MapChecker

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
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Re: MapChecker

Post by Buggie »

Added more checks:

Code: Select all

	checkLevelInfoLonePlayer();
Fixed some other checks.

Updated in first post: viewtopic.php?f=5&t=14809
Red_Fist
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Re: MapChecker

Post by Red_Fist »

I have a question, probably a stupid question.
But I have this very large map I am fixing From unreal Gold and turning it into a UT MH.
When I run this it seems there is very few things wrong and 99% of it is all about the pathnode height.
However, how and when, can I check the log, but can't, because unrelEd is using it.
It's just that it seems there should be a massive list of things for this map, but not sure if the log is ruined if I shut down Unreal ED.

Or how would one know if that log you see is complete, or not ? or if all the stuff is beyond scrolling up.
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OjitroC
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Re: MapChecker

Post by OjitroC »

Each MapChecker issue is prefaced by "MapChecker: ".

The last line of the MapChecker entries in the log says "MapChecker: If log too big see all info in Editor.log file ".

So, from the last line of MapChecker entries, go back through the log until you come to the first line which starts Mapchecker:

You can open the log from inside the Editor or, if there are too many entries, from outside the Editor - I've never had a problem doing either nor, indeed, from opening the log afer closing UEd.
Red_Fist
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Re: MapChecker

Post by Red_Fist »

Ok, so, open map > run tool > close editor.

And that should be the current, last log file, intact ?
All I can say is I must be one hell of a map fixer, I did fix several things thanks to mapchecker, and-or will be surprised if the log is not lots of bad stuff.

Thanks......

And, move over the latest version, see what is finds.
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OjitroC
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Re: MapChecker

Post by OjitroC »

Red_Fist wrote: Sat Nov 25, 2023 9:22 pm Ok, so, open map > run tool > close editor.

And that should be the current, last log file, intact ?
It should, yes.

Like I say though you can click on the log icon whilst in the Editor to see what's in the Editor.log - if there's too many entries, you can open the log by clicking on the file in /System whilst still in the Editor. Both MapChecker and MapGarbage write to the log instantly so their reports on issues are there straightaway.
Buggie
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Re: MapChecker

Post by Buggie »

436 block log, while 469 not. So just use 469 editor. And you can view log, without shutdown editor.

There only one log - last.
Red_Fist
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Re: MapChecker

Post by Red_Fist »

I need the old version back

I get this now and then it crashes.
Or if I knew where to look for that 0223
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Buggie
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Re: MapChecker

Post by Buggie »

Fixed work on 436.

Updated in first post: viewtopic.php?f=5&t=14809    
Auto merged new post submitted 35 minutes later
Red_Fist wrote: Wed Nov 29, 2023 3:09 am I need the old version back
Why you still use v436? Why not switch to v469?
Red_Fist
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Re: MapChecker

Post by Red_Fist »

It's just that in my opinion everything should be backward compatible from DOS 3 on up.

It's just that the hardware and the 64 bit CPU instruction set are the only new things.
So if things worked then,, EVERYTHING should be well taken care of by now :noidea . Like not running a 16 bit program in win7 pro 64. Seems to me with all this new computing power ANY system should be able to run the first programs since the Z80 CPU.

But for UT, I would rather build everything on the most well saturated version IF the new version won't run the old maps.
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Buggie
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Re: MapChecker

Post by Buggie »

I not support 436, and not check if MapChecker work on it. Even if it work, it can not provide full power. For example, now i just disable one check for 436, so it run on it now.
You need move. OldUnreal team hard work on 469 and it better in all sides. 436 must be thrown away, since there exists 469, which better by any means.
When you use 436, you use bugged version. Why you not use 400 instead? It is same as use 400, when there exists 436.

Also if you assume anything work on 436 - you assume 436 is flawless. It is not.
So in best case you get _somehow_ working tool on it.
I not support or plan support 436, i can make some easy fixes, but it usually simple cut-off functionality.
Once it take too much efforts, it will be announced "it not work and we not do anything about that".

Anyway, if you want do mapping, you better switch to 469 ASAP.
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Re: MapChecker

Post by Red_Fist »

I think, maybe just keep a download for version 436 around, then you won't have to backtrack.
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Buggie
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Re: MapChecker

Post by Buggie »

- Speed up work on 469.
- Fixed some checks.

Updated in first post: viewtopic.php?f=5&t=14809    
Auto merged new post submitted 12 hours 30 minutes later
- Improve check and fixes for duplicate actors by name.

Updated in first post: viewtopic.php?f=5&t=14809
Buggie
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Re: MapChecker

Post by Buggie »

- Fix list close PathNodes twice.

Updated in first post: viewtopic.php?f=5&t=14809    
Auto merged new post submitted 16 hours 21 minutes later
- Improve check for unused triggers.

Updated in first post: viewtopic.php?f=5&t=14809
Buggie
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Re: MapChecker

Post by Buggie »

Added more checks:

Code: Select all

	checkRenderUtxUsage();
Updated in first post: viewtopic.php?f=5&t=14809
Buggie
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Re: MapChecker

Post by Buggie »

Added more checks:

Code: Select all

	checkLiftCenterSameLiftTag();
	checkLiftCenterLiftExitCount();
Updated in first post: viewtopic.php?f=5&t=14809
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