Test my MH map, DONE, made for bots.

Tutorials and discussions about Mapping - Introduce your own ones!
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Barbie
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Re: Test my MH map, DONE, made for bots.

Post by Barbie »

Red_Fist wrote:yes there is a dispersion pistol to be gotten.
My first look was for "DispersionPistol" literally and that failed - but now I've found what I was looking for. ;o)
I might have made it too hard.
I think the chance to solve that puzzle by normal playing is close to zero.
Let me know if the map functions properly online
I noticed some problems with that Bloblets, but I haven't done any research yet:
ucc.init.log.4 wrote:egrep -i "Bloblet.* fell out of the world" ucc.init.log.4|wc -l
805
What means, that that message "Bloblet{0,1,2} fell out of the world" was repeated 805 times for whatever reasons.
Wait... I just saw that all this starts with "ParentBlob0 fell out of the world!"

Also "no path to alarm" is repeated often in the log.
"If Origin not in center it be not in center." --Buggie
Red_Fist
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Re: Test my MH map, DONE, made for bots.

Post by Red_Fist »

Ya I am not sure about those blobs, for online, they always acted odd even in unreal offline.

The alarmpoint thing I believe is not a problem, I use a lot of blocked path in there and other things that I wanted exactly how they are for path network.

But if the blobs mess things up online, I don't want that. It seems after you die they lose interest and just act stupid. Or they might be affected by world if they go into the water, I just don't know and probably should have left them out.

It can be solved, if they look and are observant, but I didn't want them to breeze through using redeemers.or supershock.

If you have some script or something to kill the blobs for online would be good, I really don't want to edit that thing again.
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EvilGrins
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Re: Test my MH map, DONE, made for bots.

Post by EvilGrins »

Bloblets on their own don't do very much, it's the Blobs (acts like a swarm director for bloblets) that go after players. Usually they do lose interest after a person dies... but think is there's multiple people nearby the blob will go after them too.

They are advantageous as they can cling to any surface, which makes for a better chasing of players.
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sektor2111
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Re: Test my MH map, DONE, made for bots.

Post by sektor2111 »

Barbie wrote: Also "no path to alarm" is repeated often in the log.
Result of a blocked path and monster spawning unable to use paths.
See that mixer mover On-Line and Off-Line, LOL.
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Re: MH-Electrolyte

Post by Barbie »

I noticed another detail: TBrutey.RangedProjectile is set to "Class'MyLevel.CannonBRBolt'", but that custom projectile code was not compiled (although the code consists of the class definition only). I guess that's the reason why these projectiles do not make any damage; after compiling the code they do.
"If Origin not in center it be not in center." --Buggie
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Re: Test my MH map, DONE, made for bots.

Post by Red_Fist »

The only mishap I can think of is , I DO compile, then I have to load monsterhunt in the ini, then open a map, then open the MH I am working on to use in MyLevel.

I always compile the changed scripts but can't do that with MH loaded. But they are and do give damage, the TBruty DOES give damage :noidea
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Re: Test my MH map, DONE, made for bots.

Post by Barbie »

Sadly found another fun killer in your map: If a player picks up a "TSOlrifle", switches to it and switches then to another weapon, the network client crashes. Happens with v436 and v469e-RC8 at client.
ScriptLog

Code: Select all

[...]
ScriptLog: Creating root window: UMenu.UMenuRootWindow
ScriptLog: Calculated Effective GUI Scale: 1.000000
Log: Bound to udemo.dll
udemo: Startup hack successful!
Log: UDEMO: Successfully got list of demos
Log: UDEMO: Successfully got list of demos
Log: UDEMO: Successfully got list of demos
ScriptWarning: NexgenHUD MH-Electrolyte.NexgenHUD0 (Function Nexgen112N.NexgenHUD.addChatMsg:0190) Accessed None 'MainWindow'
ScriptWarning: NexgenHUD MH-Electrolyte.NexgenHUD0 (Function Nexgen112N.NexgenHUD.addChatMsg:0198) Accessed None
Critical: 
eax=01b4ae60 ebx=01b4e340 ecx=00000000 edx=01b4de90 esi=01b4de60 edi=01b4de90 eip=6786cd78
ebp=01b4e34c esp=01b4d138 cs=0023 ds=002b es=002b fs=0053 gs=002b flags=00000212
In module 'D:\Programme\UT.469\System\Core.dll' (1180760 bytes) at address 0004cd78
Engine Version: 469e - Mar 30 2025 Preview

Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BAFE7B
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BAC35B
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BB0DC6
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BB19A6
Critical: Simple backtrace (from SEH handler, not from exception point) (most recent call first), with relative to module base 67820000, if module not found:
0. 6786CD78 (67820000 +4CD78): Core.dll(1180760 bytes)!?CallFunction@UObject@@UAEXAAUFFrame@@QAXPAVUFunction@@@Z @ 4C8F0 +0x488
------------ Exception handler frames start ------------
1. 67883999 (67820000 +63999): Core.dll(1180760 bytes)!?RightPad@FString@@QAE?AV1@H@Z @ 63490 +0x509
2. 67887A7A (67820000 +67A7A): Core.dll(1180760 bytes)!?appUnwindf@@YAXPBGZZ @ 679F0 +0x8A
3. 6786CD78 (67820000 +4CD78): Core.dll(1180760 bytes)!?CallFunction@UObject@@UAEXAAUFFrame@@QAXPAVUFunction@@@Z @ 4C8F0 +0x488
------------ Exception handler frames end ------------
4. 678620C9 (67820000 +420C9): Core.dll(1180760 bytes)!?execVirtualFunction@UObject@@QAEXAAUFFrame@@QAX@Z @ 42070 +0x59
5. 6786E13B (67820000 +4E13B): Core.dll(1180760 bytes)!?ProcessInternal@UObject@@QAEXAAUFFrame@@QAX@Z @ 4DFC0 +0x17B
6. 6786CC68 (67820000 +4CC68): Core.dll(1180760 bytes)!?CallFunction@UObject@@UAEXAAUFFrame@@QAXPAVUFunction@@@Z @ 4C8F0 +0x378
7. 678620C9 (67820000 +420C9): Core.dll(1180760 bytes)!?execVirtualFunction@UObject@@QAEXAAUFFrame@@QAX@Z @ 42070 +0x59
8. 6786E13B (67820000 +4E13B): Core.dll(1180760 bytes)!?ProcessInternal@UObject@@QAEXAAUFFrame@@QAX@Z @ 4DFC0 +0x17B
9. 6786DE7C (67820000 +4DE7C): Core.dll(1180760 bytes)!?ProcessEvent@UObject@@UAEXPAVUFunction@@PAX1@Z @ 4DD20 +0x15C
10. 67598BBD (67480000 +118BBD): Engine.dll(2844760 bytes)!?eventPlayerTick@APlayerPawn@@QAEXM@Z @ 118B90 +0x2D
11. 675F2586 (67480000 +172586): Engine.dll(2844760 bytes)!?Tick@AActor@@UAEHMW4ELevelTick@@@Z @ 171910 +0xC76
12. 675F2D26 (67480000 +172D26): Engine.dll(2844760 bytes)!?Tick@ULevel@@UAEXW4ELevelTick@@M@Z @ 1729E0 +0x346
13. 675E9275 (67480000 +169275): Engine.dll(2844760 bytes)!?Tick@UGameEngine@@UAEXM@Z @ 169010 +0x265
14. 00BAFE7B (00BA0000 +FE7B): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0xFE7B
15. 00BAC35B (00BA0000 +C35B): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0xC35B
16. 00BB0DC6 (00BA0000 +10DC6): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0x10DC6
17. 00BB19A6 (00BA0000 +119A6): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0x119A6
18. 75F1FCC9 (75F00000 +1FCC9): KERNEL32.DLL(650216 bytes)!BaseThreadInitThunk @ 1FCB0 +0x19
19. 77AC82AE (77A60000 +682AE): ntdll.dll(1700480 bytes)!RtlGetAppContainerNamedObjectPath @ 68190 +0x11E
20. 77AC827E (77A60000 +6827E): ntdll.dll(1700480 bytes)!RtlGetAppContainerNamedObjectPath @ 68190 +0xEE

