Ummm... Nah... I don't get the point for screwing up settings... Not only "TEXTURE" has problems - actually for no purpose, but others too... Navigation Chain from a client game is going into ruins and actors referenced in ReachSpecs are nowhere.
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StaticsCheck: Bork >> LiftExit22 won't be seen in clients. Class has bStatic True and has been screwed to False.
StaticsCheck: Bork >> LiftExit23 won't be seen in clients. Class has bStatic True and has been screwed to False.
...
NoIncomingPath: PathNode90 is not having incoming connections. //It's visible stupid
...
UnReachableNodes: PathNode90 looks much over ground for normal Human Size, check it. //Clearly this one is useless
UnReachableNodes: InventorySpot155 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot156 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot157 looks much over ground for normal Human Size, check it.
Inventoryspots described can be a problem or not depending on their item - if available or not. Perhaps those vials are not 100% recommended on those stairs but... here only "run-time" stage can show what's up when these are picked up and Pawn wants to go for Minigun from top passing through stairs.
Other technical problems ?
Let's see that I'm not very interested about "JumpMan" which has similar problems with plain Teleporters... when it comes to "BOTS" not "Bot". It allows routing forward but Pawn not Bot is blocked in front of this node - Any purpose for not allowing generic player that can pick up items ? Even Bots types can be used in DeathMatch not only "Bot" type. Custom things can bring in game such types which would be locked around such a Combo for some reason which I don't get.
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event int SpecialCost(Pawn Seeker)
{
return 0; //Always routing
}
but
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function Actor SpecialHandling(Pawn Other)
{
local Bot B;
if ( !Other.IsA('Bot') ) //Awesome ??? Why ?
return None;
if ( (VSize(Location - Other.Location) < 200)
&& (Abs(Location.Z - Other.Location.Z) < Other.CollisionHeight) )
return self;
B = Bot(Other);
PendingBot = B;
GotoState('PendingJump');
return self;
}
C'mon boys...
The logic would be different to me: If "NON-Bot" Pawn won't jump here, then it's advisable to block routing too, right from the start instead of bringing Pawn here and blocking it in front of node... SpecialCost has a purpose which should match somehow with SpecialHandling not doing two things in opposite directions. Also "If" condition if it doesn't match, the code still "return self", in such a stage "if" check has no purpose.
The rest is... Goblin in its hooligan suit...
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LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] = 30.
LostData: ReachSpecs missing from upStreamPaths[0-15] = 11.
FixedWithSuccess: ReachSpecs successfully attached = 41.
FixFailures: ReachSpecs attaching failures - probably no place = 0.
LostData: ________________________________________________________________
Auto merged new post submitted 5 hours 39 minutes later
And this is map with D3D problem solved using 469b (because 469c was drunk at some "LazyLoader" blah blah). It doesn't crash, either way not using Mips to me makes no sense... Why reinventing the wheel ?
Take this as tutorial in "How Not to Import a Texture": No Mips, No masking - it looks like something felt at bottom of a dark box. But hey, everyone has to change render because this is supposed to be a "Texture".
In end, it can be like this... with ZERO problems.
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