NavAdder mutator

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

Re: NavAdder mutator

Post by Nelsona »

I'm thinking if NavAdder in update2 formula will need a "dynamic-array" for map names which don't need patch files - which means good maps generally. The question is if worth this, as long as such a list takes memory, else it's hard to believe that we do have 1024+ perfect maps (current array is fixed at 1024).
When I'm speaking about a dynamic array, we might have a list like INI file having ServerActors and ServerPackages with any size (limited only by memory). I'm not sure if such feature it's a "Must-Have"... perhaps I'll stick with a fixed array... This array was designed for preventing the same patch files to be loaded in unwanted maps for patching, and to speed-up mutator by excepting to hunt patch files. Else if mutator cannot see plugins it won't load anything, map keeps running with no patch.
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Nelsona
Posts: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

BumpTimer: First Post Update
NavAdder has an Update2 version - won't mismatch anything because this is SERVER-SIDE and it should be server-side all time.
Changes went due to plain names - maps called the same for different game-types, packages done using plain names messing up with patch plugins used.
Map bugging me was DM-Gothic requiring a Gothic.u plugin and... there is already a package called like that... From now on we have alternate options using private strings...
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Nelsona
Posts: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

Bumping Monster...
Somewhere I saw people talking about an old map - said GiantBoss2 - not the worst map but having common flaws which do seems to support some run-time love.
At this moment I have some plugins in working stage doing some changes and adds. It's about this map...
BEFORE patching:
GB2_00.png
GB2_00.png (778.91 KiB) Viewed 3879 times
And bellow AFTER summoning patching tool NavAdder:
GB2_01.png
GB2_01.png (826.29 KiB) Viewed 3879 times
Patching done so far:
- Added paths - compatible mainly in XC_Enginev24 - original DevPath do sucks;
- Adjusted lightning;
- Hacked movers -> Removed stupid traps annoying player by other player based on mapping dumb idea by activating a killer mover for no reason;
- Hacked Water-Zones.
Left work:
- Checking and tweaking creatures;
- New Random Creatures ?
- Additional Healing/Loading Spots;
- More cosmetic decos for flickering textures ?
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Nelsona
Posts: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

Bump timer: In mean-time
In map MH-ICERedone(REX) I could see Secondary Start Active right from map's begin. After a small research I could see that a floor-button was activated by Pawn tester used for mapping paths and event was causing this glitch. In that room technically there is no pawn, but tester must be located everywhere and new collision deal or whatever Cylinder probing was doing unexpected stuff.
Package in cause it's a common one mapped by NavAdder as server-package, for preventing a mismatch pain it is conformed with older one and has even UZ file for redirect in case of some rejection - normally it should not be.

Edit: Map MH-GiantBoss2 - patch update notes around the work in progress.
In first case I had to solve "GiantBoss". A GiantBoss = A Mountain of crap, almost immune at damage due to engine's rules unknown by mappers doing map for regenerator type mods/mutators - no ammo/healing in room, and weaponry used is limited when it's about BIG monsters with such a collision size. Giant Boss is a bit bigger now than the rest of Kralls and it do looks different anyway because it's a KrallElite, so it can be figured.
If this is not suffice for making the right feeling we can colorize said Pawn and attaching another package for this purpose.
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Nelsona
Posts: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

While I'm thinking if I have to enhance plugins for GiantBoss2 map, because XCGEv24 doesn't need any extra-power, I went to a small check for
300K contest map by FragNBrag called CTF-300K-CastleFrag.
Map looks properly done with ONE exception: Playerstart18 which has to be for team 1 not 0.
Because patching this problem is simple without Editing other map-file, first post has been updated with Server-Side Plugin required by this map - it will be loaded by NavAdder Update 2 mutator not prior versions.
Map checksums:
CRC-32: e188f6a7
MD5: 6147d855f0d1d0e9b1673c0c9f5d732f
SHA-1: 8d7f2dd6924d2362b1c6f3429dd0c74dadef6f69
SHA-256: a53c084eccb52606ab2ada72acd8cebdc612de7c8db3856d9a6ed120770da3bd

Installing/Uninstalling is simple and described in TXT file from package.
UncodeX Stuff
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Nelsona
Posts: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