Critical: Advanced backtrace (most recent call first):
0. 6786CD78: Core.dll(1180760 bytes)!UObject::CallFunction @ 4C8F0 +0x488
	Possible params: 28633196 (1B4E86C), 28632000 (1B4E3C0), 137545280 (832C640), -1562578659 (FFFFFFFFA2DCF11D)
1. 678620C9: Core.dll(1180760 bytes)!UObject::execVirtualFunction @ 42070 +0x59
	Possible params: 28633196 (1B4E86C), 28632000 (1B4E3C0), -1562577599 (FFFFFFFFA2DCF541), 228733440 (DA23200)
2. 6786E13B: Core.dll(1180760 bytes)!UObject::ProcessInternal @ 4DFC0 +0x17B
	Possible params: 28633196 (1B4E86C), 28634544 (1B4EDB0), 1017546491 (3CA686FB), -1142172755 (FFFFFFFFBBEBD3AD)
3. 6786CC68: Core.dll(1180760 bytes)!UObject::CallFunction @ 4C8F0 +0x378
	Possible params: 28635648 (1B4F200), 28634544 (1B4EDB0), 133940000 (7FBC320), -1562574867 (FFFFFFFFA2DCFFED)
4. 678620C9: Core.dll(1180760 bytes)!UObject::execVirtualFunction @ 42070 +0x59
	Possible params: 28635648 (1B4F200), 28634544 (1B4EDB0), -1562582191 (FFFFFFFFA2DCE351), 133940160 (7FBC3C0)
5. 6786E13B: Core.dll(1180760 bytes)!UObject::ProcessInternal @ 4DFC0 +0x17B
	Possible params: 28635648 (1B4F200), 28701135 (1B5F1CF), 1017546491 (3CA686FB), 1736891914 (6786DE0A)
6. 6786DE7C: Core.dll(1180760 bytes)!UObject::ProcessEvent @ 4DD20 +0x15C
	Possible params: 133940160 (7FBC3C0), 28635724 (1B4F24C), 0 (0), 228733440 (DA23200)
7. 67598BBD: Engine.dll(2844760 bytes)!APlayerPawn::eventPlayerTick @ 118B90 +0x2D
	Possible params: 1017546491 (3CA686FB), 1674449369 (63CE11D9), 2975 (B9F), 140794880 (8645C00)
8. 675F2586: Engine.dll(2844760 bytes)!AActor::Tick @ 171910 +0xC76
	Possible params: 1017546491 (3CA686FB), 2 (2), 1674450581 (63CE1695), 642458570 (264B23CA)
9. 675F2D26: Engine.dll(2844760 bytes)!ULevel::Tick @ 1729E0 +0x346
	Possible params: 2 (2), 1017546491 (3CA686FB), 1674450777 (63CE1759), 28636676 (1B4F604)
10. 675E9275: Engine.dll(2844760 bytes)!UGameEngine::Tick @ 169010 +0x265
	Possible params: 1015571150 (3C8862CE), 556599907 (212D0A63), 9916 (26BC), 101621760 (60EA000)
11. 00BAFE7B: UnrealTournament.exe(243800 bytes)!Unknown_0000fe7b @ 0 +0x0
	Possible params: 101621760 (60EA000), 28636676 (1B4F604), 28636684 (1B4F60C), 28636724 (1B4F634)
12. 00BAC35B: UnrealTournament.exe(243800 bytes)!Unknown_0000c35b @ 0 +0x0
	Possible params: 101621760 (60EA000), 556597535 (212D011F), 0 (0), 10 (A)
13. 00BB0DC6: UnrealTournament.exe(243800 bytes)!Unknown_00010dc6 @ 0 +0x0
	Possible params: 12189696 (BA0000), 0 (0), 5188066 (4F29E2), 10 (A)
14. 00BB19A6: UnrealTournament.exe(243800 bytes)!Unknown_000119a6 @ 0 +0x0
	Possible params: 3735552 (390000), 1978793136 (75F1FCB0), 28639088 (1B4FF70), 2007794350 (77AC82AE)
15. 75F1FCC9: KERNEL32.DLL(650216 bytes)!BaseThreadInitThunk @ 1FCB0 +0x19
	Possible params: 3735552 (390000), 268031941 (FF9D7C5), 0 (0), 0 (0)
16. 77AC82AE: ntdll.dll(1700480 bytes)!RtlGetAppContainerNamedObjectPath @ 68190 +0x11E
	Possible params: -1 (FFFFFFFFFFFFFFFF), 2007929619 (77AE9313), 0 (0), 0 (0)
17. 77AC827E: ntdll.dll(1700480 bytes)!RtlGetAppContainerNamedObjectPath @ 68190 +0xEE
	Possible params: 12261930 (BB1A2A), 3735552 (390000), 0 (0), 0 (0)

