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MH-XV-KingJoshCity2

Posted: Mon Nov 06, 2023 1:53 pm
by Buggie
Conversion for MonsterHunt this map:
https://www.moddb.com/addons/kingjoshcity2
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This map need XVehicles at least v59 for load:
https://ut99.org/viewtopic.php?f=34&t=14936
MH-XV-KingJoshCity2v2.7z
(43.52 MiB) Downloaded 10 times

Re: MH-XV-KingJoshCity2

Posted: Mon Nov 06, 2023 3:49 pm
by noccer
Woah, this as a MH map, nice.

I remember my try to open it in the editor back when it came out, but my pc was sooo bad, it was a mess.
For sure it will be on Unreal Mayhem in the next days :D

Re: MH-XV-KingJoshCity2

Posted: Tue Nov 07, 2023 1:30 am
by OjitroC
Challenging map but great fun to play - a proper monster hunt with plenty of hunting :gj: Haven't actually finished it but got about 75% of the way through - will have another go soon when I have more time.

What does the Monster Tracker do?

Unsurprisingly a few flying creatures (Mantas/Gasbags) 'flew out of the world!".

Re: MH-XV-KingJoshCity2

Posted: Tue Nov 07, 2023 8:24 am
by Buggie
You can use
`savegame 4`
and later
`start ..\Save\Save4.usa`
Instead of 4 can be any one digit: 0-9.

However, mh not targeted to load inventory, so you lost all inventory on you.
So good idea drop all inventory in front of you, for pickup after load.
Or save in place where exists inventory, for equip it after load game.

This allow you continue play game, after break.

----

Monster Tracker show in local or network play, location of one random monster on screen, as green rectangle. You can see it on one of screenshots.
This allow use in MH such maps. So you can find all monsters without problem.

In fact almost all huge sniper arena maps can be used now, in such style.

Re: MH-XV-KingJoshCity2

Posted: Tue Nov 07, 2023 12:47 pm
by Delacroix
HELL YES!!!

Re: MH-XV-KingJoshCity2

Posted: Wed Nov 08, 2023 1:03 am
by Barbie
10,000 lines of these first ones, then crash on client (469d RC4@Win10):
MH-XV-KingJoshCity2-Crash.jpg
MH-XV-KingJoshCity2-Crash.jpg (33.11 KiB) Viewed 913 times
UnrealTournament.log wrote:Log: 00 [56]: Empty
Log: 18 [288]: Stale
Log: 18 [1056]: Stale
Log: 00 [112]: Empty
Log: 18 [112]: Stale
Log: 00 [68]: Empty
Critical: appError called:
Critical: Create 00008152.000E0031 failed: Size=259084 Pad=3072 Align=16 NumLocked=132 BytesLocked=395140/8388608
Critical: Windows GetLastError: Zur Verarbeitung dieses Befehls sind nicht genügend Speicherressourcen verfügbar. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: ALAudio subsystem shut down.
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Critical: FMemCache::Create
Critical: DynamicLight
Critical: FLightManager::SetupForSurf
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: Exiting.
   
