Convert from UT2004 for CTF with X-Vehicles this map:
VCTF-Bania-v824
This map need XVehicles at least v59 for load:
viewtopic.php?f=34&t=14936
CTF-XV-Bania-v824
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CTF-XV-Bania-v824
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Last edited by Buggie on Sun Sep 03, 2023 10:39 am, edited 4 times in total.
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Re: CTF-XV-Bania-v824
Who is Mr. Smith?
· 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: CTF-XV-Bania-v824
Interesting map
Curious - why no helicos? Looks like they would work OK in this type of map.
Got this in the log
There's something odd about these movers - the player tends to get stuck on something sometimes and then falls, suffering damage or dying - perhaps it's just me but they don't seem to always work smoothly
(Yes, there's a helico in one of the shots - I stuck one in to see how it would work).
Sektor's MapGarbage reports over 300 PathNodes with no incoming connections.
Curious - why no helicos? Looks like they would work OK in this type of map.
Got this in the log
Code: Select all
Error: Mover CTF-XV-Bania-v824-v0.Mover1 (Function Engine.Actor.SetInitialState:001E) GotoState (RotatingMover None): State not found
Error: Mover CTF-XV-Bania-v824-v0.Mover24 (Function Engine.Actor.SetInitialState:001E) GotoState (RotatingMover None): State not found
Sektor's MapGarbage reports over 300 PathNodes with no incoming connections.
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Re: CTF-XV-Bania-v824
Nope, after your rebuilding task it goes that way... Initially Nodes have aerial paths...
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Re: CTF-XV-Bania-v824
There were about 6 or 8 PathNodes originally without connections which were indeed in the air but they had no paths/connections - but they would have worked?sektor2111 wrote: ↑Thu Jul 28, 2022 11:30 pmNope, after your rebuilding task it goes that way... Initially Nodes have aerial paths...
This raises a significant issue - how do we know that we shouldn't alter the map in some way that might involve adding or removing vehicles or inventory, or indeed anything else, which would then require rebuilding the paths? We have no means of knowing that.
Does the Manta require aerial paths? Once one sets off in it, the Manta 'falls' towards the water unless one goes along the raised walkway. I'm curious - I can keep the Manta in the air for a short while by jumping but that is for relatively short distances.
One more issue on the mover in my first screenshot above, sometimes the texture is invisible when looking down at it - all that one sees is the 'box' of the mover rather than the texture.
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Re: CTF-XV-Bania-v824
Manta in beta stage. Map in beta stage. Map built with experimental UnrealEd, where exists features which appear for public use (I hope) near v469d release.
Place vehicles do not need rebuild paths.
Some paths placed too high temporary, until I not decide what do with it.
Manta not require aerial paths, but I still not decide how solve realted to Manta problems. It is vehicle which in middle between fly and not fly. In ut99 no such concept as "hovering". And if above ground it close to "walk", then above water it is close more to "fly".
Movers ported from 2k4. Some I recreate to simple form, since it cause huge problems. Some not. Look like need recreate more.
Place vehicles do not need rebuild paths.
Some paths placed too high temporary, until I not decide what do with it.
Manta not require aerial paths, but I still not decide how solve realted to Manta problems. It is vehicle which in middle between fly and not fly. In ut99 no such concept as "hovering". And if above ground it close to "walk", then above water it is close more to "fly".
Movers ported from 2k4. Some I recreate to simple form, since it cause huge problems. Some not. Look like need recreate more.
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Re: CTF-XV-Bania-v824
As far as I know, the only mod capable to deal with air routes was a SLV version hosted at HOF where I was experimenting an idea of A.I. support for flying using engine and not that "chain" causing sometimes iterations-limit crashes. They work pretty clumsy but still capable to get flag and fly back home... I did not look at vehicles but... over time maybe it will be improved and using all Paths-Net capabilities. At this moment they (air paths) don't seem used.
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Re: CTF-XV-Bania-v824
The movers appear to be 'non-solid' - if you stand below the one in my second screenshot above and wait for it to come down, it will go 'through' the player rather than crushing the player or hitting the player and returning back up as movers normally do.
Thanks for the explanation about the Manta and paths - I hadn't fully understood the issues before.
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Re: CTF-XV-Bania-v824
This option called ME_IgnoreWhenEncroach. Author do this intentionally. Not a bug.
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Re: CTF-XV-Bania-v824
If a brush is 'non-solid', Actors (players, projectiles, ...) can pass it without collision. Try that with the mover when it is not moving.
A mover can also ignore anything that is in the way:
Code: Select all
class Mover extends Brush;
...
// How the mover should react when it encroaches an actor.
var() enum EMoverEncroachType
{
ME_StopWhenEncroach, // Stop when we hit an actor.
ME_ReturnWhenEncroach, // Return to previous position when we hit an actor.
ME_CrushWhenEncroach, // Crush the poor helpless actor.
ME_IgnoreWhenEncroach, // Ignore encroached actors.
} MoverEncroachType;
"If Origin not in center it be not in center." --Buggie
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Re: CTF-XV-Bania-v824
This lifts move too fast. Faster from gravity with free fall.
Such lift impossible IRL.
In game used hack - if you attached to mover (stay on it), then you move as one piece, even if speed more gravity.
But there exists pitfall - any loose connection with moving mover can turn you in free fall, which is slower from lift movement.
You need hold walk for prevent disconnect you on such movers, by external actions to you.
If you not do this, then any shake (blow up vehicle near) or any shoot (pass you momentum) detach you from mover.
Maybe I can try make on detach add speed to detached actor, like lift jump do in opposite side, but there be another side effect.
If you now jump off near ground you not crash.
If you jump off near ground with fix - you smash. Since you on high speed hit ground.
You need full list stop before you can go off from it.
Maybe need some detection when you detach, how many way left and add speed only if distance less from smth. Or trace down to mover (which work not good on dedic usually).
Also sometimes you wanna lost connection from mover and jump on it for left in air. This goes be impossible after.
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Re: CTF-XV-Bania-v824
v1
- remake all textures
- remake lifts
- improve patches
Now map need XVehicles at least v56 for load.
Updated in first post: viewtopic.php?t=15328
- remake all textures
- remake lifts
- improve patches
Now map need XVehicles at least v56 for load.
Updated in first post: viewtopic.php?t=15328
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Re: CTF-XV-Bania-v824
v2
- Fix bugged movers.
- Defenders now use top mantas if any.
- Bots able travel in central lifts with mantas
- Bots not try travel with manta on small lifts.
- improved some paths.
- bots jump down to jumppads if there dropped flag, or evemy flag carrier.
- bots jump down to pads if use boots.
- bots can jumps into water from top.
Now need XVehicles at least v59 for load.
Update in first post: viewtopic.php?t=15328
- Fix bugged movers.
- Defenders now use top mantas if any.
- Bots able travel in central lifts with mantas
- Bots not try travel with manta on small lifts.
- improved some paths.
- bots jump down to jumppads if there dropped flag, or evemy flag carrier.
- bots jump down to pads if use boots.
- bots can jumps into water from top.
Now need XVehicles at least v59 for load.
Update in first post: viewtopic.php?t=15328