far yet.
This will not be the final version of this. This version did leave out one little bit of DMMutator that should probably still be
in there. Did not notice the absence in testing, but putting it back in todays testing didn't break anything, so that is back in.
Been doing a lot of testing here on it. Only one error has cropped up so far. And it only happens in online coop games
that are running the oldskool coopgame2 or anything else that extends that.
Jack pointed it out to me. I missed it because of a DERP in my server config, but he was right.
(Thanks a lot Jack. You just made me spend 2 hours trying to read OldSkool source code tonight.
There are only 3 or 4 server admins on the planet that this will effect, but I am gonna try an fix it before I release the next version.
Me and Jack are 2 of those admins, so I am gonna get that fixed one way or another. It must be fixed. It will be fixed.
The error(s) only show up server-side, and only on coop servers.
So far. Have tested it with my new gametypes, coopgame2 variants and default DeathMatchPlus online, but not with MH, BT or any other
3rd party gametypes.
The error log Jack showed me from this version, and the one I recreated on my own servers after I corrected my admin DERP, showed the same thing. Just 2 or 3 accessed nones
happening in the BaseMutators checkreplacement function. (2 or 3 statements where it happens. LOTS of lines in the servers log file.....
Tonights dev. version, is only cranking out 1 accessed none. 1 for every single freaking actor in the map. LOL (And only in coopgame2 games. )
I now have the issue isolated to 1 statement in a function that now is under 20 statements. But still trying to figure out which one.
Posting the log file off the coop server with these errors would be pointless, so instead I will post a log file section from a game where I was running
my development copy of this thing, with it logging a line for every single actor that is on the map, or spawned into the game via a mutator.
Note: I am not asking for an help with this yet, just wanted to post this log file as a teaser for what the next releases of the Mega (BP5) gametypes and SwarmSpawner
can do in combination with this thing. Look close at it if you are bored. Also had the swarmspawner logging some detailed info regarding what it was doing in there, detailing
all the classes involved. I did not edit this bit of log file. It is 1 whole game.
It is big, but just because of the logging being done.
Errors you would expect are just not there.
But I want to post this log as an example of how many times this BaseMutator CheckReplacement code runs in a game. It runs A LOT.
And as mentioned, all the stuff I yanked out of there is freaking pointless 99.9% of the time.
Damn thing is too big with all the logging to put in a Spoiler. See attached if you are interested.
Well CRAP again.
@ admins here. WTF is this crap? "The extension log is not allowed."
Computers are fun. "The extension txt is not allowed."
I guess I will try to zip the goddamn thing, and if that doesn't work, nobody gets to see it.
That worked. *Welcome to my blog.
**Edit2 - Ripping out some stale code posted here. The brief source code is included in the download on post 1.
Also. This post is still too long.