if (message != "") in the Trigger() function because sending an empty message is not really useful. MapChecker
-
Barbie
- Godlike
- Posts: 3267
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MapChecker
Ah, ok. But then I miss something like 
"If Origin not in center it be not in center." --Buggie
-
Buggie
- Godlike
- Posts: 3507
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
Even if such change landed in 469e it is not change what be in pre-469e. So MapChecker anyway need check that, regardless if it be fixed or no.
-
Buggie
- Godlike
- Posts: 3507
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
Added more checks:
Updated in first post: https://ut99.org/viewtopic.php?f=5&t=14809
Code: Select all
checkInterpolationPointPosition();-
Barbie
- Godlike
- Posts: 3267
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MapChecker
How to solve such?
MapChecker: Use Render.Default instead of Engine.DefaultTexture (make bad dependency and package mismatch for online players):
Polys MyLevel.Polys5545
Polys MyLevel.Polys5552
Polys MyLevel.Polys5559
Polys MyLevel.Polys5538
Model MyLevel.Model174
Polys MyLevel.Polys4
"If Origin not in center it be not in center." --Buggie
-
Buggie
- Godlike
- Posts: 3507
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
Find all usage on level texture Render.Default and replace it with Engine.DefaultTexture.
For example via texture replace tool.
Safe do it blindly, it not break anything.
Or you can search where it used and ensure everything is goes fine.
Select all surfaces by texture. by surfaces select used brushes and navigate to it.
For example via texture replace tool.
Safe do it blindly, it not break anything.
Or you can search where it used and ensure everything is goes fine.
Select all surfaces by texture. by surfaces select used brushes and navigate to it.
-
Red_Fist
- Godlike
- Posts: 2353
- Joined: Sun Oct 05, 2008 3:31 am
Re: MapChecker
In the top to download, could you specify the latest version for 436 with a download
OR
Do all version now handle 436.
Is the question.
Yes I am behind, hence I need to finish 2 maps in 436.
Then they could be assimilated to 469 later.
So in the download up top, adding a last version for 436 would help.
I DO have a working version, however, it would be nice if you qualified in the post is if what you have does or does not work for 436.
And then add a link, because these maps are already mostly done and would be cool to use in 469, but there is a several year time to not just get these maps out sort of thing.
As opposed to going through a pile of more problems making things right in 469.

OR
Do all version now handle 436.
Is the question.
Yes I am behind, hence I need to finish 2 maps in 436.
Then they could be assimilated to 469 later.
So in the download up top, adding a last version for 436 would help.
I DO have a working version, however, it would be nice if you qualified in the post is if what you have does or does not work for 436.
And then add a link, because these maps are already mostly done and would be cool to use in 469, but there is a several year time to not just get these maps out sort of thing.
As opposed to going through a pile of more problems making things right in 469.
Binary Space Partitioning
-
Buggie
- Godlike
- Posts: 3507
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
It must run for 436. Maybe some options will not work or work less great. But it can be usable.
I don't have spare time for make all what you say, and in general, no desire as well. If someone prefer 436, then it is problem of that users and they wanna spent more time with that.
469 exists for reason. If someone not want use it - no problem, but make additional load for devs, just because they not want use 469, not sound right.
I don't have spare time for make all what you say, and in general, no desire as well. If someone prefer 436, then it is problem of that users and they wanna spent more time with that.
469 exists for reason. If someone not want use it - no problem, but make additional load for devs, just because they not want use 469, not sound right.
-
Barbie
- Godlike
- Posts: 3267
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MapChecker
You can try yourself what works with 436 in which version:
You do not have the required permissions to view the files attached to this post.
"If Origin not in center it be not in center." --Buggie
-
Red_Fist
- Godlike
- Posts: 2353
- Joined: Sun Oct 05, 2008 3:31 am
Re: MapChecker
That is incorrect, I just don't want to jump Horses mid stream.Buggie wrote: ↑Fri Aug 22, 2025 8:04 am It must run for 436. Maybe some options will not work or work less great. But it can be usable.
I don't have spare time for make all what you say, and in general, no desire as well. If someone prefer 436, then it is problem of that users and they wanna spent more time with that.
469 exists for reason. If someone not want use it - no problem, but make additional load for devs, just because they not want use 469, not sound right.
Too much going on and I did edit this large brush in 469 then brought it back to the original.
The other one is very big and I already changed everything to make it work in UT from an UnrealGold map. !!! (a lot of work, and then making it a MH map)
Ok then I will just use what I have, I assumed there was a "last" version for 436.
