NavAdder mutator

Mod development and tools for UE1 game titles here.
Nelsona
Posts: 1738
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

First Post and Monster Gaming Server has been updated with Patch Plugin for map DM-Codex used by NavAdder Update 2.
Patch notes:
- connect missing paths back into Navigation Chain;
- two jumpy bugger routes have been mapped as the third route to shieldbelt giving to these two reachSpecs a better purpose - such jumps from ledges might go in wrong place due to geometry VS paths calculus;
Codex_Jp0.png
Codex_Jp0.png (536.52 KiB) Viewed 9133 times
- added R_PlayerOnly paths to Vials isolated and previously not a long range goal;
- ruined SP "secret" - room has permanent access and it won't do any damage anymore.
All Pathing modifications are hard-coded - not using any tester Scout during run-time.
Codex_Sr0.png
Codex_Sr0.png (390.92 KiB) Viewed 9133 times
Permanent credits goes at Buggie for DrawPaths mutator making things to be examined and tested faster and more properly...
UncodeX Stuff
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: 1738
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

First Post has been updated with Patch plugin for map CTF-FoT-Dipolarity by Swanky.
  • Map's File Checksums:
    File: CTF-FoT-Dipolarity
    CRC-32: A3161E1E
    MD5: 849A22B6163B50D13EED4091049A8815
    SHA-1: AAC3D06948E2BA0349706B73F1D0301D153B8569
    SHA-256: 37A50CD986F8C67799D15174BC96C7A4987A3A2D031F4633A2A872BD9DC249E3
Map has been added in MGS Server at once with patch file. This task was performed because the map is a really good looking one and... it's full of CTF game (understand what you want...).
Patch summary:
- adjusting a bit Kickers - I don't get the duplicated "Pawn" and "Bot" in the same place because Bot Is already Pawn;
- connecting a lost TranslocDest with the rest of network;
- adjusting a tag for a Mover-Lift because it was moving other LiftCenter and not desired LiftCenter;
- adding Extra-Paths and reusing all jumpy reachSpecs previously causing clumsy A.I. moves and giving them a better purpose;
- mapping extra ReachSpecs in needed spots + adding a DefensePoint in each base;
- reducing combos stock 1000 UU distance and ExtraCost for intensive usage of Lifts;
- PathNodes from ramps causing quirks have been moved lower - PathNode is Skaarj stuff after all.

Plugin does its job as long as it was compiled properly and it's capable to deal with "constants" because it's time for dropping stupid rules in Trash-Box.
UncodeX Stuff
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: 1738
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona »

In first post has been added a plugin for patching map CTF-Hydro16.
Patch notes:
- Lowering some PathNodes for preventing any lousy movement;
- Rotated DefensePoints from Red Base;
- Defragmenting Paths because 280 ReachSpecs were missing from Paths Lists;
XC_PathsWorker wrote: LostData: ReachSpecs missing from Paths[0-15] = 210.
LostData: ReachSpecs missing from upStreamPaths[0-15] = 70.
- Screwing Combos for earning shortest routes.
UncodeX Stuff
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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