NavAdder mutator

Mod development and tools for UE1 game titles here.
Nelsona
Posts: 200
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Wed Jun 06, 2018 4:19 pm

Main Maintenance Time.
Observation: I see that original maps having patch modules are working as supposed. We do have some {clan}_The_Same_Map_Name triggering NavAdder to load the same patch modules which won't be a desired goal because actors are not the same as in original map. These people screwing maps are making useless patch files to be loaded because title is exactly the same except }Clan_Tag{. This is not really a critical situation, however, I will preserve hard-coded stuff related to names which will deactivate patch files loaded for other map than desired one. In first days of working at patch files I was thinking a bit at this problem but I did not see the requirement for such a protection, now it do looks needed.
It won't be a major problem because new files added in server can be conformed with original initially released so player which was playing such a map before will not need a new download - mitigation addressing server problem.
Another problem: if this second map by whatever }clan{ is loved in the same way by players, we will need dual patch modules, for original map and for the newer map causing conflicts, only a single file with a NAME can be loaded not two. What do we need then, definitely an update to NavAdder mutator supposed to find a patch file according to title, less truncated but still truncated in order to not mess with map itself as long as a map is a package after all - I used in the past maps as ServerPackages without problems.
NavAdder being a server-side thing will not need a conformed package, because player is not using it.
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: 200
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Fri Jun 08, 2018 5:42 pm

Heart-Beat time.
This week-end I'll be a bit busy, so I will put up a download for an updated NavAdder later.
What was with bumping post. I saw in server-banner a random map called ImperialBase. Seriously that was an annoying shit getting over Engine boundaries and with brushes ripped out for making life harder toward fixing. LordSith was behind a BSP at random unkillable and... it's under Counter...
Let me see, I got a better one in battle zones but a little messed up toward last SHIP coming in "saving zone" like ship was bombed, because map has too many points for UE1. I believe it will require a better fix using some Mesh slapped over ship and... maybe NavAdder can improve that "rebuilded" one getting better results, if not somehow Author has dignity to share "source-code" and letting some "mapper" to fix the ruin properly, else there are more MB to download for playing a mess - those troopers... that kill message...
Maybe HoF_Phoenix has some recommendations here... map do looks nice and I think it worth a recovery task...
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: 200
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Mon Jun 11, 2018 2:33 pm

MAIN update to first post.
NavAdder_update1 has been added. This version does include an INI file (was not initial goal). In ini file can be mentioned a map name (without UNR extension) that will be skipped from patch seeking task. This was required due to maps holding the same partial strings in file-names triggering patch files to be loaded in other map than the target map. When a new patch is available this will have another name deal and then can be removed from INI's configured skipping task. Patch files in such case are loaded separate triggering first a long name load and then the short one if long is not found - will match maps correctly. Short names can be used too for any future patch files, if other map is loading unwanted patch modules it can be listed in INI and it will go as an exception from patching. Loading files is logged and works based on IF ELSE programming conditions without more Rocket Science.
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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