NavAdder mutator

Mod development and tools for UE1 game titles here.
Nelsona
Posts: 551
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Wed May 15, 2019 8:49 pm

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.
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: 551
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Fri May 17, 2019 4:32 pm

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...
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: 551
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Thu Aug 15, 2019 5:19 pm

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 269 times
And bellow AFTER summoning patching tool NavAdder:
GB2_01.png
GB2_01.png (826.29 KiB) Viewed 269 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 ?
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: 551
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Sun Aug 18, 2019 6:49 pm

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.
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: 551
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Sat Sep 14, 2019 7:03 pm

While I'm thinking if I have to enhance plugins for GiantBoss2 map, because XCGEv24 doesn't need any extra-power, I went to a small check for
300K contest map by FragNBrag called CTF-300K-CastleFrag.
Map looks properly done with ONE exception: Playerstart18 which has to be for team 1 not 0.
Because patching this problem is simple without Editing other map-file, first post has been updated with Server-Side Plugin required by this map - it will be loaded by NavAdder Update 2 mutator not prior versions.
Map checksums:
CRC-32: e188f6a7
MD5: 6147d855f0d1d0e9b1673c0c9f5d732f
SHA-1: 8d7f2dd6924d2362b1c6f3429dd0c74dadef6f69
SHA-256: a53c084eccb52606ab2ada72acd8cebdc612de7c8db3856d9a6ed120770da3bd

Installing/Uninstalling is simple and described in TXT file from package.
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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