Critical: (MH-Electrolyte.TFemale10 Botpack.TournamentPlayer.ReplicateMove)
Critical: (MH-Electrolyte.TFemale10 Engine.PlayerPawn.PlayerWalking.PlayerMove)
Critical: UObject::ProcessEvent
Critical: (TFemale1 MH-Electrolyte.TFemale10, Function Engine.PlayerPawn.PlayerWalking.PlayerTick)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=3)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: 
SE(C0000005) @ 6786D8AF
fl=0 rec=0 n=-337897357 i[0]=0 i[1]=0
eax=00000064 ebx=25ff1ac0 ecx=00000000 edx=0000ffff esi=0aad6b00 edi=254d4700 eip=6786d8af
ebp=01b4d998 esp=01b4d98c cs=0023 ds=002b es=002b fs=0053 gs=002b flags=00010246
In module 'D:\Programme\UT.469\System\Core.dll' (1180760 bytes) at address 0004d8af
Engine Version: 469e - Mar 30 2025 Preview

Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BAEE31
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BB2355
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BB3D17
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BB3C3A
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BB3F73
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BB256D
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BAFE7B
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BAC35B
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BB0DC6
Warning: No good exports found for UnrealTournament.exe at 00BA0000 for 00BB19A6
Critical: Simple backtrace (from SEH handler, not from exception point) (most recent call first), with relative to module base 67820000, if module not found:
0. 6786D8AF (67820000 +4D8AF): Core.dll(1180760 bytes)!?GotoLabel@UObject@@UAEHVFName@@@Z @ 4D870 +0x3F
------------ Exception handler frames start ------------
1. 00BAEE31 (00BA0000 +EE31): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0xEE31
2. 00BB2355 (00BA0000 +12355): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0x12355
3. 00BB3D17 (00BA0000 +13D17): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0x13D17
4. 00BB3C3A (00BA0000 +13C3A): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0x13C3A
5. 00BB3F73 (00BA0000 +13F73): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0x13F73
6. 00BB256D (00BA0000 +1256D): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0x1256D
7. 77AE91C2 (77A60000 +891C2): ntdll.dll(1700480 bytes)!RtlInterlockedCompareExchange64 @ 88FE0 +0x1E2
8. 77AE9194 (77A60000 +89194): ntdll.dll(1700480 bytes)!RtlInterlockedCompareExchange64 @ 88FE0 +0x1B4
