NavAdder mutator

Mod development and tools for UE1 game titles here.
Nelsona
Posts: 456
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Wed May 15, 2019 8:49 pm

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.
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: 456
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Fri May 17, 2019 4:32 pm

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...
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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