Conversion for MonsterHunt this map:
https://unrealarchive.org/unreal-tourna ... 7543b.html
MH-FNB-SpaceJunk
-
- Godlike
- Posts: 3255
- Joined: Sat Mar 21, 2020 5:32 am
-
- Godlike
- Posts: 3255
- Joined: Sat Mar 21, 2020 5:32 am
Re: MH-FNB-SpaceJunk
v1
- Fix random crash in runaway counter.
Updated in first post: https://ut99.org/viewtopic.php?t=16557
- Fix random crash in runaway counter.
Updated in first post: https://ut99.org/viewtopic.php?t=16557
-
- Godlike
- Posts: 3005
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-FNB-SpaceJunk
With older UT versions the sky looks HoM rrible (with 469e RC4 it looks ok).
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
-
- Average
- Posts: 35
- Joined: Sun Feb 06, 2022 2:16 pm
Re: MH-FNB-SpaceJunk
horrible HoM = UT v469d, D3D9 screenshot from the online test (Barbies public test server 85.214.243.170:8888) download/file.php?id=23561&mode=view
no HoM = if local test (offline!) then everything was OK.
no HoM = if local test (offline!) then everything was OK.
-
- Godlike
- Posts: 3005
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-FNB-SpaceJunk
Looks like removing useless SkyZone1 and SkyZone2 that are at same location and placed in void solves that problem.
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
-
- Godlike
- Posts: 6460
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MH-FNB-SpaceJunk
On the other side it was told that paths longer that 800UU don't work - FALSE - that's the entry into navigation stage, the start of race more exactly, not the navigation itself... especially because Bot spawns already entered (at PlayerStart if memory doesn't cheat me )
What's the point ? Some of these "conversions" are not really improved at this point but they even use 1014+ UU long paths (+useless PathNodes) perhaps a la 469e - this doesn't mean that they are bugged, this only confirms what I told before (sektor's "crap" goes more real every single time...).
And then all great "Clean-Up" operated in 469e it's not a full clean-up, Level still having spam junks without too much usage.
More of them cannot even be used at all - the reason for creating another "PrunedPaths[15]" when the place in array it's already taken it's beyond my understanding (ReachSpec 16462 - I think it doesn't work with 2000-3000 specs ).
Edit: Of course, there is no concept as "469-map", in a hypocrite theory - THIS IS exactly a 469 map - 1999 Navigation Points. UT 436 spreads only errors in this charge and some of those "combos" working in reverse will cause Pawn to fail...
More to say... I think it was using more than 1999 but reduced later to sit inside 469 because I'll bet on 10$ that it was OVER 469 capacity maintained later to stay as 469 map and over 436 because of a sudden hate for Vanilla UT (and even for 469d previously highly recommended update...).
What's the point ? Some of these "conversions" are not really improved at this point but they even use 1014+ UU long paths (+useless PathNodes) perhaps a la 469e - this doesn't mean that they are bugged, this only confirms what I told before (sektor's "crap" goes more real every single time...).
Editor.log wrote: ReachSpec: 299 : Start = InventorySpot1492 (SniperRifle8) End = PathNode953 ColRadius = 24 ColHeight = 70 ReachFlag = WALK Dist = 1068 Pruned = 1. - Invisible
...
ReachSpec: 303 : Start = InventorySpot1492 End = PathNode277 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 1025 Pruned = 1.
...
ReachSpec: 312 : Start = InventorySpot1491 End = PathNode905 ColRadius = 24 ColHeight = 70 ReachFlag = WALK Dist = 1057 Pruned = 1.
...
ReachSpec: 364 : Start = InventorySpot1487 End = PathNode707 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 1080 Pruned = 1.
ReachSpec: 365 : Start = InventorySpot1487 End = PathNode705 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 1027 Pruned = 1.
ReachSpec: 366 : Start = InventorySpot1487 End = PathNode696 ColRadius = 70 ColHeight = 70 ReachFlag = WALK Dist = 1089 Pruned = 1.
...
etc
In other hand, I don't see a lot of deal with these Invisible "PrunedPaths" because I have X maps without them and they are really challenging with high skilled Bots/Monsters...
And then all great "Clean-Up" operated in 469e it's not a full clean-up, Level still having spam junks without too much usage.
DefensePoint it's not only useless in MonsterHunt but... it's even doing more connected garbage with no use at all.Editor.log2 wrote: LastTaken: Last PrunedPaths position in Node DefensePoint6 has already ReachSpec 16462 in place.
...
LostData: ________________________________________________________________
LostData: ReachSpecs missing from PrunedPaths[0-15] = 78.
FixedWithSuccess: ReachSpecs successfully attached = 0.
FixFailures: ReachSpecs attaching failures - probably no place = 78.
LostData: ________________________________________________________________
More of them cannot even be used at all - the reason for creating another "PrunedPaths[15]" when the place in array it's already taken it's beyond my understanding (ReachSpec 16462 - I think it doesn't work with 2000-3000 specs ).
Edit: Of course, there is no concept as "469-map", in a hypocrite theory - THIS IS exactly a 469 map - 1999 Navigation Points. UT 436 spreads only errors in this charge and some of those "combos" working in reverse will cause Pawn to fail...
More to say... I think it was using more than 1999 but reduced later to sit inside 469 because I'll bet on 10$ that it was OVER 469 capacity maintained later to stay as 469 map and over 436 because of a sudden hate for Vanilla UT (and even for 469d previously highly recommended update...).
You do not have the required permissions to view the files attached to this post.
-
- Godlike
- Posts: 3005
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-FNB-SpaceJunk
If original mapper allows, feel free to do improvements.
"If Origin not in center it be not in center." --Buggie
-
- Godlike
- Posts: 6460
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MH-FNB-SpaceJunk
Yes, I do improvements in my own maps... because I allowed myself to improve them.
-
- Godlike
- Posts: 3005
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: MH-FNB-SpaceJunk
If original mapper allows, feel free to do improvements and publish map.sektor2111 wrote: ↑Sat Jan 11, 2025 3:50 pm Yes, I do improvements in my own maps... because I allowed myself to improve them.
"If Origin not in center it be not in center." --Buggie