MapChecker
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- Godlike
- Posts: 6438
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MapChecker
Got it...
I edited previous post for explaining what did I mean with keeping intact assets from client, in hoping that LiftCenters won't get "fixed" as Teleporters which are not a subject for being fixed - neither adding useless events as in map 512k-CostaDelW00t - there I even removed some useless executions from clients...
And I think VisibleTeleporter is a borked class like those projectiles which are doing a mess On-Line... A Teleporter recreated in client might not match original Place/Location affecting client calculations concerning "Touch" and then Server might call a Touch, but client is not sure about that, and the reversal too.
I edited previous post for explaining what did I mean with keeping intact assets from client, in hoping that LiftCenters won't get "fixed" as Teleporters which are not a subject for being fixed - neither adding useless events as in map 512k-CostaDelW00t - there I even removed some useless executions from clients...
And I think VisibleTeleporter is a borked class like those projectiles which are doing a mess On-Line... A Teleporter recreated in client might not match original Place/Location affecting client calculations concerning "Touch" and then Server might call a Touch, but client is not sure about that, and the reversal too.
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- Godlike
- Posts: 6438
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MapChecker
Bump: Let me show you a small little tiny proof in how is getting client screwed up - and perhaps this is not the only way causing buggers in poor clients...
Adding a child class of VisibleTeleporter without adjusting any property but... adding logs:
This is in server.log:
And this is in client's log aka UnrealTournament.log:
Q.E.D. - client has a new Teleporter having nothing to do with paths and navigation chain - good luck with these "dynamics" which should have at least bNoDelete if they are not bStatic and supposed to use some animations...
By any matter if you don't believe On-Line story, then check it yourself...
Edit: In map CTF-XV-BL00DBATH-V6-0.unr there are PathNodes reported as being placed too low. To be honest, they are placed EXACTLY how I want them when I do FUNCTIONAL paths in my edits... but we don't have reports concerning broken routes unusable... and we have such things...
And then ? Moving them won't have any single purpose.
By example PathNode890
doesn't need anything. This is not a MonsterHunt map and even if it would be a MonsterHunt map, a monster has no problems there (except titans and all those having always issues with 70 × 70). Nodes from ramps are even in stock documents recommended to be adjusted for helping Pawn to reach at them correctly...
Adding a child class of VisibleTeleporter without adjusting any property but... adding logs:
Code: Select all
class RepVisibleTeleporter expands VisibleTeleporter;
Simulated function PostBeginPlay()
{
Super.PostBeginPlay();
Log("Role"@ROLE@"RemoteRole"@RemoteRole$".",Name);
LogPaths();
}
simulated function LogPaths()
{
local int i;
for ( i = 0; i < 16; i++ )
{
log("Paths"$i$"="$Paths[i],Name);
log("upStreamPaths"$i$"="$upStreamPaths[i],Name);
log("PrunedPaths"$i$"="$PrunedPaths[i],Name);
}
}
Code: Select all
XServerQuery: Port 7778 successfully bound.
RepVisibleTeleporter0: Role 4 RemoteRole 2.
RepVisibleTeleporter0: Paths0=5
RepVisibleTeleporter0: upStreamPaths0=4
RepVisibleTeleporter0: PrunedPaths0=-1
RepVisibleTeleporter0: Paths1=-1
RepVisibleTeleporter0: upStreamPaths1=-1
RepVisibleTeleporter0: PrunedPaths1=-1
....
Code: Select all
Log: Possessed PlayerPawn: TFemale1 DM-A_PathTest.TFemale2
LevelNotifier: Client Info >> Level Title >> DM-A_PathTest
LevelNotifier: Getting map-file: DM-A_PathTest
RepVisibleTeleporter1: Role 2 RemoteRole 4.
RepVisibleTeleporter1: Paths0=-1
RepVisibleTeleporter1: upStreamPaths0=-1
RepVisibleTeleporter1: PrunedPaths0=-1
RepVisibleTeleporter1: Paths1=-1
RepVisibleTeleporter1: upStreamPaths1=-1
RepVisibleTeleporter1: PrunedPaths1=-1
By any matter if you don't believe On-Line story, then check it yourself...
Perhaps it would be nice to find out more data, such as Locations, Rotations, etc. but me one I'm not curious at all - DynamicWater was already showing me some cute things concerning alignment stage from client. To not forget fixes for spawning "statics" concerning client in newer 469. Are these COPIES placed in the same place as original ones ?
Edit: In map CTF-XV-BL00DBATH-V6-0.unr there are PathNodes reported as being placed too low. To be honest, they are placed EXACTLY how I want them when I do FUNCTIONAL paths in my edits... but we don't have reports concerning broken routes unusable... and we have such things...
Code: Select all
ScriptLog: JumpSpot0 need move up on 3.500000
ScriptLog: JumpSpot1 need move up on 3.500000
Code: Select all
WrongPoint: JumpSpot0 doesn't have a private LiftTag string defined, which is pretty wrong.
BorkedStrings: This might not have connections or... it can be connected through walls with Exits if they exist.
WrongPoint: JumpSpot1 doesn't have a private LiftTag string defined, which is pretty wrong.
....
NoIncomingPath: PathNode26 is not having incoming connections.
NoIncomingPath: PathNode27 is not having incoming connections.
UtterlyUseless: JumpSpot0 is not having any path defined.
UtterlyUseless: JumpSpot1 is not having any path defined.
