MH-Proxima

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Buggie
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MH-Proxima

Post by Buggie »

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 17eb1.html
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MH-ProximaV1.7z
(10.72 MiB) Downloaded 32 times
Last edited by Buggie on Thu Nov 25, 2021 7:03 am, edited 2 times in total.
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OjitroC
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Re: MH-Proxima

Post by OjitroC »

Another interesting map :gj:

Have just played the early part - up to the first red flag.

Not convinced by the use of mortars (or, indeed, any form of auto cannon) in MH - here the mortar shells just tend to throw the monsters in that area around to no real useful effect.

Got this in the log

Code: Select all

ScriptWarning: MonsterHunt MH-ProximaV0.MonsterHunt0 (Function Botpack.TeamGamePlus.FindPlayerStart:0443) Accessed None 'PlayerReplicationInfo'
Lots of this line!
More importantly, had this crash at the first red flag

Code: Select all

Critical: FLightManager::SetupForActor
Critical: URender::DrawLodMesh
Critical: (LodMesh Botpack.Shellc)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
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: Double fault in object ShutdownAfterError
Exit: Exiting.
Playing in 469b with D3D9 renderer.
Buggie
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Re: MH-Proxima

Post by Buggie »

> Got this in the log
Because of UT bug. https://github.com/OldUnreal/UnrealTour ... issues/405

> More importantly, had this crash at the first red flag
Weird. Not for me not for other player there no any crash v469b D3D9.
Try again.
Possible this bug https://github.com/OldUnreal/UnrealTour ... issues/403

In the sky located BSP hole which not visible from ground, but visible from opposite side.
scr_1636978465.png
Also in start area weird BSP. And sky is solid sheet which use portal flag and translucent, so you can see something which must not see.
scr_1636978488.png
scr_1636978525.png
scr_1636978534.png
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EvilGrins
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Re: MH-Proxima

Post by EvilGrins »

Wow... triple post.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: MH-Proxima

Post by OjitroC »

Buggie wrote: Mon Nov 15, 2021 1:16 pm > Got this in the log
Because of UT bug. https://github.com/OldUnreal/UnrealTour ... issues/405
Oh, right - forgot that that had been reported.
Buggie wrote: Mon Nov 15, 2021 1:16 pm > More importantly, had this crash at the first red flag
Weird. Not for me not for other player there no any crash v469b D3D9.
Try again.
Possible this bug https://github.com/OldUnreal/UnrealTour ... issues/403
Yes could be. I seem to remember having this kind of crash once or twice before in other maps - very infrequent and never more than once in a map. So, yes, will have another go when I have time to complete the whole map.

-------------------------- EDIT ---------------------------------------
Played the start again - didn't get that crash this time.

Did find this in the log

Code: Select all

ScriptWarning: Mover MH-ProximaV0.Mover5 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger'
ScriptWarning: Mover MH-ProximaV0.Mover6 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger'
The geometry at the start once one gets past the ammo room is very angular which makes moving around stealthily very awkward - after that though it's fine.
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sektor2111
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Re: MH-Proxima

Post by sektor2111 »

OjitroC wrote: Mon Nov 15, 2021 2:50 pm Did find this in the log

Code: Select all

ScriptWarning: Mover MH-ProximaV0.Mover5 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger'
ScriptWarning: Mover MH-ProximaV0.Mover6 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger'
Because these "MISSION" type Movers must be TriggerOpenTimed NOT TriggerControl as common doors used in CTF/Assault/DM/DOM maps, and colliding with that fort useless for MonsterHunt but I see a never ending quest in using actors that can be anything else than PAWNS because a plain trigger does the same thing. Flags for figuring objectives can be decorations delegated to perform animations properly only in clients or Off-Line excepting Dedicated Servers to process timers in a stage where nothing can be seen. These maps need to be Re-Converted before usage. A conversion to MonsterHunt doesn't means only adding Monsters and a MonsterEnd + extra actors which are not needed.
In 2021 sektor does conversions with paths aiming ALL Pawns and settings are checked, map is purified by debris data, and Bots have valid objectives too being fine tuned in behavior by (a simplified) navigation network itself.

Render crash ? Perhaps rendering something related to a surface which doesn't exist is not truly welcomed - my two cents:
Proxima_0.PNG
InventorySpot in Walls/Columns ? There was supposed to be something from that InfAdds having more versions...

Either way as aspect, to me map doesn't look finished or polished.
Proxima_1.PNG
Buggie
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Re: MH-Proxima

Post by Buggie »

QUAKE3C.utx from archive exists in different versions.
Also pay attention to case filename if use it on linux server.
Look like proper case is: Quake3c.utx but in archive QUAKE3C.utx (as be on original).

Automatically merged

Just in case i change case in archive and reupload it in the first post.

Automatically merged

v1
- get rid of Quake3c.utx file
- fixed few errors

Reuploaded at first post: viewtopic.php?p=132340#p132340

Quake3c.utx I add here:
Quake3c.7z
(1.13 MiB) Downloaded 8 times
Just in case if you need enter to server locked by mismatch.
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Barbie
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Re: MH-Proxima

Post by Barbie »

I suggest changing Trigger38.TriggerType to "TT_PawnProximity" and SpecialEvent21.InitialState to "KillInstigator", because if monsters fall down, they survive and stay alive on the bottom.
The same applies for Trigger34/SpecialEvent19 (and maybe more?).
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Barbie
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Re: MH-Proxima

Post by Barbie »

TeamCannon15 acts wild. On net play I saw it shooting at the wall constantly, on local play it moved off its original location (see pic). Probably such happens because its base might be that rotation mover.
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Barbie
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Re: MH-ProximaV1

Post by Barbie »

Some other notes:
  1. Found this in client's log after network play (but only once):
    Log: Forged object: got object ExplosionChain MH-ProximaV1.ExplosionChain34, expecting object of class Class Engine.Sound
  2. I suggest adding something that kills the pawns if they fall off that platform (otherwise they may stay in space):
    MH-ProximaV1-PawnsCanFallOff.jpg
  3. The space ship (AttachMover3) kills player very often. Changing MoverEncroachType from ME_CrushWhenEncroach to ME_ReturnWhenEncroach makes the mover unreliable.
  4. I recommend adding a Trigger with Event=AttachMover0.Tag at the NumKey 1 of that mover (at bottom) to have a chance to get back.
  5. EDIT: RockTentacle21 is placed in Mover34.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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sektor2111
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Re: MH-Proxima

Post by sektor2111 »

#1 Is a COMPATIBILITY issue (something called "backward compatible"... - it's not and it won't be...).
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