Auto merged new post submitted 3 minutes later
On next start instant crash on same client:
Spoiler
UnrealTournament.log wrote:DevMusic: RegisterMusic Music OnTheRun.OnTheRun
Log: StartMusic OnTheRun MusicHandle->MusicBuffer 16,MUSIC_BUFFER_SIZE 16384), IsPlaying 0
Log: ALAudio: playing OnTheRun (OpenMPT 1.17 IT 8.88)
Critical: appError called:
Critical: NexgenHUDWrapperT MH-XV-KingJoshCity2v0.NexgenHUDWrapperT0 (Function Nexgen112N.NexgenHUDWrapperT.hasHUDMutator:004D) Runaway loop detected (over 10000000 iterations)
Critical: Windows GetLastError: Zur Verarbeitung dieses Befehls sind nicht genügend Speicherressourcen verfügbar. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: ALAudio subsystem shut down.
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Critical: FFrame::Serialize
Critical: (MH-XV-KingJoshCity2v0.NexgenHUDWrapperT0 Nexgen112N.NexgenHUDWrapperT.hasHUDMutator)
Critical: (MH-XV-KingJoshCity2v0.NexgenHUDWrapperT0 Nexgen112N.NexgenHUDWrapperT.copyVarsToOriginalHUD)
Critical: (MH-XV-KingJoshCity2v0.NexgenHUDWrapperT0 Nexgen112N.NexgenHUDWrapperT.PostRender)
Critical: UObject::ProcessEvent
Critical: (TFemale1 MH-XV-KingJoshCity2v0.TFemale10, Function Engine.PlayerPawn.PostRender)
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
MH-XV-KingJoshCity2-Crash2.jpg
MH-XV-KingJoshCity2-Crash2.jpg (61.97 KiB) Viewed 912 times
EDIT: added client UT version "469 RC4@Win10"
EDIT2: corrected client UT version to "469d RC4@Win10" :facepalm:

Re: MH-XV-KingJoshCity2

Posted: Wed Nov 08, 2023 2:33 am
by EvilGrins
Barbie wrote: Wed Nov 08, 2023 1:07 am 10,000 lines of these first ones, then crash on client
I've been getting those too.

Re: MH-XV-KingJoshCity2

Posted: Wed Nov 08, 2023 12:29 pm
by Buggie
v1

- Fix startup crash on v436.

Updated in first post: https://ut99.org/viewtopic.php?t=16060

However this map and in XV in general no targeted to 436. Use 469 for it.

But still playable with 436:
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Server 469d(e), client 436.

I can't reproduce 436 crash reliable. One time game stuck. But can't repeat it.
I guess it cause be 436 bugs, like memory corruption. So effect can be random.
Solution simple - not use 436.

Re: MH-XV-KingJoshCity2

Posted: Wed Nov 08, 2023 8:22 pm
by Barbie
Buggie wrote: Wed Nov 08, 2023 12:29 pm However this map and in XV in general no targeted to 436. Use 469 for it.
If you refer to my post: sorry, I didn't mention the version - it is 469d RC4@Win10. I added it to my above post.

Re: MH-XV-KingJoshCity2

Posted: Wed Nov 08, 2023 9:39 pm
by Buggie
Wow. This really strange. Any particular steps for reproduce crash or bugs?

I play on 469d (e early build in fact, but it near same as RC4 as for now), and done whole map and no any issues about that.
Also i test after this messages 436, and done half map of it, again, no problems.
And play little on UM EXU on 436 - again no issues.

However in one test run on 436 i get one stuck of UT. But for 469, not see any problems at all.

Re: MH-XV-KingJoshCity2

Posted: Wed Nov 08, 2023 11:25 pm
by OjitroC
FWIW I played this map locally with 469dRC2 for well over 3 hours (continuously) without any issues.

Re: MH-XV-KingJoshCity2

Posted: Thu Nov 09, 2023 11:30 am
by Barbie
Buggie wrote: Wed Nov 08, 2023 9:39 pm Any particular steps for reproduce crash or bugs?
I remember the first crash happened multiple times when I was flying around and over the roofs with R3.
Log: 18 [1056]: Stale
Log: 00 [112]: Empty
Any idea who created these log messages?

Re: MH-XV-KingJoshCity2

Posted: Thu Nov 09, 2023 1:15 pm
by Buggie
I guess it is very bad idea fly to top on such maps. Especially if all monsters alive. Maybe at end, when not left many of it, it is ok. But for sure run this at start - not good idea.

I guess this caused when some memory allocate fail, so it start dump some cache or allocation size.

Re: MH-XV-KingJoshCity2

Posted: Sun Apr 21, 2024 2:29 pm
by Buggie
v2

- Fixed crashes (caused by use Flash Grenades -> removed)
- Update Monster Tracker.
- Rebuild light.
- Rebuild paths.

Updated in first post: viewtopic.php?t=16060