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Re: NavAdder mutator

Posted: Wed May 15, 2019 8:49 pm
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.

Re: NavAdder mutator

Posted: Fri May 17, 2019 4:32 pm
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...

Re: NavAdder mutator

Posted: Thu Aug 15, 2019 5:19 pm
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 23 times
And bellow AFTER summoning patching tool NavAdder:
GB2_01.png
GB2_01.png (826.29 KiB) Viewed 23 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 ?

Re: NavAdder mutator

Posted: Sun Aug 18, 2019 6:49 pm
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.