NavAdder mutator

Mod development and tools for UE1 game titles here.
Nelsona
Posts: 410
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Tue Feb 12, 2019 6:43 pm

Initial post has been updated with a simple patch plugin for NavAdder working in map DM-Conveyor by Shane Caudle.
Patch summary:
- connected missing ThigPads from network - difficulty dependent;
- moved a few items according to Bot code.
Setup/Install:
Drop U file from archive in System folder, or UT's path for U packages in a custom installation/setup. NavAdder will load it if package is found. Client-Side is not available here, map is originally well designed and don't need extra adds - no packages are sent to player and no redirect is needed.
When this map is voted next time, patch will be activated automatically by NavAdder if this map is not listed in NavAdder's evil list from INI - last updated version has such INI required for preventing a patch scanning task in good maps that won't need patched ever or... maybe later. As usual No ServerPackages mention is ever needed, NavAdder knows what to do here itself mapping packages when it has to - here it's all server-side anyway.
Uninstall:
Remove/Delete CONVEYOR.u file from System folder, or whatever U packages specific folder used when DM-Conveyor map is Not Running. At next vote, map won't have any patch, and it will run in original formula.
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: 410
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Thu Feb 14, 2019 12:38 pm

Initial post has been updated with a simple patch plugin for NavAdder working in map DM-Grit-TOURNEY by Eric 'Ebolt' Boltjes.
Patch summary:
- removed paths causing down-way loops and "hitwall" ones;
- added 2 Nodes for a better navigation.
Setup/Install:
Drop U file from archive in System folder, or UT's path for U packages in a custom installation/setup. NavAdder will load it if package is found. Client-Side is not available here, map is originally well designed and don't need extra adds - no packages are sent to player and no redirect is needed.
When this map is voted next time, patch will be activated automatically by NavAdder if this map is not listed in NavAdder's evil list from INI - last updated version has such INI required for preventing a patch scanning task in good maps that won't need patched ever or... maybe later. As usual No ServerPackages mention is ever needed, NavAdder knows what to do here itself mapping packages when it has to - here it's all server-side anyway.
Uninstall:
Remove/Delete GRIT-TOURNEY.u file from System folder, or whatever U packages specific folder used when DM-Grit-TOURNEY map is Not Running. At next vote, map won't have any patch, and it will run in original formula.
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: 410
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Fri Feb 15, 2019 7:11 pm

Initial post has been updated with a patch plugin for NavAdder working in map DM-1on1-Sph3res-v2 by Eric 'Ebolt' Boltjes.
Patch summary:
- removed paths causing down-way loops and "hitwall" ones;
- added some Nodes for a better navigation;
- enhance deal toward ledges using some jumper modified and Bot compatible.
Setup/Install:
Drop U file from archive in System folder, or UT's path for U packages in a custom installation/setup. NavAdder will load it if package is found. Client-Side is not available here, map is originally well designed and don't need extra adds - no packages are sent to player and no redirect is needed.
When this map is voted next time, patch will be activated automatically by NavAdder if this map is not listed in NavAdder's evil list from INI - last updated version has such INI required for preventing a patch scanning task in good maps that won't need patched ever or... maybe later. As usual No ServerPackages mention is ever needed, NavAdder knows what to do here itself mapping packages when it has to - here it's all server-side anyway.
Uninstall:
Remove/Delete 1-SPH3RES-V2.u file from System folder, or whatever U packages specific folder used when DM-1on1-Sph3res-v2 map is Not Running. At next vote, map won't have any patch, and it will run in original formula.
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: 410
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Sun Feb 17, 2019 8:06 am

Initial post has been updated with a patch plugin for NavAdder working in map MH-ICRedone(Rex) by <GF>-REX!! -&- DAG (War Master).
There ARE more than ONE reason for patching this Level. Map has a nice story inside, map contains some paths... and map has f....ng annyoing DARK spot for NO SINGLE purpose.
As primary goal for HUMAN player we can take a look at original map vs the same map hacked correctly in run-time.
ORIGINAL map like it was in back years running in my old MH yard:
ICX_00.png
ICX_00.png (1.56 MiB) Viewed 40 times
ICX_01.png
ICX_01.png (38.91 KiB) Viewed 40 times
ICX_02.png
ICX_02.png (7.2 KiB) Viewed 40 times
If in primary area let's say we are good, in those two water spots you are blinded like a 20 years old dog biting around without to see anything.
By using patch plugins for NavAdder you might get these - and not only these...
PATCHED (Hacked) in run-time.
Yes, no more sh!t cows (dinosaurs actually - those are not cows as I know so far) mooing at grass spamming ears.
ICX_03.png
ICX_03.png (1.6 MiB) Viewed 40 times
Lousy water fight is more relevant.
ICX_04.png
ICX_04.png (645.77 KiB) Viewed 40 times
I sent a technician for mounting a lamp here.
ICX_05.png
ICX_05.png (663.64 KiB) Viewed 40 times
Can you see differences ? No ? Good... Because I can see differences, and then for me this map worth to be patched from now on :tease: .
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: 410
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Mon Feb 18, 2019 3:15 pm

Captured attention.
I saw a small-medium map with a bit of battling but... not that polished against rushing to end, simple as it is doesn't have any pathing. WHY ?
MH-HCStorage is not really ugly. Probably MonsterGamingServer will have this one at once with patch plugins. There is no need for super duper decorations but... a bit of A.I. activity won't hurt anything.
I have to check Patch plugins done so far, if everything is error-free, all stuff will go to MGS.
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: 410
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Tue Feb 19, 2019 4:44 pm

First post update.
Added Patch plugins for Map MH-HCStorage by Happy_cow.
Patch Summary operations performed in Run-Time:
- Bot support;
- ammo and health completions;
- lightning tweaks.

Note: If XC_Engine (last v23) and/or... NavAdder are causing troubles for people, I can stop this development if it doesn't have audience. Perhaps I would recommend XC_Engine v21 as an alternate solution...
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: 410
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Sat Feb 23, 2019 6:58 pm

An old MH crusher map captured my attention.
Even if XC_MonsterHunt and others MH2 types controllers are polished a bit, I could figure random flaws in map MH-Demons][ which in original has a lousy setup toward creatures and... it looks not the single setup messed up - Waypoints deals ARE HILARIOUS - that is pure guessing without actually to read a document or testing what's going on. If we are using a trigger for a Lever or button All "events" system setup in Waypoints has no purpose spamming iterations, and those triggers should be used ONCE ONLY not in spam style.
Except some FAKE events and not that reachable MonsterWayPoint locations, perhaps paths are good here... However, we can have fine tuning in navigation network preventing a "roam back" habit developing ONE WAY paths in run-time using ORIGINAL reachspecs from map. In M.G.S. actually there are primary patch files for testing.
Client side will have some map adjusting toward lights, water visibility and those heavy to see SeaWeed actors on line. XC_Engine was doing something toward relevance, but that setup is not what I need in server due to other troubles encountered here. By patching map correctly, everything looks original and A.I. are way better. Some darkish tunnel has a bit of light - I really hate those dark spots where you are playing like Monitor is turned off, there will be more LIGHT :tease: , I'm not saving electricity when I play MH, btw...
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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