Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 17eb1.html
MH-Proxima
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MH-Proxima
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Last edited by Buggie on Thu Nov 25, 2021 7:03 am, edited 2 times in total.
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Re: MH-Proxima
Another interesting map
Have just played the early part - up to the first red flag.
Not convinced by the use of mortars (or, indeed, any form of auto cannon) in MH - here the mortar shells just tend to throw the monsters in that area around to no real useful effect.
Got this in the log
More importantly, had this crash at the first red flag
Playing in 469b with D3D9 renderer.
Have just played the early part - up to the first red flag.
Not convinced by the use of mortars (or, indeed, any form of auto cannon) in MH - here the mortar shells just tend to throw the monsters in that area around to no real useful effect.
Got this in the log
Code: Select all
ScriptWarning: MonsterHunt MH-ProximaV0.MonsterHunt0 (Function Botpack.TeamGamePlus.FindPlayerStart:0443) Accessed None 'PlayerReplicationInfo'
Lots of this line!
Code: Select all
Critical: FLightManager::SetupForActor
Critical: URender::DrawLodMesh
Critical: (LodMesh Botpack.Shellc)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Exiting.
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Re: MH-Proxima
> Got this in the log
Because of UT bug. https://github.com/OldUnreal/UnrealTour ... issues/405
> More importantly, had this crash at the first red flag
Weird. Not for me not for other player there no any crash v469b D3D9.
Try again.
Possible this bug https://github.com/OldUnreal/UnrealTour ... issues/403
In the sky located BSP hole which not visible from ground, but visible from opposite side. Also in start area weird BSP. And sky is solid sheet which use portal flag and translucent, so you can see something which must not see.
Because of UT bug. https://github.com/OldUnreal/UnrealTour ... issues/405
> More importantly, had this crash at the first red flag
Weird. Not for me not for other player there no any crash v469b D3D9.
Try again.
Possible this bug https://github.com/OldUnreal/UnrealTour ... issues/403
In the sky located BSP hole which not visible from ground, but visible from opposite side. Also in start area weird BSP. And sky is solid sheet which use portal flag and translucent, so you can see something which must not see.
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Re: MH-Proxima
Wow... triple post.
· http://unreal-games.livejournal.com/
· https://www.facebook.com/groups/UTcorps
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: MH-Proxima
Oh, right - forgot that that had been reported.Buggie wrote: ↑Mon Nov 15, 2021 1:16 pm > Got this in the log
Because of UT bug. https://github.com/OldUnreal/UnrealTour ... issues/405
Yes could be. I seem to remember having this kind of crash once or twice before in other maps - very infrequent and never more than once in a map. So, yes, will have another go when I have time to complete the whole map.Buggie wrote: ↑Mon Nov 15, 2021 1:16 pm > More importantly, had this crash at the first red flag
Weird. Not for me not for other player there no any crash v469b D3D9.
Try again.
Possible this bug https://github.com/OldUnreal/UnrealTour ... issues/403
-------------------------- EDIT ---------------------------------------
Played the start again - didn't get that crash this time.
Did find this in the log
Code: Select all
ScriptWarning: Mover MH-ProximaV0.Mover5 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger'
ScriptWarning: Mover MH-ProximaV0.Mover6 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger'
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Re: MH-Proxima
Because these "MISSION" type Movers must be TriggerOpenTimed NOT TriggerControl as common doors used in CTF/Assault/DM/DOM maps, and colliding with that fort useless for MonsterHunt but I see a never ending quest in using actors that can be anything else than PAWNS because a plain trigger does the same thing. Flags for figuring objectives can be decorations delegated to perform animations properly only in clients or Off-Line excepting Dedicated Servers to process timers in a stage where nothing can be seen. These maps need to be Re-Converted before usage. A conversion to MonsterHunt doesn't means only adding Monsters and a MonsterEnd + extra actors which are not needed.OjitroC wrote: ↑Mon Nov 15, 2021 2:50 pm Did find this in the log
Code: Select all
ScriptWarning: Mover MH-ProximaV0.Mover5 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger' ScriptWarning: Mover MH-ProximaV0.Mover6 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger'
In 2021 sektor does conversions with paths aiming ALL Pawns and settings are checked, map is purified by debris data, and Bots have valid objectives too being fine tuned in behavior by (a simplified) navigation network itself.
Render crash ? Perhaps rendering something related to a surface which doesn't exist is not truly welcomed - my two cents:
InventorySpot in Walls/Columns ? There was supposed to be something from that InfAdds having more versions...
Either way as aspect, to me map doesn't look finished or polished.
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Re: MH-Proxima
QUAKE3C.utx from archive exists in different versions.
Also pay attention to case filename if use it on linux server.
Look like proper case is: Quake3c.utx but in archive QUAKE3C.utx (as be on original).
Just in case i change case in archive and reupload it in the first post.
v1
- get rid of Quake3c.utx file
- fixed few errors
Reuploaded at first post: viewtopic.php?p=132340#p132340
Quake3c.utx I add here: Just in case if you need enter to server locked by mismatch.
Also pay attention to case filename if use it on linux server.
Look like proper case is: Quake3c.utx but in archive QUAKE3C.utx (as be on original).
Automatically merged
Automatically merged
- get rid of Quake3c.utx file
- fixed few errors
Reuploaded at first post: viewtopic.php?p=132340#p132340
Quake3c.utx I add here: Just in case if you need enter to server locked by mismatch.
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Re: MH-Proxima
I suggest changing Trigger38.TriggerType to "TT_PawnProximity" and SpecialEvent21.InitialState to "KillInstigator", because if monsters fall down, they survive and stay alive on the bottom.
The same applies for Trigger34/SpecialEvent19 (and maybe more?).
The same applies for Trigger34/SpecialEvent19 (and maybe more?).
"If Origin not in center it be not in center." --Buggie
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Re: MH-Proxima
TeamCannon15 acts wild. On net play I saw it shooting at the wall constantly, on local play it moved off its original location (see pic). Probably such happens because its base might be that rotation mover.
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"If Origin not in center it be not in center." --Buggie
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Re: MH-ProximaV1
Some other notes:
- Found this in client's log after network play (but only once): Log: Forged object: got object ExplosionChain MH-ProximaV1.ExplosionChain34, expecting object of class Class Engine.Sound
- I suggest adding something that kills the pawns if they fall off that platform (otherwise they may stay in space):
- The space ship (AttachMover3) kills player very often. Changing MoverEncroachType from ME_CrushWhenEncroach to ME_ReturnWhenEncroach makes the mover unreliable.
- I recommend adding a Trigger with Event=AttachMover0.Tag at the NumKey 1 of that mover (at bottom) to have a chance to get back.
- EDIT: RockTentacle21 is placed in Mover34.
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"If Origin not in center it be not in center." --Buggie
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Re: MH-Proxima
#1 Is a COMPATIBILITY issue (something called "backward compatible"... - it's not and it won't be...).