RocketX-9_01 Beta on RX Server

A SLV derived jets mod used mostly for CTF.
User avatar
SC]-[WARTZ_{HoF}
Site Admin
Posts: 421
Joined: Wed May 10, 2017 7:08 am

Re: RocketX-9_01 Beta on RX Server

Post by SC]-[WARTZ_{HoF} »

Yep.... got the cannons to lockon targets now. This only happens when firing at the enemy when in crosshair. I put this at range of 3000. Seems to be working well. Have a few more texture tweaks and should be ready for next build test. Also noticed that removing that extra cannon fire that the bots are less likely to kill themselves getting flag back to the base. They seem to be very attracted to the shield belt and keg of health when they are flying. Might need to remove this wanting to pickup these while flying so they are less likely to crash.
Nelsona
Posts: 1693
Joined: Sat Sep 30, 2017 5:03 am

Re: RocketX-9_01 Beta on RX Server

Post by Nelsona »

Ahah, there could be a code in timing with SLBotBrain timer, majority of items are on the ground - must be reachable after all. I can do a trace and pushing items placed too low in a higher position but for not causing issues - at min. 60 UU over ground. Doable in PostBeginPlay or even later... I wrote such a test-reach code in MapGarbage, and it can be adjusted. We can even increase collision cylinder for items in the same time making them more accessible.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
SC]-[WARTZ_{HoF}
Site Admin
Posts: 421
Joined: Wed May 10, 2017 7:08 am

Re: RocketX-9_01 Beta on RX Server

Post by SC]-[WARTZ_{HoF} »

I’ll await your adjustments before new build testing then.
Nelsona
Posts: 1693
Joined: Sat Sep 30, 2017 5:03 am

Re: RocketX-9_01 Beta on RX Server

Post by Nelsona »

I can add them after finishing your weaponry work - for the moment I'm doing some study for figuring all these tracing options.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
SC]-[WARTZ_{HoF}
Site Admin
Posts: 421
Joined: Wed May 10, 2017 7:08 am

Re: RocketX-9_01 Beta on RX Server

Post by SC]-[WARTZ_{HoF} »

Changes:

Added: config bool for seeking cannons.
ToDo: adjust cannons to only seek flying targets.
ToDo: modifying jet and kong launcher textures.
User avatar
SC]-[WARTZ_{HoF}
Site Admin
Posts: 421
Joined: Wed May 10, 2017 7:08 am

Re: RocketX-9_01 Beta on RX Server

Post by SC]-[WARTZ_{HoF} »

Ok. I think I'm done tinkering with the textures for now. Here I changed up the jet textures so they were not so flat looking. I added Rocket-X9 to the animated screen.
Shot0191.jpg
Shot0191.jpg (340.53 KiB) Viewed 6754 times
Shot0192.jpg
Shot0192.jpg (448.68 KiB) Viewed 6754 times
Shot0182.jpg
Shot0182.jpg (598.13 KiB) Viewed 6754 times
Nelsona
Posts: 1693
Joined: Sat Sep 30, 2017 5:03 am

Re: RocketX-9_01 Beta on RX Server

Post by Nelsona »

Bump
Mmm... Not very entertaining.

I realized some item adjustments making them reachable from a ground walking pawn and from Jet.

Code: Select all

ScriptLog: XC: Helper Win Closed
SkipItem: Skipping MedBox0
SkipItem: Skipping MedBox1
Uppering: Adjusting MedBox2
Uppering: Adjusting MedBox3
Uppering: Adjusting UT_Eightball0
Uppering: Adjusting RocketPack0
Uppering: Adjusting RocketPack1
SkipItem: Skipping Konglauncher0
SkipItem: Skipping Konglauncher1
SkipItem: Skipping Konglauncher2
SkipItem: Skipping Konglauncher3
SkipItem: Skipping Konglauncher4
SkipItem: Skipping Konglauncher5
Uppering: Adjusting Konglauncher6
Uppering: Adjusting Konglauncher7
Uppering: Adjusting Konglauncher8
Uppering: Adjusting Konglauncher9
Uppering: Adjusting Konglauncher10
Uppering: Adjusting Konglauncher11
Uppering: Adjusting Konglauncher12
Uppering: Adjusting Konglauncher13
SkipItem: Skipping Konglauncher14
SkipItem: Skipping Konglauncher15
Code includes reports when Item could not be moved (screwed up maps in stage) and skipped items.
Then I went to a game which I need to figure what's happening because in this map... they worked somehow but now... I wanna figure what is bugging flight.
Here Log is... full SPAM. The same borked decal is getting called without TEXTURE...

