NavAdder mutator

Mod development and tools for UE1 game titles here.
Nelsona
Posts: 286
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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Nelsona
Posts: 286
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...
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Nelsona
Posts: 286
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.
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Nelsona
Posts: 286
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...
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Learn the rules like a pro, so you can break them like an artist.
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Nelsona
Posts: 286
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...
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Learn the rules like a pro, so you can break them like an artist.
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Nelsona
Posts: 286
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.).
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Nelsona
Posts: 286
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Wed Aug 22, 2018 6:21 pm

Bumping time has come.
I forgot about some maps which are good as geometry but flawed in settings, bot support crapped, network split in pieces without links and spots over-loaded and others with no paths.
One of maps which can be adjusted and Bot can play it properly is MH-(AMLP)AnewHope. This map has triggered me in the past to play it many times but, flaws generally not only from here but old MH generally made me to drop it away awaiting better times.
Now it's time to mitigate "Boulder-Soldiers" spamming console with borks and making them a bit more visible ON-Line. Map will be entirely re-pathed due to XC_Engine power (paths file is ready but testing is recommended in a real game environment). All Movers here responding at GRAB have been restored to a NON cheating stage - yeah, Good Bye crapped gaming, Ex-Dead TheDane. A few "intruders" are entering the game depending on their combat desire - Engine is responsible for their behavior, which means new creatures will enter randomly being more or less except week-end time which will have other adds. Creatures entered will have some powerful tweaking - bad-ass functions bringing them will take care about some real skill and real combat and not what UnrealI UnrealShare packages do include, also capping stupid Aggressiveness values and visual capabilities which are going over Epic's self recommendations :? having default abominations. These functions are not very loved by said advanced coders so I won't debate them a lot especially if this stuff will pass a number of tests and it proves itself utterly operational.

Probably it won't include more light tweaking because... I see this chapter pretty well done, in exchange the rest of setup was annoying.

During work, I have encountered something strange, I could not release routes moving movers, map has no brushes, as a matter of fact, so I went to other solution (I had in mind two solutions requiring to write another class...). Movers are moving very fast so I opened them for deploying paths and letting Mr. Scout to sign their quality and then closing them back. The other solution would be some triggered stuff connecting nodes when door is open with advantage to keep Bot in desired hunting area because of locked roads, but... first solution was more handy, more easy for writing.

I'm hoping to solve everything until week-end, maybe week-end stuff will be deployed later, I'll see what I can do depending on free-time factor.

Patching this map did not include spawn problems due to paths changed and other occurences. Map having a decent load slapping old network takes under 1 second which is suffice for properly starting game On-Line.
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Learn the rules like a pro, so you can break them like an artist.
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Nelsona
Posts: 286
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Sun Aug 26, 2018 1:44 pm

Fist post has been updated with Patch files required for tweaking map MH-(AMLP)AnewHope.
Files's checksums:
  • CRC-32: ad3c5ed2
    MD5: 5210de8250bbb2edc6b23303f6fdfab7
    SHA-1: c6687ef2a38fc7739b6d7d80f139edda8cbdf9b9
    SHA-256: 596679be0cffca759ea3bf6ce60393df6157076fba39fce0960899d878f73202
Tweaking notes:
- creating a different SINGLE and dynamic Navigation network - locked items are a goal only after opening desired doors;
- removing all stupid cheating from Door-Movers;
- extra-creatures random and non-random;
- etc.
These are currently running at NfoServers in Monster Gaming Server for direct checking.
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 286
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Thu Sep 06, 2018 6:50 pm

Fist post has been updated with Patch files required for tweaking map DM-Anatis.
Files's checksums:
  • CRC-32: 6ea54e15
    MD5: eaa5404d470005a08b0f914f69385e64
    SHA-1: 9c319faebc414467227fcb0e6a3c416528ee2b3d
    SHA-256: 01716f6ee05525eb2db6e74301b37dcee7a335598e60619f9f3c512e654d422a
Tweaking notes:
- creating another Navigation Network - too much load for no purpose;
- tweaking a bit Lifts;
This patch file (server-side only) is currently running at NfoServers in Monster Gaming Server for direct checks.
I considered not needed any client stuff at this moment.
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: 286
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Mon Sep 10, 2018 5:23 am

Pre-Note: Next patch files which will be released for MH-LandsOfNapali are... heavy ones more exactly main paths tweaking file. It needs time to work so... mutators related to paths problems (relics, swarmspawn, etc.) must have a delay else they won't work properly, I don't know if won't cause even troubles here as long as the network created will go different from original. These patch files have to be tested before for preventing any case of troubles in advance. Monster Gaming Server has this patch and it do runs enough well if player has patience else... I cannot predict results. I did a last tweak at Paths file, making nodes to fade into invisible mode for Local Games in order to not disturb visibility in game. In servers this is not needed but for players playing "at Home" perhaps is helpful. I will post it here after testing this new file a few sessions. Mutators using paths which are used in Monster Gaming Server have delay set by a delayer mutator that's why they do work - somehow. Delay is manually set depending on server power - strong in this case.
For future if some troubles are going to happen at activating "spawn-points" this tweaking package will have another setup for preventing evil stuff to happen.
Mutator Delayer will be posted if anyone else needs such toy for preventing a lot of load when game is initializing and for mutators supporting this way of launching (relics, swarmspawn, even team-balancers, score-savers, etc.) which are not dealing with InitialState of other Level actors, having another things to do than tweaking Level.
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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