MH-ValleyOfEllora+

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Barbie
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Re: MH-ValleyOfEllora+

Post by Barbie »

Man_With_No_Body wrote: Sun Oct 27, 2024 4:23 pm I am late and you post improved version …
He said, it is a final version! :shock:

There is no final version of any software, releases are just approaching it. See also versioning of Knuth's TeX.
"If Origin not in center it be not in center." --Buggie
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Barbie
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Re: MH-ValleyOfEllora+

Post by Barbie »

Are these messages important?
ucc.init.sh.log wrote:(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Plant67 is already in collision hash.
(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Candle0 is already in collision hash.
(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Candle2 is already in collision hash.
(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Candle3 is already in collision hash.
(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Candle4 is already in collision hash.
EDITH:
I noticed all above Actors are twice in map (duplicates).
"If Origin not in center it be not in center." --Buggie
TheHellFire
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Re: MH-ValleyOfEllora+

Post by TheHellFire »

Barbie wrote: Tue Oct 29, 2024 2:32 pm Are these messages important?
ucc.init.sh.log wrote:(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Plant67 is already in collision hash.
(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Candle0 is already in collision hash.
(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Candle2 is already in collision hash.
(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Candle3 is already in collision hash.
(FOctreeCollisionHash::AddActor): MH-ValleyOfEllora.Candle4 is already in collision hash.
EDITH:
I noticed all above Actors are twice in map (duplicates).
I'm assuming I might have copy-pasted some actors that are now duplicated into each other, but as I mentioned before, gameplay wise it works, these are minor issues that are just not worth the effort.
The most important for me is that in-game everything works how it should be working, which seems to be the case.

Still, I appreciate the findings from everyone obviously, I just think there should be less attention paid to how it is in the editor, if it works in-game.
I'm sure if we're using some logs on some other considered god-tier maps there will be errors as well which is why I was prioritizing comments like too many Slith's spawning.
Also, it's an extra map to play, which in a game this old should be a gift either way.
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esnesi
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Re: MH-ValleyOfEllora+

Post by esnesi »

Thanks for this beauty, looks classic and therefor amazing!
Back into the valleys of unreal campaign.

Locked and loaded on FFN!
(we do have 227 beta weaps configured which fits best to this map!)

Can't wait to give this a run soon. 8)

Personally i don't mind a few map editor errors in serverlogs, there's plenty around.
As long as they don't flood/ keep constantly triggering, resulting in huge logfiles + sometimes horrendous laggy netplay.
Such maps are a no-go off- and online wise.
Red_Fist
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Re: MH-ValleyOfEllora+

Post by Red_Fist »

" less attention paid to how it is in the editor, if it works in-game"

It's not that, each and every thing adds up to affect the way it works, and takes time away from the other things (actors) you want in a map or cause other stuff to go wrong..

(like those zone actors being in the same zone), is not good for any map. but they run things on servers and the tick time matters, everything matters.
But it's good they, and us, do check maps, to make it an even better map.
Binary Space Partitioning