Code: Select all

ScriptWarning: rocket2X CTF-RB_SpaceStation][FIX][_FL.rocket2X10 (Function RX9_C_02.StrangeShell.specialHurtRadius:0278) Accessed None
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
DevPath: 1000 navigation nodes searched from HighNode25!
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
ScriptWarning: rocket2X CTF-RB_SpaceStation][FIX][_FL.rocket2X13 (Function RX9_C_02.StrangeShell.specialHurtRadius:0278) Accessed None
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
ScriptWarning: StrangeShell CTF-RB_SpaceStation][FIX][_FL.StrangeShell14 (Function RX9_C_02.StrangeShell.specialHurtRadius:0278) Accessed None
ScriptWarning: StrangeShell CTF-RB_SpaceStation][FIX][_FL.StrangeShell14 (Function RX9_C_02.StrangeShell.specialHurtRadius:0278) Accessed None
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
ScriptWarning: StrangeShell CTF-RB_SpaceStation][FIX][_FL.StrangeShell15 (Function RX9_C_02.StrangeShell.specialHurtRadius:0278) Accessed None
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
ScriptWarning: rocket2X CTF-RB_SpaceStation][FIX][_FL.rocket2X15 (Function RX9_C_02.StrangeShell.specialHurtRadius:0278) Accessed None
ScriptWarning: rocket2X CTF-RB_SpaceStation][FIX][_FL.rocket2X15 (Function RX9_C_02.StrangeShell.specialHurtRadius:0278) Accessed None
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Log: AttachDecal: No Texture
Some Bot is remaining with screwed display properties after crushing in a wall... like is having invisibility... Perhaps I have to implement a tracker, states codes some times are failing and is very difficult to catch all instances when a sudden occurrence happens...
Perhaps that HurtRadius killer should do a check for display properties and recovering Pawn properly - here also we need to figure What None is being called and how.
These tests have been operated Out of any XC Assets. As it can be seen, DevPath has hit Boundaries and I think that is the moment when pawn is flying nowhere but in walls... Fascinating is that map doesn't have too many reachSpecs and then here something looks like a bad ass bugger and I have to figure if map won't need a manual paths reconstruction. I think Bot was calling his ground navigation code in a location out of any option which seems logic. And then I really think that RX maps must have double sort of routes: aerial and ground paths or else entire network is getting scanned and pawn might be denied by Engine.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
SC]-[WARTZ_{HoF}
Site Admin
Posts: 421
Joined: Wed May 10, 2017 7:08 am

Re: RocketX-9_01 Beta on RX Server

Post by SC]-[WARTZ_{HoF} »

I wasn't sure what is causing this "no texture" decal. I believe this might have to do with X7Explo.u. I've found two of these with different sizes.

Edit: honestly believe some of these additional packages could be absorbed into the mod itself.
User avatar
SC]-[WARTZ_{HoF}
Site Admin
Posts: 421
Joined: Wed May 10, 2017 7:08 am

Re: RocketX-9_01 Beta on RX Server

Post by SC]-[WARTZ_{HoF} »

SC]-[WARTZToday at 10:47 AM
this block of code accessed none can be fixed but the result in net play the jet never flys with you. It simply stays at the point you take off until you eject.

Code: Select all

simulated function Tick(float DeltaTime)
{
// Handle updating of trail location
// Destroy if there's no owner
    if ( Owner == None )
    {
        //Disable('Tick');
        Destroy();
        //return;
    }
    if ( Pos > 0 ) // First trail should tell next trail to update & so on
        return;
    cntr += DeltaTime;

    if (cntr >= lagBy)        // Lag location update by lagBy ticks
    {
        cntr = 0.0;
        Update();
    }
    TC();
}
not to sure why but soon as you fix the accessed nones the code breaks
oops wrong block but that one does break the code

Code: Select all

simulated function Update()    // Update the trailer
{
    local vector Offset;
    local float Alpha, X, Y;

//Nelsona: And Where is OWNER ? Does it always Exists ?
/*
    if ( Owner == None || Owner.bDeleteMe ) //Ns Add - I don't care What and IF is updated and why would have a NONE deal
        return;
*/
    if ( Next != None )     // Call Update() on next trail
        Next.Update();

    if (Pos == 0)         // Move to where the previous part of the trail was (or player location for that matter)
    {
        Alpha = Owner.Rotation.Yaw / 10430.2192;        // Convert Owner horizontal Rotation into radians
        Alpha += (TrailOffset.Z / 180 * Pi);        // Rotate it through TrailOffset.Z
        if (Alpha > 2 * Pi)
            Alpha -= 2 * Pi;
        X = TrailOffset.X * Cos(Alpha);        // Calculate cylinder co'ordinates
        Y = TrailOffset.X * Sin(Alpha);
        Offset.X = X;
        Offset.Y = Y;
        Offset.Z = TrailOffset.Y;
        SetLocation(Owner.Location + Offset);
    }
    else
    {
        SetLocation(Owner.Location);
    }
    SetRotation(Owner.Rotation);

    if (Pos < MaxTrails && Next == None)        // Spawn additional trails as necessary
    {
        Next = Spawn(XSFRedClass, self,, Location, Rotation);
        Next.Pos = Pos + 1;
    }
}
that one is the main pain
If you have any clues on this let me now.
ttyl

FeralidragonToday at 11:04 AM
and what changes do you perform exactly to "fix" the accessed nones?
just to check what is changed exactly
and one piece of additional information: it may take a little while for the Owner (and any other replicated var) to be applied in the client
generally something like a tick of difference, so in the first tick owner may in fact be None, and then not be None in the following tick

SC]-[WARTZToday at 2:38 PM
Good point.
Nelsona
Posts: 1693
Joined: Sat Sep 30, 2017 5:03 am

Re: RocketX-9_01 Beta on RX Server

Post by Nelsona »

Here it's a simulated function which is called then in both server and client. Certain data might be missing from replication or... something must be called only when and where it has to be called, not all time and not everywhere. I have to look very well at each of these. Sometimes a simulated function is not an answer for Net Play, here it's needed more wrapping...
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Post Reply