Those wrong ones

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Nelsona
Posts: 492
Joined: Sat Sep 30, 2017 5:03 am

Re: Those wrong ones

Post by Nelsona » Tue Jun 18, 2019 3:04 pm

Bumpy timer: Title: Maps mooing in console for no reason

Code: Select all

ScriptWarning: CowAvenger MH-()mG-StairsOfHealthFix.CowAvenger0 (State UnrealShare.Cow.Grazing:0062) TweenAnim: Sequence 'Breath' not found in Mesh 'TCowMesh'
ScriptWarning: CowAvenger MH-()mG-StairsOfHealthFix.CowAvenger0 (State UnrealShare.Cow.Grazing:0089) PlayAnim: Sequence 'Root' not found in Mesh 'TCowMesh'
ScriptWarning: CowAvenger MH-()mG-StairsOfHealthFix.CowAvenger1 (State UnrealShare.Cow.Grazing:0062) TweenAnim: Sequence 'Breath' not found in Mesh 'TCowMesh'
...
ScriptWarning: BHealthPack MH-()mG-StairsOfHealthFix.BHealthPack1 (Function Botpack.TournamentHealth.PlayPickupMessage:0006) Accessed None
ScriptWarning: BHealthPack MH-()mG-StairsOfHealthFix.BHealthPack1 (Function BPak.BHealthPack.Pickup.Touch:0033) Accessed None
ScriptWarning: BHealthPack MH-()mG-StairsOfHealthFix.BHealthPack1 (Function BPak.BHealthPack.Pickup.Touch:005F) Accessed None
ScriptWarning: BHealthPack MH-()mG-StairsOfHealthFix.BHealthPack2 (Function Botpack.TournamentHealth.PlayPickupMessage:0006) Accessed None
ScriptWarning: BHealthPack MH-()mG-StairsOfHealthFix.BHealthPack2 (Function BPak.BHealthPack.Pickup.Touch:0033) Accessed None
ScriptWarning: BHealthPack MH-()mG-StairsOfHealthFix.BHealthPack2 (Function BPak.BHealthPack.Pickup.Touch:005F) Accessed None
...
ScriptWarning: CowAvenger MH-()mG-StairsOfHealthFix.CowAvenger0 (State UnrealShare.Cow.Grazing:0062) TweenAnim: Sequence 'Breath' not found in Mesh 'TCowMesh'
ScriptWarning: CowAvenger MH-()mG-StairsOfHealthFix.CowAvenger1 (State UnrealShare.Cow.Grazing:0062) TweenAnim: Sequence 'Breath' not found in Mesh 'TCowMesh'
ScriptWarning: CowAvenger MH-()mG-StairsOfHealthFix.CowAvenger1 (State UnrealShare.Cow.Grazing:0089) PlayAnim: Sequence 'Root' not found in Mesh 'TCowMesh'
Log file has around 50+ MB...
Excuse me but I don't get these, I was about to spit coffee... This sort of Garbage Object called CowAvenger I think will be replaced with some... pupae.
For the moment map is under flushing process, all junks are going to be removed and LevelInfo will have defined as game MonsterHunt or NOTHING, instead of CTFGame. Textures can be aligned because are looking like pulled from cat's ass, some polygons can be merged for a better performance, etc, etc. and improved version might be loaded in M.G.S. as well...

Edit: Nope, there is no spot for retreating, all is open and done for over-powered craps. This one is not suitable for M.G.S. and similar servers.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 492
Joined: Sat Sep 30, 2017 5:03 am

Re: Those wrong ones

Post by Nelsona » Fri Jul 12, 2019 7:25 pm

SpacePortBaikonur - performing some tests...
Let me see: I don't know if walls are killing players but are killing rendering - a bunch of solids in a map which is an open area with a single zone and lagging my local game... :?:
What is the meaning of this rendering insanity ? I cannot answer.
In such a case I will discard myths with semi-solids and I'll try my very last solution - turning map in a single semi-solid if this procedure will be supported by Edy Goblin aka Unreal Editor and its internal wreck programming routines, last time this solution has brought a bit of speed and some better walls but... this is not an answer from my side.
Working and checking....
Let me see what was happening during re-building or said recompiling map process:

Code: Select all

Warning: FilterEdPoly: Encountered out-of-place coplanar
Warning: FilterEdPoly: Encountered out-of-place coplanar
Warning: FilterEdPoly: Encountered out-of-place coplanar
Warning: FilterEdPoly: Encountered out-of-place coplanar
Warning: FilterEdPoly: Encountered out-of-place coplanar
...
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
Warning: Node side limit reached
...
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::SplitWithPlane: Ignored back sliver
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::Fix: Collapsed a point
Warning: bspAddNode: Infinitesimal polygon 2 (3)
Warning: FPoly::Fix: Collapsed a point
...
Warning: bspAddNode: Infinitesimal polygon 2 (3)
Warning: bspAddNode: Infinitesimal polygon 2 (3)
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::SplitWithPlane: Ignored back sliver
Warning: FPoly::Fix: Collapsed a point
Warning: FPoly::Fix: Collapsed a point
...
...
If mapper could not see this building/compiling log he might need a medical examination to his eyes. Definitely geometry here is badly borked.
Do you know the big problem here ? Epic are logging errors BUT NOT the models doing this mess using their name or whatever Location identifier. Mapper fixing them will spend ages if he/she wants to fix these as long as these should be fixed during their primary execution and not continuing to mess up with other polygons when the work already done so far is crapped like that.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 492
Joined: Sat Sep 30, 2017 5:03 am

Re: Those wrong ones

Post by Nelsona » Sun Aug 04, 2019 7:55 am

Bump: Almost good
I got a map called something like MH-LoostMine+..... - it will be renamed properly - which has good paths but... tiny borks toward MH and Bot Support - TOO MUCH RUSH in 2019, seriously...
LM_00.PNG
LM_00.PNG (868.92 KiB) Viewed 15 times
Changes summary:
- using FearSpot triggered properly for preventing Bot monkeying at lift jumping on it too early - not over cabin but inside cabin;
- Lift it's for PAWNS if is a crusher and it does include an EncroachDamage value because we don't have to kill human players and letting others alive :tease: ;
- TouchSwitcher will prevent Waypoints to get touched if monsters nearby are still alive - God damn...;
- TranslatorEvent is removed because MonsterHunt doesn't have support for it - I let items... mutators might deal with them... This one has been turned into a triggering chain with specific sound and ALL messages (including from triggers) are now in English - we are not speaking birdisch language or whatever was there;
- several paths have been removed manually - we don't need a way back in such cases;
- custom counters are broadcasting kills properly in all cases for all Players.
- all useless data from navigation network has been flushed out.

This one will be tested in a private environment and if it looks bugs free will go straight to M.G.S. public server.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

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