MH-Wolf3D

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Buggie
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MH-Wolf3D

Post by Buggie »

Conversion for monster hunt of two maps:
https://unrealarchive.org/maps/unreal/s ... ad1c4.html
https://unrealarchive.org/maps/unreal-t ... 36593.html
MH-Wolf3DBeta1_.jpg
Spoiler
MH-Wolf3D_.jpg
In archive root present original nazi textures if you want it. Network compatible with safe one.
MH-Wolf3Dv6.7z
(5.17 MiB) Downloaded 12 times
Last edited by Buggie on Sun Jan 22, 2023 9:07 pm, edited 4 times in total.
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EvilGrins
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Re: MH-Wolf3D

Post by EvilGrins »

I see unlike the previous release · viewtopic.php?f=59&t=14168 · this use Unreal1 monsters over those Single Player Wolfenstein monsters.

Will give this a look sometime this weekend.

Added: Map not working, texture file issue.
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zzzClip0001.png
zzzClip0001.png (6.52 KiB) Viewed 846 times
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
Buggie
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Re: MH-Wolf3D

Post by Buggie »

Idk how this possible. On Barbie server all work, nobody complain.
Beta1, this Beta2, but changes minimal.

Try v469 then.
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sektor2111
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Re: MH-Wolf3D

Post by sektor2111 »

Then saving MAP NORMALLY from 436/440
Occurences
#1 First open MAP in Editor. Editor reply:

Code: Select all

Log: New File, Existing Package (Package MyLevel, Package MH-Wolf3DBeta2)
Log: Failed import: Package Package wolf3d.Textures (file ../System/wolf3d.u)
Warning: Failed to load 'D:\Editor\UnrealTournament\Maps\MH-Wolf3DBeta2.unr': Can't find Package in file 'Package wolf3d.Textures'
Warning: Failed loading package: Can't find Package in file 'Package wolf3d.Textures'
Warning: Failed loading package: Can't find Package in file 'Package wolf3d.Textures'
#2 Opening texture Package "Wolf3D.utx":
Texture_Loaded_Wolf3d.PNG
#3 Trying again to open map:
Map_Finally_Opened.PNG
Conclusions (Not DERAILING by the way):
- Map has packages which are no longer having normal dependencies linked in Map file;
- This is saved from elsewhere than normal UT and returning a corrupted file;
- probably packages needed are having whatever flag... I must check them but later...
To not forget:

Code: Select all

OK: Pruned Spec with index 5758 is placed correctly inside InventorySpot151 at PrunedPaths[9].
SpecTest: Testing 5759 :: InventorySpot151 :: InventorySpot8 .
OK: Pruned Spec with index 5759 is placed correctly inside InventorySpot151 at PrunedPaths[7].
LostData: ________________________________________________________________
LostData: ReachSpecs missing from PrunedPaths[0-15] 	= 1176.
FixedWithSuccess: ReachSpecs successfuly attached 	= 0.
FixFailures: ReachSpecs attaching failures - probably no place = 1176.
LostData: ________________________________________________________________
Buggie wrote: Sat Aug 07, 2021 10:49 am Try v469 then.
Yeah, this is a map only for version 469. Stock UT has no use of it.
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OjitroC
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Re: MH-Wolf3D

Post by OjitroC »

sektor2111 wrote: Sat Aug 07, 2021 1:44 pm Yeah, this is a map only for version 469. Stock UT has no use of it.
Works OK in 436 for me - only just played the beginning bit but it runs OK.

The only problem is that this MH map has a different version of WolfSounds.uax than the one I already had - the texture files I already had.

