Conversion for MonsterHunt with X-Vehicles this map:
https://ut99.org/viewtopic.php?t=16390
This map need XVehicles at least v65 for load:
https://ut99.org/viewtopic.php?f=34&t=14936
MH-XV-DSGiranCastleJoust
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MH-XV-DSGiranCastleJoust
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Last edited by Buggie on Fri Sep 27, 2024 11:06 am, edited 1 time in total.
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Re: MH-XV-DSGiranCastleJoust
Very strange: open map in UnrealEd, open Texture Browser in any editor view, choose "Properties" from context menu - and you will hear the church bell from MyLevel.ct_bell_01
Furthermore some players with UT version < 469d have strange walk sounds and even crashes with this map…
<EDIT>
UnrealEd 436 said just before crashing:
</EDIT>
<EDIT2>
436 net client crashed on ending UnrealTournament.exe:
<EDIT3>
DS_GiranCastleSnd.TheJoust and DS_GiranCastleSnd.SwordPlay have 2 channels at 44100 Hz, 16 bit/channel - maybe that is the reason?
</EDIT3>
Furthermore some players with UT version < 469d have strange walk sounds and even crashes with this map…
<EDIT>
UnrealEd 436 said just before crashing:
Log: BspValidateBrush linked 0 of 0 polys
and map cannot be saved.</EDIT>
<EDIT2>
436 net client crashed on ending UnrealTournament.exe:
</EDIT2>UnrealTournament.log wrote:Log: appRequestExit(0)
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Engine.dll
Log: Unbound to Core.dll
Log: Unbound to Window.dll
Log: -0.0ms Unloading: Package Engine
Log: -0.0ms Unloading: Package Core
Exit: Game engine shut down
Log: Unbound to WinDrv.dll
Log: DirectDraw End Mode
Log: Flushing cache
Exit: DirectDraw released
Exit: Windows client shut down
Log: Unbound to Render.dll
Exit: Lighting subsystem shut down
Exit: Rendering shut down
Log: -0.0ms Unloading: Package Entry
Log: -0.0ms Unloading: Package Logo
Log: Unbound to Fire.dll
Log: -0.0ms Unloading: Package Fire
Log: -0.0ms Unloading: Package credits
Log: -0.0ms Unloading: Package Botpack
Log: -0.0ms Unloading: Package UnrealShare
Log: -0.0ms Unloading: Package UnrealI
Log: -0.0ms Unloading: Package Female2Voice
Log: -0.0ms Unloading: Package Male2Voice
Log: -0.0ms Unloading: Package Female1Voice
Log: -0.0ms Unloading: Package BossVoice
Log: -0.0ms Unloading: Package Male1Voice
Log: -0.0ms Unloading: Package UMenu
Log: -0.0ms Unloading: Package UWindow
Log: -0.0ms Unloading: Package UBrowser
Log: Unbound to IpDrv.dll
Log: -0.0ms Unloading: Package IpDrv
Log: -0.0ms Unloading: Package Announcer
Critical: glxUnloadSample( (glxSample*)Sound->Handle )
Critical: UGalaxyAudioSubsystem::UnregisterSound
Critical: USound::Destroy
Critical: UObject::ConditionalDestroy
Critical: (Sound UnrealShare.Generic.Land1)
Critical: DispatchDestroy
Critical: (6619: Sound UnrealShare.Generic.Land1)
Critical: DispatchDestroys
Critical: UObject::PurgeGarbage
Critical: UObject::StaticExit
Critical: appPreExit
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 06/10/24 19:26:36
<EDIT3>
DS_GiranCastleSnd.TheJoust and DS_GiranCastleSnd.SwordPlay have 2 channels at 44100 Hz, 16 bit/channel - maybe that is the reason?
</EDIT3>
"If Origin not in center it be not in center." --Buggie
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Re: MH-XV-DSGiranCastleJoust
Yes, I got strange 'shot'' sounds with my CS Mac when playing the DM version - checked all the non-default sounds, found that the two you have noted were stereo - converted them to mono and everything has been fine since then.