Binary Space Partitioning
-
sektor2111
- Godlike
- Posts: 6541
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MapChecker
I have a question about the arrangement of the actors for "Run-time": Would there be a benefit if we would arrange used Actors in the first positions and then the *brushes, or do we first put the *brushes and then the other actors at the end ?
It is possible to have such wrapping:
It is possible to have such wrapping:
Editor.Log wrote: OrderOfActors: LevelInfo0 is class Engine.LevelInfo and number 1 .
OrderOfActors: Brush0 is class Engine.Brush and number 2 .
OrderOfActors: FlagBase0 is class BotPack.FlagBase and number 3 .
OrderOfActors: FlagBase1 is class BotPack.FlagBase and number 4 .
OrderOfActors: InventorySpot8 is class Engine.InventorySpot and number 5 .
OrderOfActors: InventorySpot9 is class Engine.InventorySpot and number 6 .
OrderOfActors: SlimeZone0 is class UnrealShare.SlimeZone and number 7 .
OrderOfActors: PathNode0 is class Engine.PathNode and number 8 .
OrderOfActors: PathNode1 is class Engine.PathNode and number 9 .
OrderOfActors: PathNode2 is class Engine.PathNode and number 10 .
...
OrderOfActors: UT_FlakCannon0 is class BotPack.UT_FlakCannon and number 34 .
OrderOfActors: UT_FlakCannon1 is class BotPack.UT_FlakCannon and number 35 .
OrderOfActors: FlakAmmo0 is class BotPack.FlakAmmo and number 36 .
OrderOfActors: FlakAmmo1 is class BotPack.FlakAmmo and number 37 .
...
OrderOfActors: AlternatePath0 is class BotPack.AlternatePath and number 60 .
OrderOfActors: AlternatePath1 is class BotPack.AlternatePath and number 61 .
OrderOfActors: Brush1 is class Engine.Brush and number 62 .
OrderOfActors: Brush2 is class Engine.Brush and number 63 .
...
OrderOfActors: Brush48 is class Engine.Brush and number 108 .
OrderOfActors: Brush47 is class Engine.Brush and number 109 .
OrderOfActors: Camera3 is class Engine.Camera and number 110 .
OrderOfActors: Camera4 is class Engine.Camera and number 111 .
OrderOfActors: Camera5 is class Engine.Camera and number 112 .
ScriptLog: Logged 112 actors...
-
Buggie
- Godlike
- Posts: 3507
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
Order of actors altered by game, when game load map for play.
First, all actors, which is not for game is deleted. That mean brushes not exists during gameplay. Movers exists, brushes - no.
Secondly game move all static actors to begin the list. And after store all non-static actors.
That done for performance reasons.
So for question "where keep brushes, at start or at end", answer is - not matter. Brushes is removed anyway, for gameplay.
First, all actors, which is not for game is deleted. That mean brushes not exists during gameplay. Movers exists, brushes - no.
Secondly game move all static actors to begin the list. And after store all non-static actors.
That done for performance reasons.
So for question "where keep brushes, at start or at end", answer is - not matter. Brushes is removed anyway, for gameplay.
-
Buggie
- Godlike
- Posts: 3507
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
- improved some checks.
- add new option for check all actors in the void.
Updated in first post: viewtopic.php?f=5&t=14809
- add new option for check all actors in the void.
Updated in first post: viewtopic.php?f=5&t=14809
-
Buggie
- Godlike
- Posts: 3507
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
Added more checks:
Updated in first post: viewtopic.php?f=5&t=14809
Code: Select all
checkMoverHidden();-
Barbie
- Godlike
- Posts: 3267
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MapChecker
This SpecialEvent plays a sound for all players when triggered but is complained by MapChecker-2025-10-09:
MapChecker: SpecialEvent with empty message and bBroadcast:
Code: Select all
Begin Actor Class=SpecialEvent Name=SpecialEvent7
Sound=Sound'UnrealI.WarLord.laugh1WL'
bBroadcast=True
InitialState="PlayersPlaySoundEffect"
Tag="Laugh"
SoundVolume=255
// useless lines removed
End Actor
"If Origin not in center it be not in center." --Buggie
-
Buggie
- Godlike
- Posts: 3507
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
No any mistake here.
You need either: or set message to non empty value, or set bBroadcast to false.
If you not doing so. old clients will do beep sound, without any actual message displayed.
You need either: or set message to non empty value, or set bBroadcast to false.
If you not doing so. old clients will do beep sound, without any actual message displayed.