... //etc
Code: Select all
ScriptLog: PathNode890 need move up on 6.336792
S.Polge wrote: Bots will have problems if the NavigationPoints are too high off the ground. Make sure that the NavigationPoint is no more than 1.5x the bot's collisionheight off the ground. This will normally be the case automatically, but in a few situations (such as very steep ramps), the level designer may need to manually adjust the Z position of the NavigationPoint.
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- Adept
- Posts: 326
- Joined: Wed Apr 27, 2011 1:31 pm
- Location: Junín (BA - Argentina)
Re: MapChecker
Don't know if I replied to this one, but this is indeed a very useful tool. Thank you!
OldUnreal U1v227/UTv469 Localization Project coordinator/spanish language maintainer - Unreal Wiki
ProTip 1: anybody using the phrase "I'm a True Fan and You're Not!" is an obnoxious, self-centered, egotistical, elitist, narcissist douchebag.
ProTip 2: anybody who uses the "Royal We" when making a demand wants to pass their own opinion as everyone else's.
ProTip 3: Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
ProTip 4: If the Duke Nukem Forever fiasco wasn't enough of a lesson, perfectionism leads to nothing positive. Don't be afraid of releasing a buggy product. Even the most polished product has its flaws.
ProTip 1: anybody using the phrase "I'm a True Fan and You're Not!" is an obnoxious, self-centered, egotistical, elitist, narcissist douchebag.
ProTip 2: anybody who uses the "Royal We" when making a demand wants to pass their own opinion as everyone else's.
ProTip 3: Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
ProTip 4: If the Duke Nukem Forever fiasco wasn't enough of a lesson, perfectionism leads to nothing positive. Don't be afraid of releasing a buggy product. Even the most polished product has its flaws.
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- Godlike
- Posts: 3173
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
Added more checks:
fix checkAttachTag
Updated in first post: viewtopic.php?f=5&t=14809
Code: Select all
checkFortStandardMHFallBackFort();
Updated in first post: viewtopic.php?f=5&t=14809
Last edited by Buggie on Mon May 16, 2022 11:52 am, edited 1 time in total.
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- Godlike
- Posts: 3173
- Joined: Sat Mar 21, 2020 5:32 am
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- Godlike
- Posts: 3173
- Joined: Sat Mar 21, 2020 5:32 am
-
- Godlike
- Posts: 3173
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
Added more checks:
Fix few checks.
Updated in first post: viewtopic.php?f=5&t=14809
Fix few checks, thanks to Barbie.
Updated in first post: viewtopic.php?f=5&t=14809
Code: Select all
checkXVehiclesMutators();
checkXVehiclesFactoriesInGround();
checkInventoryInGround();
checkFlagBaseInAir();
checkBrushNoModel();
checkBrushSameModel();
Updated in first post: viewtopic.php?f=5&t=14809
Automatically merged
Updated in first post: viewtopic.php?f=5&t=14809
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- Godlike
- Posts: 3173
- Joined: Sat Mar 21, 2020 5:32 am
Re: MapChecker
- Added more checks:
- Fix few checks.
Updated in first post: viewtopic.php?f=5&t=14809
Code: Select all
checkFactorySpawnPointsCount();
Updated in first post: viewtopic.php?f=5&t=14809
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- Godlike
- Posts: 3173
- 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
checkNavigationPointInAirOnSlope();
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- Godlike
- Posts: 6438
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: MapChecker
Code: Select all
function checkNavigationPointInAirOnSlope() {
....
HitLocation.Z -= A.Location.Z + (1 - HitNormal.Z)*(A.CollisionRadius - class'PlayerPawn'.default.CollisionRadius);
....
I don't get the point of PlayerPawn - is the same as ACTOR class... Isn't it more simple "A.CollisionRadius - 17" ?
Code: Select all
function checkInventoryMyMarker() {
local string Header;
local Inventory A;
local int i;
Header = "Inventory without MyMarker:";
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- Godlike
- Posts: 3173
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Re: MapChecker
- Added more checks:
- Fix some checks.
Updated in first post: viewtopic.php?f=5&t=14809
- Added more checks:
- Fix some checks.
Updated in first post: viewtopic.php?f=5&t=14809
- Fix some checks.
Updated in first post: viewtopic.php?f=5&t=14809
Code: Select all
checkCTFLocationNames();
Updated in first post: viewtopic.php?f=5&t=14809
Automatically merged
Code: Select all
checkXVehiclesFactoriesRespawnTime();
checkXVehiclesFactoriesTeamNum();
checkCTFAlternatePaths();
Updated in first post: viewtopic.php?f=5&t=14809
Automatically merged
Updated in first post: viewtopic.php?f=5&t=14809
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- Godlike
- Posts: 3173
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Re: MapChecker
- Added more checks:
- Fix/improve some checks.
Updated in first post: viewtopic.php?f=5&t=14809
Code: Select all
checkFlagBaseSkin();
checkCTFPlayerStartTeam();
Updated in first post: viewtopic.php?f=5&t=14809
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- Godlike
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Re: MapChecker
- Added more checks:
- Fix/improve some checks.
Updated in first post: viewtopic.php?f=5&t=14809
Code: Select all
checkVisibleTeleporterDrawScale();
Updated in first post: viewtopic.php?f=5&t=14809
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- Godlike
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Re: MapChecker
- Added more checks:
Updated in first post: viewtopic.php?f=5&t=14809
Code: Select all
checkNavigationPointsCount();
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- Godlike
- Posts: 3173
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Re: MapChecker
- Added more checks:
- Fix/improve some checks.
Updated in first post: viewtopic.php?f=5&t=14809
Code: Select all
checkNavigationPointsReachSpec();
Updated in first post: viewtopic.php?f=5&t=14809