MH-FNB-SpaceJunk

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Buggie
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MH-FNB-SpaceJunk

Post by Buggie »

Conversion for MonsterHunt this map:
https://unrealarchive.org/unreal-tourna ... 7543b.html
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MH-FNB-SpaceJunkV1.7z
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Buggie
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Re: MH-FNB-SpaceJunk

Post by Buggie »

v1

- Fix random crash in runaway counter.

Updated in first post: https://ut99.org/viewtopic.php?t=16557
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Barbie
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Re: MH-FNB-SpaceJunk

Post by Barbie »

With older UT versions the sky looks HoM rrible (with 469e RC4 it looks ok).
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"If Origin not in center it be not in center." --Buggie
Man_With_No_Body
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Re: MH-FNB-SpaceJunk

Post by Man_With_No_Body »

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.
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Barbie
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Re: MH-FNB-SpaceJunk

Post by Barbie »

Looks like removing useless SkyZone1 and SkyZone2 that are at same location and placed in void solves that problem.
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sektor2111
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Re: MH-FNB-SpaceJunk

Post by sektor2111 »

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 :ironic: )
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
Long_Paths.png
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.
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: ________________________________________________________________
DefensePoint it's not only useless in MonsterHunt but... it's even doing more connected garbage with no use at all.
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 :ironic2: ).
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 :highfive: previously highly recommended update...).
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Barbie
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Re: MH-FNB-SpaceJunk

Post by Barbie »

sektor2111 wrote: Sat Jan 11, 2025 7:55 am Some of these "conversions" are not really improved
If original mapper allows, feel free to do improvements. :mrgreen:
"If Origin not in center it be not in center." --Buggie
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sektor2111
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Re: MH-FNB-SpaceJunk

Post by sektor2111 »

Yes, I do improvements in my own maps... because I allowed myself to improve them.
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Barbie
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Re: MH-FNB-SpaceJunk

Post by Barbie »

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 original mapper allows, feel free to do improvements and publish map. :satan:
"If Origin not in center it be not in center." --Buggie