This package contains a fixed version of CowAvenger: avoid repeated Access Nones because of wrong mesh animation names.
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Fix for WarNukingGround.CowAvenger
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- Godlike
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- Godlike
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Re: Fix for WarNukingGround.CowAvenger
What was wrong with the original CowAvenger?
I mapped one into a Deathmatch map and didn't observe any issues.
I mapped one into a Deathmatch map and didn't observe any issues.
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
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· 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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- Godlike
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Re: Fix for WarNukingGround.CowAvenger
A significant proportion of the animation calls in the code for the CowAvenger are to animations that are not found in the mesh that is used (Unrealshare.Cow) and so there are a significant number of AccessNones (basically loads of log spam). There will be oddities in the movement, etc of the CowAvenger as a result of calling animations that do not exist in the Cow mesh.
To me this raises the questions - why did the person doing the coding not call animations that are found in the UnrealShare.Cow mesh (ignorance, lack of care, lack of interest, etc) and, if there are these issues, are there other issues in the code, etc of the WarNukingGrounds package?
To me this raises the questions - why did the person doing the coding not call animations that are found in the UnrealShare.Cow mesh (ignorance, lack of care, lack of interest, etc) and, if there are these issues, are there other issues in the code, etc of the WarNukingGrounds package?
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- Godlike
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Re: Fix for WarNukingGround.CowAvenger
It is just the other way round: CowAvenger's mesh is EpicCustomModels' TCowMesh where the animations 'root' and 'Breath' do not exist but are requested by CowAvenger's inherited class'Cow'-code.
I have not noticed any.are there other issues in the code, etc of the WarNukingGrounds package?
By the way: at least the following maps contain CowAvenger:
grep -i CowAvenger Maps/*.unr
- MH-InscrutableCastle.unr
- MH-UM-HillBase.unr
- MH-UM-JunkYard-v3.unr
- MH-UM-SpaceBeacon-V1.unr
Auto merged new post submitted 49 minutes later
Hint: for server usage a "ServerPackages=SBWarNukingGroundFixesV0.u" is needed if replacement by code on loading map.
"If Origin not in center it be not in center." --Buggie
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- Godlike
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Re: Fix for WarNukingGround.CowAvenger
Because WarNukingGround is just a "perfect" package, in some map containing string "Catastrophic" I simply imported these in MyLevel and adjusting there other several things + getting rid of old EXU core file and allowing map to run with any of current versions. It was somehow entertaining to see monsters with height of the steps bigger than their size - mapping no doubts...
In other hand... if such a map is nice, and I want that one, it will go in the same way, not running extra codes for fixing trash but doing it correctly hard-coded. This will allow other players without skill in "fixing" maps to enjoy the game normally.
In other hand... if such a map is nice, and I want that one, it will go in the same way, not running extra codes for fixing trash but doing it correctly hard-coded. This will allow other players without skill in "fixing" maps to enjoy the game normally.