9. 77AD5716 (77A60000 +75716): ntdll.dll(1700480 bytes)!KiUserExceptionDispatcher @ 756F0 +0x26
------------ Exception handler frames end ------------
10. 6786AF2E (67820000 +4AF2E): Core.dll(1180760 bytes)!?execGotoState@UObject@@QAEXAAUFFrame@@QAX@Z @ 4AE70 +0xBE
11. 67861FCB (67820000 +41FCB): Core.dll(1180760 bytes)!?execContext@UObject@@QAEXAAUFFrame@@QAX@Z @ 41F80 +0x4B
12. 6786E13B (67820000 +4E13B): Core.dll(1180760 bytes)!?ProcessInternal@UObject@@QAEXAAUFFrame@@QAX@Z @ 4DFC0 +0x17B
13. 6786CC68 (67820000 +4CC68): Core.dll(1180760 bytes)!?CallFunction@UObject@@UAEXAAUFFrame@@QAXPAVUFunction@@@Z @ 4C8F0 +0x378
14. 678620C9 (67820000 +420C9): Core.dll(1180760 bytes)!?execVirtualFunction@UObject@@QAEXAAUFFrame@@QAX@Z @ 42070 +0x59
15. 6786E13B (67820000 +4E13B): Core.dll(1180760 bytes)!?ProcessInternal@UObject@@QAEXAAUFFrame@@QAX@Z @ 4DFC0 +0x17B
16. 6786CC68 (67820000 +4CC68): Core.dll(1180760 bytes)!?CallFunction@UObject@@UAEXAAUFFrame@@QAXPAVUFunction@@@Z @ 4C8F0 +0x378
17. 678620C9 (67820000 +420C9): Core.dll(1180760 bytes)!?execVirtualFunction@UObject@@QAEXAAUFFrame@@QAX@Z @ 42070 +0x59
18. 6786E13B (67820000 +4E13B): Core.dll(1180760 bytes)!?ProcessInternal@UObject@@QAEXAAUFFrame@@QAX@Z @ 4DFC0 +0x17B
19. 6786DE7C (67820000 +4DE7C): Core.dll(1180760 bytes)!?ProcessEvent@UObject@@UAEXPAVUFunction@@PAX1@Z @ 4DD20 +0x15C
20. 67598BBD (67480000 +118BBD): Engine.dll(2844760 bytes)!?eventPlayerTick@APlayerPawn@@QAEXM@Z @ 118B90 +0x2D
21. 675F2586 (67480000 +172586): Engine.dll(2844760 bytes)!?Tick@AActor@@UAEHMW4ELevelTick@@@Z @ 171910 +0xC76
22. 675F2D26 (67480000 +172D26): Engine.dll(2844760 bytes)!?Tick@ULevel@@UAEXW4ELevelTick@@M@Z @ 1729E0 +0x346
23. 675E9275 (67480000 +169275): Engine.dll(2844760 bytes)!?Tick@UGameEngine@@UAEXM@Z @ 169010 +0x265
24. 00BAFE7B (00BA0000 +FE7B): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0xFE7B
25. 00BAC35B (00BA0000 +C35B): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0xC35B
26. 00BB0DC6 (00BA0000 +10DC6): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0x10DC6
27. 00BB19A6 (00BA0000 +119A6): UnrealTournament.exe(243800 bytes)!Unknown @ 0 +0x119A6
28. 75F1FCC9 (75F00000 +1FCC9): KERNEL32.DLL(650216 bytes)!BaseThreadInitThunk @ 1FCB0 +0x19
29. 77AC82AE (77A60000 +682AE): ntdll.dll(1700480 bytes)!RtlGetAppContainerNamedObjectPath @ 68190 +0x11E
30. 77AC827E (77A60000 +6827E): ntdll.dll(1700480 bytes)!RtlGetAppContainerNamedObjectPath @ 68190 +0xEE

