MH the 3rd structure thoughts

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Re: MH the 3rd structure thoughts

Post by Nelsona » Thu Aug 20, 2015 12:52 pm

The chapter Sorting Levels.

What I said before is very less true. Actually I don't think we have many MH Levels. I think we have to do an examination at stuff done between 2006-2010. Many of them can be saved. Behind 2010 sane Levels were decresed in quantity due to "development" more insane and dumb Levels being a "normal" stuff for MH Servers encouraging even a cimp to play MH with 3 pounds of brain and later we are wondering why players are disrespectfull. It's because of "selection" method.

I would like to start a thread in Mapping section in order to debate fixing some stuff as long as I think we have controllers for a better A.I. play (monster + bot).

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Re: MH the 3rd structure thoughts

Post by Hermskii » Thu Aug 20, 2015 10:55 pm

Do it but be sure to start the discussion on other forums too that have more MH players for more feedback.
~Peace~

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Re: MH the 3rd structure thoughts

Post by Nelsona » Fri Aug 21, 2015 11:47 am

I don't know where I can find real players, old players were able to talk about certain point in Level explaining well what's there, now days many of them are confusing mod's bugs with Level's bugs which are different things. Last time I could see some of them crying for troubles in killing corpse-monster with 15 HP. Nah, I'll check this later (couple of weeks maybe).
I'm looking if something new will come new in XC_Engine and then new deals are open.

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Re: MH the 3rd structure thoughts

Post by Nelsona » Sat Sep 05, 2015 5:35 pm

I think won't be bad optional support for old weapons in original exactly as they are using a New sort of player + a small add-on.

You don't know ASMD amped with amplifier + UDamage bonus, right ? :mrgreen:

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Re: MH the 3rd structure thoughts

Post by Hermskii » Sun Sep 06, 2015 7:37 pm

Not at all.
~Peace~

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Re: MH the 3rd structure thoughts

Post by Nelsona » Mon Sep 07, 2015 1:27 pm

Then explanations

ASMD in SP OFF-Line (and this new MH2) can "suffer" a power adjustment when player pick up amplifier - original (that thing making image a bit red). I repeat ASMD not OLASMD any messed up replacement. Combo resulted from ASMD ON-Line using code-push is AUDIBLE properly not like that Net alias one without too much Net code which doesn't support Amplifier. So not many people know what is for that one - LOL OldSkool UNFINISHED copied by K. Watson.

Given new power based on internal code and the current charge of item, ASMD and Dispersion goes into powerfull items devastating enemy for a small period of time. This power is 3 times multiplied by UDamage... then a group of brutes touched by a Combo over their head are not really normally dead, are Gibbed properly.

Any Level with such stuff ? Maybe not due to OldSkool's 0 code used for years for this chapter so nobody bothered to find how are doing these really work. Maps having Amplifier and 0 Dispersion and 0 ASMD were proving that people were clueless about purpose of these items.

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Re: MH the 3rd structure thoughts

Post by Nelsona » Tue Sep 08, 2015 4:50 pm

Digging into my memory I have a recall about GameSpeed related troubles and all chained troubles coming from there.

I think Previous MH2 formula can be rewritten different.

Hmmmm... I might want a true relevant actor or whatever object spawned into "InitGame()". Right before firing game-speed, I want to replicate existence of this tiny thing into client - probably this stuff will stay until at end of match. Purpose is to keep a default Liniar value of TimeDilation between client and server as long as things aren't cute if Server says 1, and Level is nasty screwed in Editor. In this case client tends to move ahead being slapped down constantly by server causing stupid effects in client - see classic MH setup and Levels screwed (not in MH5.04 or any latest my MH2).
I was using something like 0.999999 or 1.000001 just because 1.000000 did not work. Because I WANT 1.000000 with any matter I'll declare war to LevelInfo - actor alpha and Omega from Level. If these won't work as supposed then I have to quit thinking to have a liniar smoother timer.

Aside: Virtualization Technology + new formula for Monster in Tournament makes Skaarj's weaponry fixed. Stuff used in PreventDeath can be removed (do I need this removal ???). Maybe I'll keep them because.... of weapon's Instigator problem - IT MIGHT be dead getting called in some occurence spaming console with trash again - so a clean stuff is priceless as usual.

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Re: MH the 3rd structure thoughts

Post by Nelsona » Wed Sep 09, 2015 5:28 pm

Yay !
It seems that I have successfully solved player problem in Levels screwed using classic setup or so called GameSpeed 1.000000 - in order to make things functional, previously I had to use small deviations else server-Level did not replicate value to client-Level as long as value 1.000000 is a default which was not in purpose to get natively an update - bad move. Client for sure will be under control if Game-speed is changed in server, several things were modified creating a relation between controller and some speed-guard spawned replicated to client.

Now what I have to do is checking/testing stuff.

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Re: MH the 3rd structure thoughts

Post by Hermskii » Thu Sep 10, 2015 8:04 am

Congrats! Good luck on testing.
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Re: MH the 3rd structure thoughts

Post by Nelsona » Sat Sep 12, 2015 6:10 am

This is more like a Phantom problem (for me) or such... Nvm.