A boring day made me to play a bit in MGS server... DM-Stalwart...
Somehow I could see less interest of Bots for certain spots with items... As results I went to do a check of this map. Yep, some paths are missing, others are not even created and then I decided to see if a plugin for NavAdder 2 would be welcomed and... doing it more simple for Engine. The newer plugin is now in MGS and perhaps it will be public after doing all testing. What it does the plugin aiming DM-Stalwart ?
- It will capture hooligan type ReachSpecs located in map but not defined in Paths Lists so they were never used so far;
- Connecting routes to several items isolated without paths;
Images have been taken using DrawPaths mutator by Buggie:
3Stalwart_MedBox_Barrels.png
3Stalwart_MedBox_Barrels.png (494.81 KiB) Viewed 239 times
1Stalwart_FlakAmmo.png
1Stalwart_FlakAmmo.png (476.62 KiB) Viewed 239 times
- Adding a few nodes and generating paths to the other MedBox and Armor2.
0Stalwart_Armor.png
0Stalwart_Armor.png (445.78 KiB) Viewed 239 times
2Stalwart_MedBox.png
2Stalwart_MedBox.png (434.8 KiB) Viewed 239 times
I'll think about a template capable to be done and compiled faster for other future plugins if are needed, but in a simple format for preventing TESTING during paths generation in run-time. Sometimes Scout Pawn tester used was not a friend with collision assets from Engine and I think all data can be hard-coded special for target map without to mess with testing and spawning Scout actors, just deploy Paths and link them normally based on a temporary copy of map. I might need here a Scripting helper for generating source-code excepting me from writing full pages with numbers.
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Nelsona
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Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

First Post has been updated with a Patch Plugin (server-Side) for map DM-Stalwart. More details are in explanations file from archive.
Patch Notes:
- adding lost paths back into Navigation references;
- mapping extra-paths for several items without incoming paths;
- adjusting desire for Armor2 and creating paths R_PlayerOnly - for Pawns using PRI.
All tasks are printed in Log file.
UncodeX Stuff
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Learn the rules like a pro, so you can break them like an artist.
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Nelsona
Posts: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

First Post has been updated with a Patch Plugin (server-Side) for map DM-StalwartXL. More details are in explanations file from archive.
Patch Notes:
- Adding hooligan type paths lost in map back into Navigation Chain;
- Moving a PathNode and connecting it for giving it a purpose as it was utterly useless;
- Creating routes and helpers for all items which previously weren't a goal for Bots.
In that time I see that Alan 'Talisman' Willard wasn't aware how to setup some cheap (no money needed) jumpy combos into map... and BSP bug nearby UDamage it's originally showing that Editor has issues and even we have a path through that spot supposed to be a solid ground. That thing I think is funny so I did not altered that path...
MGS server has the plugin added and operational.
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Nelsona
Posts: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

First post has been updated with Server-Side type patch plugin for map DM-Bishop fired up by NavAdder Update 2. Patch notes:
- adding lost Paths back into Navigation Chain;
- adding extra-paths in several places.
UncodeX Stuff
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Learn the rules like a pro, so you can break them like an artist.
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Nelsona
Posts: 1434
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

Behind a discussion toward Missing PulseGun from map DM-Phobos but having ammo in map for missing weapon, I went to look at map for extra details.
It looks like map is aiming Translocator but here we do have impossible paths causing A.I. to get clumsy... As result I wrote some patching for this map, to not forget that in servers we cannot see amazing "asteroids" from SkyBox. Generally to me this work looks like a rushed junk with actors deleted and map not re-build in a clean state. First Post has plugins Server-Side and common part Server-Client automatically mapped as required package by NavAdder.
Patch Notes:
- because of 44 ReachSpecs missing from paths lists and 30 ReachSpecs missing from upstreamPaths lists I went to remap all reachSpecs based on their data using some of my codes;
- PulseGun (or replacement) will be found in map and has also paths connected;
- lousy paths heading to LiftExit actors without valid and logic navigation options are removed and ReachSpecs reused elsewhere (except one of them);
- client will have asteroids moving smoother and visible;
- moving lower some PathNodes;
- rotated several PlayerStart actors.
UncodeX Stuff
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
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