{HoF} Evil's Sniper Deathmatch

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D13GO_{HoF}
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{HoF} Evil's Sniper Deathmatch

Post by D13GO_{HoF} » Mon Sep 25, 2017 12:42 am

{HoF} Evil Sniper Deathmatch Server - 66.85.80.155:7797
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FEAR ME.
I AM THE REAPER, I AM EVIL.
I AM DIEGO!

ALL HAIL MY EVIL BALL OF DOOM!

Diego_{HoF}

Nelsona
Posts: 593
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Tue Jan 22, 2019 9:45 pm

This server will be shut down for about 2-5 minutes on January 23, 2019 12:00AM GMT-6:00. Server Time
XC_Engine will be updated and the server will be reconfigured by allowing event logging as well as viewing the server window during operation.
This small break is required to replace a few packages specific to the new XC_Engine version that is performed through FTP services.
At the end of the updates and changes, a message will be displayed in the forum's chat.

Mutators and the configuration in MapVote will remain the same. I'll also take a look at Nexgen log files. There I am interested in some "friends" whom they like to have fun by causing the annoyance of others.

Thank you for understanding !
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: 593
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Thu Feb 14, 2019 12:47 am

Update time:
INI wrote: ServerActors=XC_SpawnFixer.XC_SpawnFixer
This is an anti-retard measure trying to prevent a number of inconveniences caused by sick minds who need to start into map's void.
It works with a tiny delay for preventing a server load when map is being initialized.
The installed module will go into operation at the first scheduled restart or the first critical server error, which means 2:01:05 AM or... when goes down-hill for similar reasons... for which this actor has been installed.
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: 593
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Fri Feb 15, 2019 9:34 pm

As a maintenance thingy, whenever a map is a server-crusher and it do looks retarded, it will be removed, so don't be surprised to see a favourite NEVER played map in here, getting vanished from lists - already that Map-Vote modified by Deepu has funky problems with arrays...
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: 593
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Thu Feb 21, 2019 6:38 am

Bumpy bytes. After a small chat about "new maps" for Sniper Server I think we do have a few things to take in account:
- Players are voting the same favorite known maps;
- I think there are maps never seen or voted over there because of "MapVote" used there;
- if I solved iterations crusher boundary from UE1, Deepu went busy to add that search feature (I never used it) without solving arrays problem which was an old problem since passing over 1023 (not 1024 maps) limitation.
For a mapvote having a sum of 4095 maps, we speak about these spread in 8 columns which means 511 ? (512) maps per column. In reality a multi modded server won't handle 800 maps because we might have 800 maps × 8 columns (the same maps played different) heading to a total number which is never handled. I'm going to inspect maps and MapVote configuration for figuring what is doable in order to gain stability, in current stage mapvote does errors confirming that it went over that 512. I'm not asking how much memory is consuming all this arrays soup... In current stage Total number of maps is under 3000, but MapVote claims arrays "out of bounds" proving that actually this "fancy" MapVoteUL has clearly problems coming from flawed codes...
Definitely people are not voting what is actually loaded, and then these maps have to be REPLACED instead of ADDING others - for which I need to find new names, etc.
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: 593
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Sun Apr 21, 2019 7:51 pm

In my repositories I have a small toy which is a bit helpful in preventing server crashes at collision chapter toward teleporters without to make A.I. retarded at teleporters (pathed maps here). It might not be 100% efficient but... if you don't like crashes in certain maps Server can be updated with such toy - adapted for such environment. This is a bit of subject for discussions because players might notice requirement for some velocity at teleporters and learning a bit of handling - Bot has no problems. Teleporter is locked behind player for a while. Then teleporter does a check if pawn it's in range or not, at three checks pawn being served with damage if wants to block teleporting. Certain maps having only teleporters will have issues with Bots here because they do not have anything else than Bots blocking teleporters and causing collision issues as long as place is empty and Bot cannot go anywhere.
Such map is crusher map DM-Double-Dome. All NavigationPoints are.... Teleporters - it's a sh!t map to be honest. Such a simple thing could have at least 20 PathNodes as long as adding them won't hurt Editor.
Stupid_Map.PNG
Stupid_Map.PNG (614.7 KiB) Viewed 577 times
If such sh!t map will crash server again it will be replaced with an edited version until "mapper" will show up for fixing it. It's just a cheater paradise with full aiming support with lighting coming from nowhere(no lamps, no torches, no windows) - Why would use lights here instead of AmbientBrightness ?
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: 593
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Sun Oct 06, 2019 7:24 pm

With Regard to Some crashes happening.
In log was this:

Code: Select all

ScriptLog: Check prelogins... DM-!![zOm]!WAReiland!-Rm.XC_Engine_Actor20
Critical: appError called:
Critical: Mover DM-!![zOm]!WAReiland!-Rm.Mover2 (Function Engine.Mover.MakeGroupReturn:0000) Infinite script recursion (250 calls) detected
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: ScriptDebugV
Critical: Mover2.MakeGroupReturn
Critical: ScriptDebugV
Critical: Mover2.MakeGroupReturn
...
Critical: ScriptDebugV
Critical: Mover1.MakeGroupReturn
Critical: UObject::ProcessEvent
Critical: (Mover DM-!![zOm]!WAReiland!-Rm.Mover2, Function Engine.Mover.EncroachingOn)
Critical: ULevel::CheckEncroachment
Critical: ULevel::MoveActor
Critical: physMovingBrush
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: UXC_ServerCommandlet::Main
Exit: Exiting.
I went for a walk into Editor with Map loaded - yeah that "-RM". Let's see what was saying MapGarbage:

Code: Select all

Duplicated: Mover2 was found 2 times.
Duplicated: Actors might be removed by using subsequent bTryFixDuplicates set to True.
Duplicated: Operation recommended in another clean editing session with both values set True.
Duplicated: AmbientSound19 was found 2 times.
Duplicated: AmbientSound17 was found 2 times.
Duplicated: Dispatcher0 was found 2 times.
Duplicated: Light77 was found 2 times.
Duplicated: Light78 was found 2 times.
Duplicated: Found 6 duplicated Actors.
Funky stuff with duplicated actors, huh ? Ooops I forgot something, Introductions:
- Mappers, these are Bugs...
- Bugs, these are mappers...
Have fun...

Note: by removing collision protection server will crash because of other maps, by keeping collision some of such "works" are crashing server too... Pick your option...
Hint: My Simple Option > Remove sh!t maps and CHECK THEM WELL before dropping them in server like from the truck...
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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BluEyedBitch_{HoF}
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Re: {HoF} Evil's Sniper Deathmatch

Post by BluEyedBitch_{HoF} » Mon Oct 07, 2019 1:36 am

Nelsona wrote:
Sun Apr 21, 2019 7:51 pm
In my repositories I have a small toy which is a bit helpful in preventing server crashes at collision chapter toward teleporters without to make A.I. retarded at teleporters (pathed maps here). It might not be 100% efficient but... if you don't like crashes in certain maps Server can be updated with such toy - adapted for such environment. This is a bit of subject for discussions because players might notice requirement for some velocity at teleporters and learning a bit of handling - Bot has no problems. Teleporter is locked behind player for a while. Then teleporter does a check if pawn it's in range or not, at three checks pawn being served with damage if wants to block teleporting. Certain maps having only teleporters will have issues with Bots here because they do not have anything else than Bots blocking teleporters and causing collision issues as long as place is empty and Bot cannot go anywhere.
Such map is crusher map
DM-Double-Dome. All NavigationPoints are.... Teleporters - it's a sh!t map to be honest. Such a simple thing could have at least 20 PathNodes as long as adding them won't hurt Editor.
Stupid_Map.PNG
If such sh!t map will crash server again it will be replaced with an edited version until "mapper" will show up for fixing it. It's just a cheater paradise with full aiming support with lighting coming from nowhere(no lamps, no torches, no windows) - Why would use lights here instead of AmbientBrightness ?


I personally love this map and I know a few others do as well. I realize that just 1 person liking a map a lot isn't enough to try and keep the map around ... but it is always the map that we play last because it's a great map to end the night with for a select few... I have always loved this map. The spawn points are the last thing on our minds when playing this map because we are all rushing to the center to kill each other ...lol
I'll Shoot You...
...Even in the Back

Nelsona
Posts: 593
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Mon Oct 07, 2019 5:08 am

Then enjoy when server is crashing if mappers don't think it requires COMPLETED with ITEMS and 10 PathNodes because they don't pay for them. When server has a less load with players, Bot will need to rush in center too instead of blocking teleporters, but these "mappers" actually don't really know what they do. Epic in AS-Rook have teleporters destination put higher and... have a kicker for releasing spot quickly. They don't seems to learn anything from EPIC, by opening stock maps in Editor won't hurt, there are assets that can be used, Lift Samples, jumpy routes, etc.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Evil-1
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Joined: Fri Oct 13, 2017 11:35 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Evil-1 » Tue Oct 08, 2019 3:18 pm

If your going to delete map don't just delete them "Move" them into the deleted maps folder so i can fix them LATER.!! I have fixed this map DM-Double-Dome and added PathNodes and will up-load new version tonight , thanks for all ur help !!

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