FIRST post has been updated.
Another content added is NavAdder's patching files required for map
MH-TempleOfTheGods.
Map's checksums:
- CRC-32: 858257d9
MD5: 6f68ce4829bb85590c5c630750a75367
SHA-1: 3961066dafee75c88a4aa06a5bbda0b27f0dbc8d
SHA-256: c38ee7718484662b98f6d2c4421da6a31af6adcc04b1f9927ed2e02a183dcfe8
Patch Notes:
- Capturing unfinished paths which map initially had - nasty hacks have been done here...;
- Deploy new Paths for A.I. Navigation (Bot Support in stage) + some Inventory related stuff toward Bot habits;
- Changing a few creatures - I do not like garbage which some mappers think are "cool";
- Some loading spots might be useful (maybe);
- Adding some lights and... little tweaks;
- Dynamic info badge fading and showing up from time to time to not constantly mess the "picture".
- This map is loaded enough - Week-End type of game play doesn't seems necessary.
This Update is being added in XC_MonsterHunt server hosted at HOF.
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Current
testing map
MH-Tarnished - first stage seems to work well in my "lab" so far.
After an examination there are a few points in account:
- map has good mechanics but not that compatible with A.I. which MH is using and will not help attached MH versions that much;
- map has also guess type paths with spots which are not helpful at all;
- building paths with so many inventories in spot is developing only pain overloading paths processing even without using Bots because Monsters are seekers too (for those clueless about this);
- map is poorly decorated.
Pre-working plans mainly accomplished:
- Destroy entire Navigation Network excepting PlayerStart Teleporter and SpawnPoint types of actors which can be used in original format;
- Linking current paths accepted after Rebuilding a new Navigation Network with less load;
- Deploy new Points and linking them with delay - as usual;
- Tweaking spots for MH objectives added and trying to be compatible with other MH2 types - Using Triggers rather than Bumping Movers;
- Bringing unreachable stuff back into Level and dropping away those unused ones;
- Reach Testing through paths - first deployment was working ONLY for Bot and the mostly in XC MH and advanced MH controllers;
- due to a spot which neither Editor did not link, I've brutalized a path heading to the last room (End-Portal) - Bot seems to manage that pass in big parts - it looks like a BSP problem but which is not critical.
To do: client stuff for making some... visuals... probably a door will be moved because is not that nice as it was placed...
EDIT: Speaking about visuals
I was doing a check into console to See what kind of troubles I might have with new coded things. While I hunted potential errors (None so far) I could see that mappers are always fascinated to mock with some bullshitting around Level, or else they cannot sleep well during night time. I could figure some log and funky things while a big-ass Squid has performed some None "RangedAttack". Actually I'm not sure if default Squid can ever fire a projectile or such, regarding to skin, size or whatever stories told at TV. I've operated a check around classes to see if exist any other dumb setup. None so far. Firsts tests ON-Line in my server confirmed paths and mainly capabilities to deal with the most of buttons. Almost at end I see that a door around was mooing combined with some BSP problem but everything was definitely improved when I changed door's operation mode... I don't get why was necessary to not open it properly... shortly, 2 movers have been relocated using common stuff for a better replication at client. Lightning stuff is Client Authoritative, None Net resources are exhausted here.