It's the stereo that is the problem - the sample rate, etc are high but OK - I use those rates for all the sounds I extract/use without any issues.
Auto merged new post submitted 54 minutes later
I should have reported the issue at the time but was reluctant to do so as people had seemingly not had issues with stereo sounds I had previously reported.
It's the stereo that is the problem - the sample rate, etc are high but OK - I use those rates for all the sounds I extract/use without any issues.
Auto merged new post submitted 54 minutes later
I should have reported the issue at the time but was reluctant to do so as people had seemingly not had issues with stereo sounds I had previously reported.
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Re: MH-XV-DSGiranCastleJoust
Texture properties viewport is realtime and emit sounds.
https://github.com/OldUnreal/UnrealTour ... ssues/1455
Auto merged new post submitted 1 minute later
436 UnrealEd must be forgotten for good. Mappers must use latest 469 version.
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Re: MH-XV-DSGiranCastleJoust
I guess we now need people to convert things back to 436.
The same could be said for Unreal maps Ugold.
The same could be said for Unreal maps Ugold.
Binary Space Partitioning
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Re: MH-XV-DSGiranCastleJoust
I really cannot say why this happens, I make all the sounds using the same process. I am sorry there are problems with it, though I have not encountered them myself offline or on.OjitroC wrote: ↑Mon Jun 10, 2024 8:38 pm Yes, I got strange 'shot'' sounds with my CS Mac when playing the DM version - checked all the non-default sounds, found that the two you have noted were stereo - converted them to mono and everything has been fine since then.
It's the stereo that is the problem - the sample rate, etc are high but OK - I use those rates for all the sounds I extract/use without any issues.
Auto merged new post submitted 54 minutes later
I should have reported the issue at the time but was reluctant to do so as people had seemingly not had issues with stereo sounds I had previously reported.
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Re: MH-XV-DSGiranCastleJoust
Not sure, but are people putting sounds in that ,,footstep,,sound ?. I found the ones that had them in an Unreal gold map I am redoing for UT436, if I EVER get it finished.
It didn't make it crash but could see in the log, it might have crashed while playing for a while it seemed.
So I had to redo the texture and remove the old ones from everything, then just used a MyLevel texture with a new name, so it has the same stuff in it from the original map.
It didn't make it crash but could see in the log, it might have crashed while playing for a while it seemed.
So I had to redo the texture and remove the old ones from everything, then just used a MyLevel texture with a new name, so it has the same stuff in it from the original map.
Binary Space Partitioning
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Re: MH-XV-DSGiranCastleJoust
Gave it a run, think the starting area is a poor "hangar" as too much traffic makes it hard to get out of there in vehicles without resorting to a gridlock.
Map is heavily packed which makes for a good fight, though I think it might be a bit too much with XV in there. The log was confusing (see attached) but I think it simply overloaded.
The "green square" as learned from previous edits of yours indicates the Map-End, but it appeared to be centered on a Skaarj as it kept moving.
I'd be real interested in trying this again if all the XV were removed.
Map is heavily packed which makes for a good fight, though I think it might be a bit too much with XV in there. The log was confusing (see attached) but I think it simply overloaded.
The "green square" as learned from previous edits of yours indicates the Map-End, but it appeared to be centered on a Skaarj as it kept moving.
I'd be real interested in trying this again if all the XV were removed.
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· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: MH-XV-DSGiranCastleJoust
It point to one random monster. Or mh end if zero monsters.
Help find all monsters or end if all monsters killed.
Auto merged new post submitted 2 minutes later
I not support pre-469 versions. Like 436. It playable, but quality of this play is not my concern.
Try run map on latest 469 patch.
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Re: MH-XV-DSGiranCastleJoust
v1
- Fix random crash in runaway counter.
Updated in first post: https://ut99.org/viewtopic.php?t=16413
- Fix random crash in runaway counter.
Updated in first post: https://ut99.org/viewtopic.php?t=16413