MH-XV-Arden

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Buggie
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MH-XV-Arden

Post by Buggie » Fri Jan 28, 2022 6:56 pm

Rework for MonsterHunt with X-Vehicles this map:
https://unrealarchive.org/maps/unreal-t ... 5f74c.html
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This map need XVehicles at least v4 for load:
viewtopic.php?f=34&t=14936
MH-XV-ArdenV1.7z
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Last edited by Buggie on Mon Feb 07, 2022 7:44 am, edited 3 times in total.

Buggie
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Re: MH-XV-Arden

Post by Buggie » Fri Jan 28, 2022 6:57 pm

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EvilGrins
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Re: MH-XV-Arden

Post by EvilGrins » Fri Jan 28, 2022 8:21 pm

When I initially tested Ferali's vehicles...
https://unreal-games.livejournal.com/120044.html
...I noted a reoccurring issue.

Some monsters don't react to players when they're in vehicles.

Still haven't tried your updated version of the vehicles. Have you experienced that issue at all?
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Buggie
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Re: MH-XV-Arden

Post by Buggie » Fri Jan 28, 2022 10:58 pm

EvilGrins wrote:
Fri Jan 28, 2022 8:21 pm
When I initially tested Ferali's vehicles...
https://unreal-games.livejournal.com/120044.html
...I noted a reoccurring issue.

Some monsters don't react to players when they're in vehicles.

Still haven't tried your updated version of the vehicles. Have you experienced that issue at all?
IDK what you mean by "some". Better you try self this stuff.
And look like this question for another topic, because this topic targeted to very specific map with very specific set of monsters.
And with set of monsters all OK for attacking you while you in tank.

Buggie
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Re: MH-XV-Arden

Post by Buggie » Mon Feb 07, 2022 7:44 am

v1:

- Switch to XVehicles v4
- added steel boxes for some fun.
- move gasbags on left side little down.
- added messages about gameplay.
- fixed door glitch issue.
- allow drive into last area

Updated at first post: viewtopic.php?f=5&t=15016

Man_With_No_Body
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Re: MH-XV-Arden

Post by Man_With_No_Body » Thu Mar 17, 2022 9:30 pm

More details about “slope ground bug”

map: MH-XV-ArdenV1 -network game, I was driver (empty gunner seat= no shooting).
download/file.php?id=16502&mode=view
Check above screenshot at this moment jeep turned hard left directly under feet. Mega-Titan jump on the vehicle then jeep made a tight circle with passenger (titan) on the roof.
I heard weird “trrrrrrrr” sound = 3 seconds later 23.000 HP monster perished. M-titan killed from bottom w-o shooting at all!

Before X-VehiclesV12 player instantly died if stuck under M-titan feet. Now we get impunity to kill M-titan in just 3 seconds.

Its OK, if M-titan on the flat ground then jeep stop at once in proximity of the titan and causing a negligible damage.

Quick solution? Take care about monster´s pathing . Dont let M-titan walk into slope ground.

More pics: viewtopic.php?p=134718#p134718


See_U_later_buggiE

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sektor2111
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Re: MH-XV-Arden

Post by sektor2111 » Sat Mar 19, 2022 7:24 am

Man_With_No_Body wrote:
Thu Mar 17, 2022 9:30 pm
Quick solution? Take care about monster´s pathing . Dont let M-titan walk into slope ground.
THIS MAP is not having any Megatitan related Paths, UE1 is not even creating Paths for Titans. The way in how do they move is based on Last Seen Position known as "LastSeenPos", "LineOfSightTo(Enemy)", "PointReachable(Enemy.Location)", "MoveTo(LastSeenPos)", and so on. Monster is capable to fight not only Pathing based.
Little proof (because story is longer than a forum post is accepting)...
This is the size of MTitan
M_Titan_Size.PNG
This is a random Node Nearby Monster
NearbyNodes.PNG
Here is a chunk from the report concerning map's pathing:

Code: Select all

...
ReachSpec: 428 : Start = PathNode8 End = PathNode9 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 836 Pruned = 0.
ReachSpec: 429 : Start = PathNode9 End = PathNode8 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 836 Pruned = 0.
ReachSpec: 430 : Start = PathNode9 End = PathNode10 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 887 Pruned = 0.
ReachSpec: 431 : Start = PathNode10 End = PathNode9 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 887 Pruned = 0.
ReachSpec: 432 : Start = PathNode10 End = PathNode11 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 788 Pruned = 0.
ReachSpec: 433 : Start = PathNode11 End = PathNode10 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 788 Pruned = 0.
ReachSpec: 434 : Start = PathNode11 End = PathNode12 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 852 Pruned = 0.
ReachSpec: 435 : Start = PathNode12 End = PathNode11 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 852 Pruned = 0.
ReachSpec: 436 : Start = PathNode12 End = PathNode16 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 618 Pruned = 0.
...
Maximum of creature size authorized by UE1 for navigating through map (AlarmPoints, PatrolPoints, etc) is 70 × 70.

Edit:Map used by me is None of those edits with BIGS but the one with two titans delegated to patrol to nowhere and which I've adjusted a few years ago and I've got better results... when Titans are shrink somewhere 0.6 DrawScale, this way they can move in area guarding the gates more dynamically than simply waiting.
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Barbie
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Re: MH-XV-Arden

Post by Barbie » Thu Apr 07, 2022 4:13 pm

Looks like Buggie has too much time. :lol:
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"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

Buggie
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Re: MH-XV-Arden

Post by Buggie » Thu Apr 07, 2022 5:05 pm

Look like you think place on map 800+ monsters by hands manually is fast and not time consuming.
In fact, make this label is easy from regular place monsters on map. Especially if use old regular old UnrealEd build, which require a lot action for add monster:
Right click, select item, press it. Repeat 800+ times. In fact, much more, because of stupid input bugs near 1/3 clicks registered as drag, so you add monster at camera location (void, inside wall, in air, etc) and need press Ctrl+Z two times for undo that placement.
Later need go fly again on map, place stuff. And play it few times. Without monsters, with monsters and so on.
And each 100 monsters it is almost 10 minutes of play usually. And you can not use overpowered weapons for test, or test have no sense, because, possible with regular weapons map not able to pass.

So if you make MH maps you definitely has too much free time anyway.

Thanks god, now I can use MHGen and make MH conversion much faster. Some conversion can be done at 1.5 hour. :rock:

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Barbie
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Re: MH-XV-Arden

Post by Barbie » Fri May 27, 2022 7:47 pm

Found this one in my logs:
FactorySharedCode None (Function BarbiesWorld.FactorySharedCode.InitFactory:014F) no Spawnpoint for Tag 'CFMantaNali' ina map MH-XV-ArdenV1.unr found
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett