Conversion for MonsterHunt this map:
http://medor.no-ip.org/index.php?dir=Ma ... yonML2.zip
This map need XVehicles at least v4 for load:
viewtopic.php?f=34&t=14936
MH-XV-GrandCanyonML2
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- Godlike
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MH-XV-GrandCanyonML2
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Last edited by Buggie on Mon Feb 07, 2022 3:47 am, edited 5 times in total.
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- Godlike
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Re: MH-GrandCanyonML2
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- Godlike
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Re: MH-GrandCanyonML2
Something I was always meaning to test I never got around to... as the Military Skaarj can pick up and use the same weapons players and bots do, does that also mean they can drive the X-vehicles?
Because I see those vehicles on the map, so that would be an understandable concern.
Because I see those vehicles on the map, so that would be an understandable concern.
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: MH-GrandCanyonML2
I get a crash on starting this map - from the log
I'm running 469b and MH 604.
Works OK with MH 503 though - so something to do with 604?
Spoiler
Critical: appError called:
Critical: SkaarjSniper MH-GrandCanyonML2v0.SkaarjSniper12 (Function UnrealShare.ScriptedPawn.startup.SetTeam:0075) Runaway loop detected (over 10000000 iterations)
Critical: Windows GetLastError: Not enough memory. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Critical: FFrame::Serialize
Critical: (MH-GrandCanyonML2v0.SkaarjSniper12 UnrealShare.ScriptedPawn.startup.SetTeam)
Critical: AActor::ProcessState
Critical: Object SkaarjSniper MH-GrandCanyonML2v0.SkaarjSniper12, Old State State UnrealI.SkaarjTrooper.startup, New State State UnrealI.SkaarjTrooper.startup
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Critical: SkaarjSniper MH-GrandCanyonML2v0.SkaarjSniper12 (Function UnrealShare.ScriptedPawn.startup.SetTeam:0075) Runaway loop detected (over 10000000 iterations)
Critical: Windows GetLastError: Not enough memory. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Critical: FFrame::Serialize
Critical: (MH-GrandCanyonML2v0.SkaarjSniper12 UnrealShare.ScriptedPawn.startup.SetTeam)
Critical: AActor::ProcessState
Critical: Object SkaarjSniper MH-GrandCanyonML2v0.SkaarjSniper12, Old State State UnrealI.SkaarjTrooper.startup, New State State UnrealI.SkaarjTrooper.startup
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Works OK with MH 503 though - so something to do with 604?
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- Godlike
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Re: MH-GrandCanyonML2
First time see such. So I think yes, better report such in MH 6XX topic: viewtopic.php?f=34&t=14966
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Re: MH-GrandCanyonML2
I got some dozens of this log entries in server's log:
On client v469c, connected to server, I got some of this (in God mode):Received unwanted function SetPlayerViewOffset in DriverCameraActor MH-GrandCanyonML2v0.DriverCameraActor0
ScriptLog: MH-GrandCanyonML2v0.TFemale10 client damage type Crushed by None
"If Origin not in center it be not in center." --Buggie
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Re: MH-GrandCanyonML2
1st because of desync between client and server - RPC packet come too late, driver not more bNetOwner, so RPC produce such warning. I will look what can be done in XVehicles design.
2nd - caused by TakeDamage on Client side:
Again lead to XVehicles. Will look later.
2nd - caused by TakeDamage on Client side:
Code: Select all
function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
Vector momentum, name damageType)
{
local int actualDamage;
local bool bAlreadyDead;
if ( Role < ROLE_Authority )
{
log(self$" client damage type "$damageType$" by "$instigatedBy);
return;
}
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- Godlike
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Re: MH-GrandCanyonML2
v1
- Fix cabin car for net play.
- fix some inventory stuck in ground.
- Spawn monsters by parts for reduce lags.
Updated in the first post: viewtopic.php?f=5&t=14974
WIP, file appear soon...
File uploaded.
- Fix cabin car for net play.
- fix some inventory stuck in ground.
- Spawn monsters by parts for reduce lags.
Updated in the first post: viewtopic.php?f=5&t=14974
WIP, file appear soon...
Automatically merged
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- Godlike
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Re: MH-GrandCanyonML2
Also want a note:
If someone want try test this map in MP action (or test XVehicles as well) - you can join to Barbie server:
https://www.gametracker.com/server_info ... .101:7777/
Last time this map greatly popular for play:
v2
- Fix teleport direction on net play.
- fix some paths.
- little reduce CPU usage by remove some movers.
Updated in the first post: viewtopic.php?f=5&t=14974
If someone want try test this map in MP action (or test XVehicles as well) - you can join to Barbie server:
https://www.gametracker.com/server_info ... .101:7777/
Last time this map greatly popular for play:
Automatically merged
- Fix teleport direction on net play.
- fix some paths.
- little reduce CPU usage by remove some movers.
Updated in the first post: viewtopic.php?f=5&t=14974
You do not have the required permissions to view the files attached to this post.
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- Godlike
- Posts: 3130
- Joined: Sat Mar 21, 2020 5:32 am
Re: MH-XV-GrandCanyonML2
v3:
- Switch to XVehicles v4
- Fix teleport direction on net play.
- map renamed for match MH-XV-* pattern.
Updated at first post: viewtopic.php?f=5&t=14974
- Switch to XVehicles v4
- Fix teleport direction on net play.
- map renamed for match MH-XV-* pattern.
Updated at first post: viewtopic.php?f=5&t=14974