Critical: Advanced backtrace (most recent call first):
0. 6786D8AF: Core.dll(1180760 bytes)!UObject::GotoLabel @ 4D870 +0x3F
	Possible params: 100 (64), 228733440 (DA23200), 28630652 (1B4DE7C), 28632000 (1B4E3C0)
1. 6786AF2E: Core.dll(1180760 bytes)!UObject::execGotoState @ 4AE70 +0xBE
	Possible params: 0 (0), 28629504 (1B4DA00), 28630652 (1B4DE7C), 625821440 (254D4700)
2. 67861FCB: Core.dll(1180760 bytes)!UObject::execContext @ 41F80 +0x4B
	Possible params: 28630652 (1B4DE7C), 28629504 (1B4DA00), -1562588031 (FFFFFFFFA2DCCC81), 228733440 (DA23200)
3. 6786E13B: Core.dll(1180760 bytes)!UObject::ProcessInternal @ 4DFC0 +0x17B
	Possible params: 28630652 (1B4DE7C), 28632000 (1B4E3C0), 1017546491 (3CA686FB), -1047908857 (FFFFFFFFC18A2E07)
4. 6786CC68: Core.dll(1180760 bytes)!UObject::CallFunction @ 4C8F0 +0x378
	Possible params: 28633196 (1B4E86C), 28632000 (1B4E3C0), 137545280 (832C640), -1562578659 (FFFFFFFFA2DCF11D)
5. 678620C9: Core.dll(1180760 bytes)!UObject::execVirtualFunction @ 42070 +0x59
	Possible params: 28633196 (1B4E86C), 28632000 (1B4E3C0), -1562577599 (FFFFFFFFA2DCF541), 228733440 (DA23200)
6. 6786E13B: Core.dll(1180760 bytes)!UObject::ProcessInternal @ 4DFC0 +0x17B
	Possible params: 28633196 (1B4E86C), 28634544 (1B4EDB0), 1017546491 (3CA686FB), -1142172755 (FFFFFFFFBBEBD3AD)
7. 6786CC68: Core.dll(1180760 bytes)!UObject::CallFunction @ 4C8F0 +0x378
	Possible params: 28635648 (1B4F200), 28634544 (1B4EDB0), 133940000 (7FBC320), -1562574867 (FFFFFFFFA2DCFFED)
8. 678620C9: Core.dll(1180760 bytes)!UObject::execVirtualFunction @ 42070 +0x59
	Possible params: 28635648 (1B4F200), 28634544 (1B4EDB0), -1562582191 (FFFFFFFFA2DCE351), 133940160 (7FBC3C0)
9. 6786E13B: Core.dll(1180760 bytes)!UObject::ProcessInternal @ 4DFC0 +0x17B
	Possible params: 28635648 (1B4F200), 28701135 (1B5F1CF), 1017546491 (3CA686FB), 1736891914 (6786DE0A)
10. 6786DE7C: Core.dll(1180760 bytes)!UObject::ProcessEvent @ 4DD20 +0x15C
	Possible params: 133940160 (7FBC3C0), 28635724 (1B4F24C), 0 (0), 228733440 (DA23200)
11. 67598BBD: Engine.dll(2844760 bytes)!APlayerPawn::eventPlayerTick @ 118B90 +0x2D
	Possible params: 1017546491 (3CA686FB), 1674449369 (63CE11D9), 2975 (B9F), 140794880 (8645C00)
12. 675F2586: Engine.dll(2844760 bytes)!AActor::Tick @ 171910 +0xC76
	Possible params: 1017546491 (3CA686FB), 2 (2), 1674450581 (63CE1695), 642458570 (264B23CA)
13. 675F2D26: Engine.dll(2844760 bytes)!ULevel::Tick @ 1729E0 +0x346
	Possible params: 2 (2), 1017546491 (3CA686FB), 1674450777 (63CE1759), 28636676 (1B4F604)
14. 675E9275: Engine.dll(2844760 bytes)!UGameEngine::Tick @ 169010 +0x265
	Possible params: 1015571150 (3C8862CE), 556599907 (212D0A63), 9916 (26BC), 101621760 (60EA000)
15. 00BAFE7B: UnrealTournament.exe(243800 bytes)!Unknown_0000fe7b @ 0 +0x0
	Possible params: 101621760 (60EA000), 28636676 (1B4F604), 28636684 (1B4F60C), 28636724 (1B4F634)
16. 00BAC35B: UnrealTournament.exe(243800 bytes)!Unknown_0000c35b @ 0 +0x0
	Possible params: 101621760 (60EA000), 556597535 (212D011F), 0 (0), 10 (A)
17. 00BB0DC6: UnrealTournament.exe(243800 bytes)!Unknown_00010dc6 @ 0 +0x0
	Possible params: 12189696 (BA0000), 0 (0), 5188066 (4F29E2), 10 (A)
18. 00BB19A6: UnrealTournament.exe(243800 bytes)!Unknown_000119a6 @ 0 +0x0
	Possible params: 3735552 (390000), 1978793136 (75F1FCB0), 28639088 (1B4FF70), 2007794350 (77AC82AE)
19. 75F1FCC9: KERNEL32.DLL(650216 bytes)!BaseThreadInitThunk @ 1FCB0 +0x19
	Possible params: 3735552 (390000), 268031941 (FF9D7C5), 0 (0), 0 (0)
20. 77AC82AE: ntdll.dll(1700480 bytes)!RtlGetAppContainerNamedObjectPath @ 68190 +0x11E
	Possible params: -1 (FFFFFFFFFFFFFFFF), 2007929619 (77AE9313), 0 (0), 0 (0)
21. 77AC827E: ntdll.dll(1700480 bytes)!RtlGetAppContainerNamedObjectPath @ 68190 +0xEE
	Possible params: 12261930 (BB1A2A), 3735552 (390000), 0 (0), 0 (0)

Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: ALAudio subsystem shut down.
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Exiting.
Log: Log file closed, 05/23/25 15:30:30

EDITH
I attached a reduced test map, which contains only one Trooper with that rifle.
TSOlrifle-CrashMap.unr.zip

After compiling the map code clients do NOT crash anymore - consider compiling and re-publishing your map…
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Re: Test my MH map, DONE, made for bots.

Post by Red_Fist »

Wow, thanks, I just don't-didn't know things weren't being compiled.

If you please want to do a SBfix, because the map has been outthere for so long.
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Re: Test my MH map, DONE, made for bots.

Post by sektor2111 »

Red_Fist wrote: Sat May 24, 2025 12:32 am Wow, thanks, I just don't-didn't know things weren't being compiled.
Because in the scripting window there is a RED message if compiled class/script has failed for some reason - which you don't check. X times was told about a "coders" variant of MonsterHunt just because the original "503" it's useless at this point.
As far as I remember "MapGarbage" might reveal un-compiled scripts added in map for preventing a release of a borked thing... but... Who cares anyway ?
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Re: Test my MH map, DONE, made for bots.

Post by Red_Fist »

No it wasn't that, I had to remove MH in order to compile, then save in a test map in mylevel, then added MH back in the ini and then open the test map then, the map.
Well doing all of that must have been where I obviously got things messed up somehow.
AND it should have all been compiled since I had to go through all that each time. (I have the other MH . u now)
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Re: Test my MH map, DONE, made for bots.

Post by Barbie »

Was there any reason using 'KeyPoint_SpawnPoints' instead of usual 'SpawnPoints'? Looking at the PathNodes close to them it cannot be the "feature" that 'KeyPoint_SpawnPoints' are not part of the Path network. Maybe this is the reason for such a lot of log warnings "no path to alarm".
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Re: Test my MH map, DONE, made for bots.

Post by Red_Fist »

YES ,Higor made that for me (us) because of overkill paths all over the place. I am also using them on a current map.

And mapchecker says they are, well it complains. but has nothing to do with the pathing the bots use, it's much better because you can concentrate on the nodes separate from wanting enemies in some room, but places you cannot make a good path because all the spawnpoints can't be where you want them as paths.

Also places that you want paths, but can't be a place you want things spawning.
He did not make it directional and the collision is smaller than a spawnpoint, so I edit them as I go, or duplicate..

I don't know about how good or bad the log gets. If it needs to be fixed or not, ask Higor.

If you were to make them have paths, the map will be borked, that map is asking a lot for the bots to do in order.
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Re: Test my MH map, DONE, made for bots.

Post by Barbie »

Red_Fist wrote: Sat May 24, 2025 12:32 am If you please want to do a SBfix, because the map has been outthere for so long.
Done: https://utstuff.barbies.world/#MH_Electrolyte
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Re: Test my MH map, DONE, made for bots.

Post by Red_Fist »

I Appreciate that,

and still got to try some of the files, but I can't make maps that fast.
Those flying fish, eeek

And this map MH-(RTNP)Abyss were one of the ones that you needed that texture fix, I think it's a high res texture problem, but the skybox, and masking problem. It's only a few textures, not much, and had to search online for the fixed textures.
Plus I want to get a few of those maps, not sure I played them before, nice looking mappage.

Thanks again.
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Re: Test my MH map, DONE, made for bots.

Post by TigerTheGreat »

The actual UTtech4.utx full version is, I believe, this one. Smaller texture files are stripped of various textures.
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