Levels screwed usually doesn't have Bot Support - clueless general setup. Levels done properly doesn't include bad setup after all because those mappers have idea about how a Pawn locomotion works toward geometry. So this fix is just... a prevention, as long as Bad Levels have been removed due to my daughter's requests. Yup... child doesn't love rammed things.
However, testing such a Level, things worked properly, during joining to game player will see that green text + Map's File-Name (will probably helps future admins in sorting stuff).

It was not a luck, it was done using certain info related to replication got from Wiki (where last time some idiots think are experts screwing knowledge database) - else I have copied some Wiki stuff into my repository trying to keep information valid and clean for me before to went ruined.

Edit: I'm performing a memory scan in purpose to recall other issues occured these last years.

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Re: MH the 3rd structure thoughts

Post by Nelsona » Thu Sep 24, 2015 11:37 am

Ahah, I'm guessing I have to extend fixing at monsters using IsA call in order to attack all stupid 0 fixed Mylevel Subclasses. The only purpose of those "remakes" was new attitude code and 0 combat fix - yes, 0 fix. These remakes seems to mess up everything rather than helping, JSkaarjBerserker - it does the same crash as original; JFly - does the same retarded Tactical Move state as original - nothing was fixed just making fixing job harder LOL + the rest of "nothing-new" which were lousy stuff nothing much better.
I was aiming stock stuff only but we have "expanded" stock as well which causes the same troubles as stock. So I don't have mercy to destroy them creating replacements - is 2015 and we have to quit using retarded stuff if we claim that we are living in age of technology.

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Re: MH the 3rd structure thoughts

Post by Nelsona » Sun Sep 27, 2015 4:30 pm

Duh, monster replacement... has to reconsider SP creativity.

When hunters are approaching a battle zone, one of monsters is running away doing a smart move to close a door for an ammo supply room. Yup, smart and non smart setup. Trigger is set exactly for class in cause since it could be done for "ScriptedPawn" - won't harm nothing. But... because of restricted rule, replacing monster leads in a broken monster job. So... triggers have to be checked and set for any MONSTER not only a single unique type because that thing will crash at a moment if is not replaced - or rewriting package will be more helpful for sure. Only monster managing that job will proceed in doing that smart move, others are gonna get busy with hunters. I'm curious what any other interesting setup is doable now days but... not Ver.512 of map.

Aside: The same Level has other bad settings at certain doors and they might get broken, heh...

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Re: MH the 3rd structure thoughts

Post by Nelsona » Mon Sep 28, 2015 12:06 pm

And THE issue - or is only a kind of... umm... Better let see what's the deal.

MH2 or MHx starts properly, hunters succesfully end mission. Woow, was nice, so nice... BIS, we want this Level again...

Looks like client crash at MonsterEnd chapter (I don't know exactly why there) when attempt to join to the same Level. It's probably a "relevant" problem and client doesn't have authority to screw something relevant from Level... While I was placing it only in server (no more visible to client) everything went well at Restart-Travel, LOL.

I will try to do a normal deal for client because I might wanna play the same cute map 10 times/day and I don't want to crash each time.

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Re: MH the 3rd structure thoughts

Post by Terraniux » Tue Sep 29, 2015 10:12 am

Hey Nelsona, I am one of the less MH players / Developers thats still active here. I'll write my wishes for the new MH gametype and the current irritations for you down alright. I really like to give you more feedback on this. But 9/10 I must read your sentences 50 times before I finally understand what your saying. I aint got that time you see.

But no worries, I'll be a support wherever I can.
Keep going, everyone has got your back.

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Re: MH the 3rd structure thoughts

Post by Nelsona » Wed Sep 30, 2015 12:48 am

Terraniux wrote:But 9/10 I must read your sentences 50 times before I finally understand what your saying
It's because what I'm trying to say it's a coding thing which is addressing for people facing the same issue and they might understand instantly that broken case.
This chapter - no great deal this time - MonsterEnd for new Game must be trigger not an "Expanded" MonsterEnd as described in some docs "subclass things to not mess people's work". Looks like for triggers we have problem child-parent after attempting to play again the same map (with or without Mapvote). If new End is a separate thing, client crash won't happen... at "reloading" the same map. Now I guess I understood that MapVote "Feature", kinda "don't play lasts X maps" LOL - because of crappy stuff, else I don't see why I have to restrict player if he/she wants to play a map 10 times per session one by one especially if plays alone in a server or whatever SOLO type game. Maybe it's time to ignore docs written by "experts" as long as new things added will prevent infinite recursion crashes due to infinite parent-child replacement stuff as "recommended". "IsA" operator is evil if is not wise used and the same deal is causing troubles if is recreated in other way - leads in the same bad point.

For above case I guess engine from player will perform a clean restore without unloading-reloading a clean copy of Level (probably to save time). It will be harmfull trying to remove stuff which map wants to load unable to make difference between classes - confusing them and crashing or garbage collector is native broken...

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