MH-JfF-Dalkove+SBMod
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MH-JfF-Dalkove+SBMod
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Re: MH-JfF-Dalkove+SBMod
Nope, sorry... can't play it.
I use the original version of oldskool, which is apparently not compatible with that map.
I use the original version of oldskool, which is apparently not compatible with that map.
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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-JfF-Dalkove+SBMod
I don't think it's such a Monsterhunt compatible map...
"QuadShot0" from UnrealI package it's just a junk not replaced by anything...
It's only a map dedicated to work only with certain MH mods capable to remove that left-over EPIC misery.
Edit:
I would like to see PathNode52 and PathNode58 placed normally on the ground...
Teleporter10 it's too far from PathNode103 = no connections. Why not ? They are free, no money are needed for two ReachSpecs.
The rest it's probably a replacement of original bugs with other type of bugs...
Maybe somebody working at 469's DevPath can explain to my tiny brain why it's needed generating a PrunedPath for a Node that has "PrunedPaths[15]" element already loaded and why it's needed such a load with junks which are around 95%, if not 110% useless.
Off-topic OFF
"QuadShot0" from UnrealI package it's just a junk not replaced by anything...
It's only a map dedicated to work only with certain MH mods capable to remove that left-over EPIC misery.
Edit:
I would like to see PathNode52 and PathNode58 placed normally on the ground...
Teleporter10 it's too far from PathNode103 = no connections. Why not ? They are free, no money are needed for two ReachSpecs.
The rest it's probably a replacement of original bugs with other type of bugs...
Off-topic ONXC_PathsWorker-report wrote: LostData: ________________________________________________________________
LostData: ReachSpecs missing from PrunedPaths[0-15] = 270.
SpamData: Debris ReachSpecs found = 31.
FixedWithSuccess: ReachSpecs successfully attached = 10.
FixFailures: ReachSpecs attaching failures - probably no place = 260.
LostData: ________________________________________________________________
...
CleanedBytes: OldLocation data has been cleaned.
CleanedBytes: 3502 actors have been cleaned by OldLocation data stored.
Maybe somebody working at 469's DevPath can explain to my tiny brain why it's needed generating a PrunedPath for a Node that has "PrunedPaths[15]" element already loaded and why it's needed such a load with junks which are around 95%, if not 110% useless.
Off-topic OFF
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Re: MH-JfF-Dalkove+SBMod
What exactly happened?
Has this something to do with the file "olextras.u"?I use the original version of oldskool, which is apparently not compatible with that map.
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Re: MH-JfF-Dalkove+SBMod
If you'd like to fix the map to work as intended with the weapon placed, working Quadshots are in: either Oldskool or the UT version of the packages included with Rise of Jrath.sektor2111 wrote: ↑Sun Dec 22, 2024 8:18 am"QuadShot0" from UnrealI package it's just a junk not replaced by anything...
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Re: MH-JfF-Dalkove+SBMod
Continuing mission...
I had to deploy ammo as long as regenerators for me are for those with no "skillz"... and...
amazing "terrain" aka "open areas" aka whatever these are called... (in my english = garbage).
One spot from some hill locked me in place I had to boost myself using "DispersionPistol" which I have in mod or else suicidal would be helpful... And later I was eliminated by a "GiantManta" because my retreat was blocked by something invisible and monster has caught me there... because I couldn't dodge away.
This is probably the last map with "terrain" which I tried, I promise that it won't happen in future...
Regarding to the topic with some terrain "speech" where I was insulted and all that stuff, it's now confirmed once again that sektor's 99% crap which he was talking (/posting), it's in fact an Unreal Reality. Now excuse me but I'll go back to the cubes and cylinders...
This piece could be well pathed (including Teleporter settings and A.I. management) and game would be really great for both On-Line and Off-Line stages, but I see that I was properly deceived...
Have fun, good look and a nice day everyone !
Merry Christmas in advance !
I had to deploy ammo as long as regenerators for me are for those with no "skillz"... and...
amazing "terrain" aka "open areas" aka whatever these are called... (in my english = garbage).
One spot from some hill locked me in place I had to boost myself using "DispersionPistol" which I have in mod or else suicidal would be helpful... And later I was eliminated by a "GiantManta" because my retreat was blocked by something invisible and monster has caught me there... because I couldn't dodge away.
This is probably the last map with "terrain" which I tried, I promise that it won't happen in future...
Regarding to the topic with some terrain "speech" where I was insulted and all that stuff, it's now confirmed once again that sektor's 99% crap which he was talking (/posting), it's in fact an Unreal Reality. Now excuse me but I'll go back to the cubes and cylinders...
This piece could be well pathed (including Teleporter settings and A.I. management) and game would be really great for both On-Line and Off-Line stages, but I see that I was properly deceived...
Have fun, good look and a nice day everyone !
Merry Christmas in advance !
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Re: MH-JfF-Dalkove+SBMod
No, the error message specified "oldskool.u".
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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-JfF-Dalkove+SBMod
The map was never intended to play without auto regeneration of ammo and health, nor being solvable by bots. I added pathing so far, that monster are able to find and hunt players, not more.
I spend dozens of hours to fix the brushwork, hundreds of unneeded brushes were removed, hunting BSP errors and HoMs, aligning some brushes to grid causes inventory items are too high or to low.
Just compare it to the original map…
Auto merged new post submitted 2 minutes later
"oldskool.u" is not used by that map? But it cannot be opened without that file.
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Re: MH-JfF-Dalkove+SBMod
What I suspect is the issue is "olextras" is one of the support files for the more updated oldskool.u, so even though it's by itself here it still goes looking for the version of oldskool it was made for.
As I said, I use the original oldskool, which has no support files.
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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-JfF-Dalkove+SBMod
I see, olextras.u has extra dependencies to oldskool.u, olroot.u, OLweapons.u.
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