If you have WOLF3D.U in your system folder, move it elsewhere to play the map. It's this file that gives rise to the texture error.
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Re: MH-Wolf3D

Post by sektor2111 »

Which means it's about files used for this map in player's install.
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EvilGrins
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Re: MH-Wolf3D

Post by EvilGrins »

Buggie wrote: Sat Aug 07, 2021 10:49 amTry v469 then.
I'm not getting that upgrade until after they work all the bugs out of it... which they are still actively doing.
OjitroC wrote: Sat Aug 07, 2021 2:20 pmThe only problem is that this MH map has a different version of WolfSounds.uax than the one I already had - the texture files I already had.
More than that, in the .zip both in the main directory and in the textures folder there's an identical file: wolf3dnazi.utx
Hopefully posting that filename doesn't get me in trouble.
That's just weird. Why are there 2 of them??
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
Buggie
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Re: MH-Wolf3D

Post by Buggie »

As OjitroC say, you have problem with map because
OjitroC wrote: Sat Aug 07, 2021 2:20 pmyou have WOLF3D.U in your system folder
Rename/move/delete it.

wolf3dnazi.utx in Textures folder safe for use, because all nazi symbols wanished.
wolf3dnazi.utx in root contain original nazi textures.
You can use any. It network compatible. but if player download one he will use cached version until not delete it.

Map fine work in v436.

Also I not make or name packages except wolf3dnazi.utx. All other packages stay as original with original names.

Automatically merged

Beta3:

- fix debug flood in log.
- improved secret reward.

viewtopic.php?p=130827#p130827
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EvilGrins
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Re: MH-Wolf3D

Post by EvilGrins »

...and now, we are here.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
Buggie
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Re: MH-Wolf3D

Post by Buggie »

Then in your UT exists some WolfSounds. Search and move in another place.
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sektor2111
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Re: MH-Wolf3D

Post by sektor2111 »

Exactly these are reasons making me to import assets in MyLevel - no more pain with packages with the same name.
Buggie
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Re: MH-Wolf3D

Post by Buggie »

v5

- improve paths
- fix errors.

Updated at first post: viewtopic.php?f=5&t=14763
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Barbie
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Re: MH-Wolf3D

Post by Barbie »

I don't know if this can be fixed but I ask, because that class'DoomPawns' is not in an external package but located in MyLevel:
ucc.init.log wrote:appError called:
WolfSS MH-Wolf3Dv5.WolfSS22 (State MH-Wolf3Dv5.DoomPawns.HuntingEnemy:004C) Runaway loop detected (over 10000000 iterations)
Executing UObject::StaticShutdownAfterError
Error reentered: Throwing C++ exception for error logging
Signal: SIGIOT [iot trap]

History: (no backtrace available.)

Exiting due to error
Exiting.
FYI class'DoomPawns', state 'HuntingEnemy', taken from MH-Wolf3Dv5.unr:

Code: Select all

State HuntingEnemy
{
Ignores Tick,EnemyNotVisible,SeePlayer,HearNoise;

	function Bump( Actor Other )
	{
		if( Other.bIsPawn && (Pawn(Other)==None || SetEnemy(Pawn(Other))) )
			GoToState('AttackEnemy','DoAttack');
	}
	function Falling()
	{
		if( bCanJump )
		{
			Velocity = vect(0,0,1)*JumpZ;
			Acceleration = vect(0,0,0);
			Velocity = EAdjustJump();
			PlayMyAnim('Fall');
		}
	}
Begin:
	CheckDeadEnemy();
	if( LineOfSightTo(Enemy) )
		GoToState('AttackEnemy');
	PlaySound(Roam);
	PlayMyAnim('Walk');
	if( VSize(Enemy.Location-Location)>1500 )
		MoveTo(Location+VRand()*700);
	else
	{
		Node = FindPathToward(Enemy);
		if( Node==None )
			MoveTo(Location+VRand()*700);
		else
		{
			if( SpecialPause>0 )
			{
				PlayMyAnim('Still');
				Acceleration = vect(0,0,0);
				Sleep(SpecialPause);
				GoTo'Begin';
			}
			MoveTo(Node.Location);
		}
	}
	GoTo'Begin';
}
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Buggie
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Re: MH-Wolf3D

Post by Buggie »

I don't have idea why there appear runaway, and by which condition.
It can be loop here (usual) or it can be totally unrelated stuff, if runaway almost hit somewhere before, and there only increased it to hit limit.

If you able reproduce issue on constant basis and this always here and you have step to reproduce - I wanna know all of it.

If no, need wait until UT engine be able tell more then just simple one-liner, which not en-light reason of problem. Same one-liner can appear in really different situations, as stated before.

Also IIRC this map usually not crash server. t least I not remember such.
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