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Bugging/Debugging/Testing

Posted: Fri Sep 27, 2019 6:45 pm
by Nelsona
Some images from CTFFlagTracker mutator/testing-tool in XCGE environment...
FlagTracker_0.png
FlagTracker_0.png (1.06 MiB) Viewed 7366 times
FlagTracker_1.png
FlagTracker_1.png (1.15 MiB) Viewed 7366 times
FlagTracker_2.png
FlagTracker_2.png (1.1 MiB) Viewed 7366 times
FlagTracker_3.png
FlagTracker_3.png (1.12 MiB) Viewed 7366 times
FlagTracker_4.png
FlagTracker_4.png (1.19 MiB) Viewed 7366 times
FlagTracker_5.png
FlagTracker_5.png (926.9 KiB) Viewed 7366 times
FlagTracker_6.png
FlagTracker_6.png (1.02 MiB) Viewed 7366 times

Re: Bugging/Debugging/Testing

Posted: Sat Sep 28, 2019 4:49 am
by Kelly
This looks really good Nels. Is it XCGE dependent?

Re: Bugging/Debugging/Testing

Posted: Sat Sep 28, 2019 6:41 am
by Nelsona
No, it's Unreal Engine 1 dependent but I might warn you about:
- WarpZoneMarker - not fixed by UTPG;
- Translocstart - also not fixed;
- JumpSpot - no path will be shown through such point because this was done exclusively for Bot, Epic ignoring their own testing features with such practices, even if those are clearly described in old docs.

Why I recommend XCGE ? Because it opens these points and solving critical TranslocStart issues. As for my case, my default Engine.u file is being Fixed (I could use term hacked...) because I do not have all source-code for UT436, 440+ so I could operate by only using Editor which is not the best tool for such workarounds.
After solving these left-over borks, mutator has full functionality in a plain server - I repeat fixed or using only simple sorted maps.
And now I might want to see how does this works when map is poorly pathed and I might call "FindPathToward(TheGoal,True,True)" else spawning another arrow pointing flag direction if map has no paths - might not be useful.