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Re: Map assessment and pathing enhancements
Posted: Sun Jun 19, 2022 4:34 pm
by Nelsona
Here is something, probably navigable, let me know if not...
Edit moves:
- cleaned useless data;
- deleted invisible Flames from void;
- deleted SlimeZones from void;
- culled unused Textures;
- adjusted some Teleporters for being static during network Play in clients, and added new adjusted ones connecting isolated areas (I hope I did not miss something there...);
- added PathNodes.
Current navigation was executed by Editor without any specific errors (let me know if whatever paths are causing movement bugs).
Re: Map assessment and pathing enhancements
Posted: Tue Jun 21, 2022 7:28 pm
by evilgrins
Bit of an odd take:
https://alt-fire.com/playground/maps/6440
Can you remove all traces of oldskool from this map?
I use a different version of it that's not compatible and I prefer my version to that, so I can't even open that map in editor.
Also, are there CreatureFactories on that? If so, leave them there but remove whatever monster is assigned....in case it's an oldskool required monster.
Re: Map assessment and pathing enhancements
Posted: Wed Jun 22, 2022 5:22 pm
by Nelsona
I cannot download it, I'll look for another download link.
The start is already funny - "final6" - perhaps the word "final" has another meaning which I don't understand.
Re: Map assessment and pathing enhancements
Posted: Thu Jun 23, 2022 1:59 am
by evilgrins
Well, "funny" can be explained as it's a Kaal map.
It's got potential but he did some weird things with it I think we can fix.
Re: Map assessment and pathing enhancements
Posted: Thu Jun 23, 2022 5:28 pm
by Nelsona
I might be able to drop out junks only I would find this map - for me that download button doesn't do anything. I'm not interested to subscribe everywhere for downloading a "magic" final6 map.
Re: Map assessment and pathing enhancements
Posted: Thu Jun 23, 2022 9:45 pm
by evilgrins
Nelsona wrote: ↑Thu Jun 23, 2022 5:28 pmI might be able to drop out junks only I would find this map - for me that download button doesn't do anything.
Weird, works easy for me when I click it.
Howabout you let me find it elsewhere and you take a look at something else in the meantime?
Large but simple map, CTFM prefix, some infiltration stuff. Assess.
Re: Map assessment and pathing enhancements
Posted: Fri Jun 24, 2022 5:00 am
by Nelsona
All right, I went to another device with another browser for downloading that "final6" (Assault LOL) - all I have to do now is to send map into my working computer. I'll try to figure which actors/objects are based on "OldSkool" assets (as I recall there were some weapons in previous versions...).
Re: Map assessment and pathing enhancements
Posted: Sat Jun 25, 2022 6:10 pm
by Nelsona
Back to the "final6" Town.
Map has monsters which are using OLWeapons whatever. Another stuff is SevenB also using certain effects from there.
I removed Monster using direct assets but not everything, several inventories are usable normally.
I adjusted useless settings (such as Event added to SpecialEvent, etc.).
Pathing subject:
- I deleted misery from the start spot and leaving PlayerStart actors out of navigation data but only linked in chain - they are not important, spot is already over-crowded causing a lot of useless paths into map and not linked to nodes;
- MTf6_NoFix.PNG (221.2 KiB) Viewed 2509 times
- I did removals and adds of PathNodes for unlocking Bot coverage;
- I relocated QueenDest types for preventing dumb Queens to telefrag monsters and they are excepted from loading useless paths;
- All network is granting access normally to End and is under 1000 Nodes - it won't go over boundaries during routing process.
Let me know if all "foreign" assets must be "punished" here...
If leaving the ship can do issues, let me know. I can reduce the number of paths from that place.
Re: Map assessment and pathing enhancements
Posted: Sun Jun 26, 2022 3:03 am
by evilgrins
Still has this.
Re: Map assessment and pathing enhancements
Posted: Sun Jun 26, 2022 5:52 am
by Nelsona
There is a problem on your end. I did not see this here and neither in original map.
But you can try removing all those SevenB things using effects from Olweapons/OldSkool. I tested map using original stock D3D render and I finished it two times without a single problem - I cannot say the same about some CTF-Coret edit. You might have a bugged old version of certain file or you have to disable oldskool and all olweapons related assets by moving out their INT files. Clearly message shows that a class in missing from your packages - Which packages ? - is the question.