MapChecker

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
Godlike
Posts: 2908
Joined: Sat Mar 21, 2020 5:32 am

Re: MapChecker

Post by Buggie »

Added more checks:

Code: Select all

	checkFortStandardTriggerSource();
Updated in first post: viewtopic.php?f=5&t=14809
User avatar
Barbie
Godlike
Posts: 2866
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: MapChecker

Post by Barbie »

ScriptLog: Mover with bad moving time for net play:
ScriptLog: Mover13 MoveTime = 1.492537 != 1.492537
ScriptLog: Mover19 MoveTime = 4.545455 != 4.545455
ScriptLog: Mover21 MoveTime = 5.555555 != 5.555555
ScriptLog: Mover23 MoveTime = 6.666667 != 6.666667
ScriptLog: Mover1 MoveTime = 2.222222 != 2.222222
:noidea
"If Origin not in center it be not in center." --Buggie
Buggie
Godlike
Posts: 2908
Joined: Sat Mar 21, 2020 5:32 am

Re: MapChecker

Post by Buggie »

Comparison float in PC. Obviously it different in hidden part.
I usually use fast fix for this, and it fix it to me.
You need be ensure what it change when use it.
Buggie
Godlike
Posts: 2908
Joined: Sat Mar 21, 2020 5:32 am

Re: MapChecker

Post by Buggie »

Added more checks:

Code: Select all

	checkNavigationPointDrawScale();
Updated in first post: viewtopic.php?f=5&t=14809
User avatar
Barbie
Godlike
Posts: 2866
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: MapChecker

Post by Barbie »

Buggie wrote: Tue Jan 03, 2023 4:42 pm Comparison float in PC. Obviously it different in hidden part.
Ofc I know what is the reason for that. I just found it funny that it looks like your script wants to tell me that 1.492537 is not equal to 1.492537. :lol2: (Think of newcomers that use your MapChecker…)
"If Origin not in center it be not in center." --Buggie
Buggie
Godlike
Posts: 2908
Joined: Sat Mar 21, 2020 5:32 am

Re: MapChecker

Post by Buggie »

I think about result, not about good feelings someone.

If value not be exact same, then on division it can not round to proper value, but truncate to inproper value, which to lead to net desync.
What point on it make good smile and say "hey all OK", when all not OK. It turns to bug of checker then.
User avatar
sektor2111
Godlike
Posts: 6427
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: MapChecker

Post by sektor2111 »

I have to look for a code in order to prevent a double fix for Net movers. This is needed because we already have a fix available as ServerActor capable to solve ALL MAPS without discrimination. If code is not really correct, by adjusting a piece won't be needed RE-editing X tons of maps. I don't fix anything in any map at this point.
This is what was told...
viewtopic.php?f=15&t=12985&p=108241#p108219

A Test result: It shows no problems in map XV-SandStorm SandProof- when in reality these maps are having new paths problems (a la 469c) and old problems - no A.I. access routes at certain items, flight paths over ground duplicating PrunedPaths and such.
Buggie
Godlike
Posts: 2908
Joined: Sat Mar 21, 2020 5:32 am

Re: MapChecker

Post by Buggie »

Added more checks:

Code: Select all

	checkSmokeGeneratorReplication();
Updated in first post: viewtopic.php?f=5&t=14809
User avatar
Barbie
Godlike
Posts: 2866
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: MapChecker

Post by Barbie »

Buggie wrote: Fri Oct 14, 2022 2:13 pm
Barbie wrote: Fri Oct 14, 2022 12:44 pmMapper placed BiterFishSchool{2,3,4} in the void (iLeaf=-1):
Then time to add another check in MapChecker.
I also noticed that a mapper has set bCollideWorld to FALSE for BiterFishSchools and so they go into void and leave their fishes alone.
"If Origin not in center it be not in center." --Buggie
Buggie
Godlike
Posts: 2908
Joined: Sat Mar 21, 2020 5:32 am

Re: MapChecker

Post by Buggie »

If BiterFishSchool in void I get next:

Code: Select all

ScriptLog: Actor placed out of map:
ScriptLog: BiterFishSchool0

Automatically merged

Added more checks:

Code: Select all

	checkFlockMasterPawnCollision();
Updated in first post: viewtopic.php?f=5&t=14809
Buggie
Godlike
Posts: 2908
Joined: Sat Mar 21, 2020 5:32 am

Re: MapChecker

Post by Buggie »

Improved:

Code: Select all

	checkCTFLocationNames();
Updated in first post: viewtopic.php?f=5&t=14809[hr][/hr]

Automatically merged

Added more checks:

Code: Select all

	checkNetworkRole();
Updated in first post: viewtopic.php?f=5&t=14809
User avatar
Barbie
Godlike
Posts: 2866
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: MapChecker

Post by Barbie »

Not a big deal: if brushes have duplicates AND share the same model with another brush, a script warning is issued:
ScriptWarning: MapChecker Transient.MapChecker0 (Function MapChecker.MapChecker.checkBrushSameModel:014C) Accessed None 'B'
MapChecker: Brush194 share Model Model202 with None
Happens multiple times in map DM-Bathroom-Cow-Beta6.unr.

(MapChecker.u version: 17. Jan 2023)
"If Origin not in center it be not in center." --Buggie
Buggie
Godlike
Posts: 2908
Joined: Sat Mar 21, 2020 5:32 am

Re: MapChecker

Post by Buggie »

Fix warning in the log.

Updated in first post: viewtopic.php?f=5&t=14809
Buggie
Godlike
Posts: 2908
Joined: Sat Mar 21, 2020 5:32 am

Re: MapChecker

Post by Buggie »

Added more checks:

Code: Select all

	checkActorChangedDefaultProps();
Updated in first post: viewtopic.php?f=5&t=14809
User avatar
sektor2111
Godlike
Posts: 6427
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: MapChecker

Post by sektor2111 »

Let's say that some fixes applied at inventories are frankly useless...
Such as:

Code: Select all

MapChecker: ShockCore0 Need Move = 2.399994
MapChecker: ShockCore1 Need Move = 2.399994
In reality these actors have physics falling. If you start map they will go exactly on the ground as they were initially placed and the "fix" did not fix anything.
More to come, moving items 2.4 UU while can be taken in account Bot's size and Item's size, they have never been a problem. If these are fixed without adjusting physics, all fixing is pointless.
BioAmmo, BulletBox, RifleShell, ShockCore even if are pushed on some invisible support, in run-time they are found on the ground in the same place where previously Builder has found them "in ground".