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That "almighty" swapping

Posted: Fri Jun 08, 2018 5:16 pm
by Nelsona
As long as I read some posting about swapping mods, yeah mods mods, and the most of them for me are like they don't even exist as long as there is no new tech in any of them - Higor probably was wasting time doing a good job for community (XC_Engine in cause) but there are not so many appreciations and neither many applications. Let me see some "fascinating" high tech multi mod replacing items and having a lot of deals but... missing a few essential things. Any sort of swapping probably will never work in some types of maps which... are playable but having borked settings.
We have one of maps done for 512k mapping contest with items set for not being rotated - simply putting them bStatic. Well, explain me about replacement here and in maps like MonsterOfSpam or CTF-Hagman (or such) where mappers were really "smart". I don't see any deal in these codes at all, I think I was the only dumbass trying to gain normality and letting mods to run. If mods are shit, result is relevant.
Usually as I know so far weapon does a relevance check around PreBeginPlay() or such. If weapon is not screwed in some early stage of its existence in map, replacement is only a nice dream. Which things can be faster than PreBeginPlay ? Only InitGame() which is a function original in GameInfo NOT Mutators - yeah, Mr. Mutator, your are low skilled my friend. In InitGame we can debate some game-class able to load swapped items by default rather than executing a new enforcer replacement THAT'S why a game-type is more smoother here plus having a new power which mutators don't have.
For a good replacement mod definitely we can speak about two SOLUTIONS:
1) A new game-type screwing bStatic and brute-forcing replacements with any matter ignoring mapper's brain-farts;
2) A mutator but a bad-ass one. This one will be like a feline waiting in shadows. We let jesters to dance and in the middle of party we cut their balls out. In Uscript is doable by waiting 1 second and then attacking items happily mooing around. On fly replacements are entirely locked during this second and then... all bStatic is removed using "ConsoleCommand" done by mutator or making a non-default compilation and removing these statics as well. Here we have to take in account client. In Net Games client should not see duplicated trashes floating around like in a toilette. SpawnNotify is a good friend for masking borks if exist any.
The other trouble is decoration contents which might be good to respawn as it does by default. Default replacements are messing up at this point. If we have a drop from a dead pawn, that item should not respawn because more pawns killed like that will spam and load Level with useless junks. This deal will definitely require a new game-type, and for a mutator a short living "item-tracker" capturing velocity and respawntime after 20-30 ms and passing it to the new item.
Domestic replacing:
Bad weapons with no good net codes or bad codes supposed to get a real alias, a clone replacement, should take in account SKINS and several properties which default ReplaceWith will never do - a bad-ass customized replacement system. I saw 0 replacing mutators dealing with items attached to some actor, not to mention mapping borks in such a case... Hey, are you ready for such a coding spree ?
Yeah ? Okay let me describe another nasty situation. Some weapon did not fit in spot due to some default BSP which a "map" has (author claimed it map - we can call that utter crap). The genius moved item in Editor in a zone where items or actors I have doubts to spawn at using ReplaceWith - Sweet dreams, swappers ! We might be willing to see in such a "domestic" case DrawScale and Collision. I think I can keep going with swapping problems all next week and 3 months forward but spamming probably is not a goal.
Definitely "the replacement" in UT for being done properly, do takes probably 2 pages of UC scripting for matching reality at least 80%.
Another sample is ASMD vs OLASMD or UASMD whatever...
- Question from moron: Which mod is copying HitDamage value which mapper has set to the new item - swapped item aka "ASMD".
That value is a particular item setup which MH/COOP/OldSkool is probably ignoring.