NavAdder mutator

Mod development and tools for UE1 game titles here.
Nelsona
Posts: 223
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Wed Jun 06, 2018 4:19 pm

Main Maintenance Time.
Observation: I see that original maps having patch modules are working as supposed. We do have some {clan}_The_Same_Map_Name triggering NavAdder to load the same patch modules which won't be a desired goal because actors are not the same as in original map. These people screwing maps are making useless patch files to be loaded because title is exactly the same except }Clan_Tag{. This is not really a critical situation, however, I will preserve hard-coded stuff related to names which will deactivate patch files loaded for other map than desired one. In first days of working at patch files I was thinking a bit at this problem but I did not see the requirement for such a protection, now it do looks needed.
It won't be a major problem because new files added in server can be conformed with original initially released so player which was playing such a map before will not need a new download - mitigation addressing server problem.
Another problem: if this second map by whatever }clan{ is loved in the same way by players, we will need dual patch modules, for original map and for the newer map causing conflicts, only a single file with a NAME can be loaded not two. What do we need then, definitely an update to NavAdder mutator supposed to find a patch file according to title, less truncated but still truncated in order to not mess with map itself as long as a map is a package after all - I used in the past maps as ServerPackages without problems.
NavAdder being a server-side thing will not need a conformed package, because player is not using it.
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
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Nelsona
Posts: 223
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Fri Jun 08, 2018 5:42 pm

Heart-Beat time.
This week-end I'll be a bit busy, so I will put up a download for an updated NavAdder later.
What was with bumping post. I saw in server-banner a random map called ImperialBase. Seriously that was an annoying shit getting over Engine boundaries and with brushes ripped out for making life harder toward fixing. LordSith was behind a BSP at random unkillable and... it's under Counter...
Let me see, I got a better one in battle zones but a little messed up toward last SHIP coming in "saving zone" like ship was bombed, because map has too many points for UE1. I believe it will require a better fix using some Mesh slapped over ship and... maybe NavAdder can improve that "rebuilded" one getting better results, if not somehow Author has dignity to share "source-code" and letting some "mapper" to fix the ruin properly, else there are more MB to download for playing a mess - those troopers... that kill message...
Maybe HoF_Phoenix has some recommendations here... map do looks nice and I think it worth a recovery task...
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: 223
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Mon Jun 11, 2018 2:33 pm

MAIN update to first post.
NavAdder_update1 has been added. This version does include an INI file (was not initial goal). In ini file can be mentioned a map name (without UNR extension) that will be skipped from patch seeking task. This was required due to maps holding the same partial strings in file-names triggering patch files to be loaded in other map than the target map. When a new patch is available this will have another name deal and then can be removed from INI's configured skipping task. Patch files in such case are loaded separate triggering first a long name load and then the short one if long is not found - will match maps correctly. Short names can be used too for any future patch files, if other map is loading unwanted patch modules it can be listed in INI and it will go as an exception from patching. Loading files is logged and works based on IF ELSE programming conditions without more Rocket Science.
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: 223
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Fri Jul 06, 2018 12:54 pm

A bump note here.
I was thinking these days at some... nice somehow levels but... are a bit messed up in some points, main problems is DevPath not working at all there. Maybe writing "push" type Bot Support will bring a bit of noise when player wants support. This secondary Bot Support without having paths is doable in another formula as long as Engine will never cooperate. LostInTimeVX whatever is more or less known for missing Bot activity in outside area. After doing checks, I found that DevPath doesn't do anything and ALL but all PathNodes from there are Useless.
I'm not sure how much time takes doing stuff here but maybe I'll engage my head around...
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: 223
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Sat Jul 07, 2018 10:18 pm

During these checks I just tested MH-LandsOfNapali map - very beautiful level but going over 1000 Paths bla bla. I decided in a sudden moment to deliver some checks with a more simplified Network - monsters do errors here as well.

After firing a critical crash due to those 1716 (or such) NavigationPoints and calling removal of ReachSpecs, I decided to remove these specs only for points which won't be deleted (PlayerStarts, SpawnPoints, etc.) and... resetting NavigationPointList for preventing the load of iterators. As long as I did not see any crash so far, I could figure that errors with 1000 paths have gone, map is running clean like a crystal and smoother as butter. The rest of plane fields won't need paths that much, NoLost actor will manage lost bots. Else... in some large water area I think I need a summary route for those pawns ugly boosted with less hopes to return at hunting. Probably Network will stay under 850 NavigationPoints and map will run properly.
As long as Navigation was good I've tweaked some mechanics (triggers for doors simple adjusted for Bot's easier access and monster too), some spelling in MonsterEvents and a few attached InventorySpots for Hunter A.I.
Eh, this is one of the most beautiful maps and well enough converted to MH - except navigation and A.I. - fixable.
First post will be updated AFTER more other tests and completions...
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: 223
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Tue Jul 10, 2018 2:52 pm

Bump time:
After another examination I could see that some funky carcass with decoration purpose, even it was visible in Level, No one could figure it in game due to fascinating PrePivot crap and physics Falling - centered in void of course and getting outta game.
That's was not the worst thing, perhaps as result of a giant attack of Navigation some PlayerStart types are not triggered well, player spawning at random in original base. This is not critical but maybe a bit disturbing for servers not running whatever "SpawnPoint" type mutators. I'll try to figure what is wrong with these. Another fact, patching here is different in order to prevent loading iterations to the death delaying game-start. IN THIS case the power of server has a heavy word to speak. Weak machines (Athlon machines at 700-1800 MHz CPU and other closer to this power) are spending ages to initialize game (probably can drop out players in a self lagging process), while powerful servers (said rented ones and similar) are not even blinking - YEAH in such a case machine's power is crucial. Given the limitations, I claim this patch for LandsOfNapali "half deprecated".
If player is joining to a weak server after 3 minutes (random join) things are OK, if player is voting map and is joining quickly, he might have random surprises - NOT for POWERFUL servers.
This sort of sample patch files and Map in cause are now loaded in server rented at "NfoServers".
If you think it do works properly, I will update XC MH server, then posting patch files in public and developing some extra week-end gaming stuff...

In other news, I think I will deploy some patch files for a few DM maps, good looking ones but... having funky Navigation - I don't know why was needed such a way of doing there... because others by the same author are just closer to perfection. No need to say names, maps, or whoever said "thanks" for them - it's a shame from all angles (author sharing them, admins clapping hands and heads and legs, etc.).
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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