Herm: Big problem

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Hermskii
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Re: Herm: Big problem

Post by Hermskii » Mon Apr 13, 2009 9:34 pm

I worked 7 straight days at 10+ hours a day and have just read this. Sorry for my delay. I have 2 things to check on at this point. Somebody told be that cG and MHM are not sending files properly and now this. I figure out the file issue fast as the wind. This issue may take longer. I am still on MHExcal at MHM and the only thing that changed on MHM was using the newer, better anti-boost from Scotty. I have a feeling it is offsetting something and I'll be able to tell what tonight when / if I test it. Nobody has a word to me and I have not played on my server in a very long time. I'll log in tonight and goof around for a while. I have a hard time finding the servers empty to test stuff and I hate showing up, taking over, rebooting and logging in as admin in front of folks. I'll get around to this. Thanks for the heads up.
~Peace~

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Re: Herm: Big problem

Post by gopostal » Mon Apr 13, 2009 9:40 pm

I can guarantee you it's not the antiboost. It absolutely requires that a check is passed that the damage was caused BY a playerpawn (or living player, non-monster). Any sort of volume would never pass that check. Besides if that were the case, it would exclude water volumes, altered gravity, etc.

I'm almost sure it's that little section on mover damage. Some movers crush you but there is no real "crush" damage, it calls other coded damage. I'd guess it's the same as the kill volume in Androm. Tell you what, heres an easy way to check: Look at your logs for the last time androm was loaded. You'll see lines near the map load that say something like: Mover 12 was replaced and something about encroach by damage. Copy those numbers down on the replacements and see if it matches the zone number on the androm pit. I'll bet it does. If you find it's the case, let me know and we can code a "per pit" exclusion for certain maps if it's an issue (like the everlasting jump boots).

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Re: Herm: Big problem

Post by Hermskii » Mon Apr 13, 2009 11:28 pm

Sorry Scotty. The antiboost mod has been removed. I tested with it and sure enough, the Breath of God would not kill me on the Indy map. I removed the antiboost mod and the Breath of God killed me dead. I did not do as you mentioned to do but rather cut straight to the chase to see for myself the fastest way I knew how to. I suspect it is a conflict between MHExcal and your antiboost. More on this later.
~Peace~

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Re: Herm: Big problem

Post by gopostal » Tue Apr 14, 2009 12:00 am

Herm just ran a check on the mods like you. With antiboost it made no difference, still died. As soon as you load Excal (or Mayhem will do it too, as will UTJ) you get these log errors:

Code: Select all

ScriptWarning: AssertMover MH-IndianaJones_Fix.AssertMover0 (Function UnrealShare.AssertMover.DoClose:003A) Accessed array out of bounds (-1/6)
ScriptWarning: AssertMover MH-IndianaJones_Fix.AssertMover1 (Function UnrealShare.AssertMover.DoClose:003A) Accessed array out of bounds (-1/6)
ScriptWarning: AssertMover MH-IndianaJones_Fix.AssertMover0 (Function UnrealShare.AssertMover.DoClose:003A) Accessed array out of bounds (6/6)
ScriptWarning: AssertMover MH-IndianaJones_Fix.AssertMover1 (Function UnrealShare.AssertMover.DoClose:003A) Accessed array out of bounds (6/6)
Look at your ut log and you'll see them too. It's exactly like I thought. The mod is adjusing the mover (the 2 big blades are assertmover 1 & 2) and nulling the damage on it as it sees it as a crushing mover. The mover generates an error because it has to pass through the player without killing them, it can't stop midway and return like an elevator.

Hope that helps you out some.

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Re: Herm: Big problem

Post by Hermskii » Tue Apr 14, 2009 12:10 am

Ummmmm....no. It does not help. I suspect you are saying I'm right being that with the antiboost I don't die and without it I do die. Maybe the antiboost does work fine and the map is just wrong to use crushing movers rather than I don't know.........cutting movers...

I thought I was clear but now I'm a little confused myself.
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Re: Herm: Big problem

Post by gopostal » Tue Apr 14, 2009 12:16 am

I can't reproduce your results. I have tried UTJ, Mayhem and Excal with and without antiboost. It gave various results, mostly not letting the blade kill me so I tried it stone stock with only the antiboost to rule that out. I died instantly so I know its not the antiboost.

I then compared logs for when I died and when I didn't. Every time when the UTJ based mod replaces the mover with a non-encroach it will no longer kill me.

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Re: Herm: Big problem

Post by gopostal » Tue Apr 14, 2009 12:24 am

Heres a quick code lesson on this for anyone following. In most all of the MH mods is a little section like this:

Code: Select all

function fixmover()
{
// light fix
	local mover M;
	foreach AllActors( class 'Mover', M)
	{
		if(M.bTriggerOnceOnly && M.MoverEncroachType == ME_ReturnWhenEncroach)
		{
			log("Fixed this mover to not crush players in the map:"@M.name);
			M.MoverEncroachType = ME_IgnoreWhenEncroach;
		}
	}
}
which basically tells the server "Change this mover so it wont crush people". ME_IgnoreWhenEncroach; means that when the mover encroaches (or touches a player) it "ignores" them, or does no damage in other words. That's why the blade wont kill. The mod thinks it's a crushing mover and it's damage is removed. I can see now that part will have to be coded better next version.

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Re: Herm: Big problem

Post by *POTS* » Tue Apr 14, 2009 12:30 am

"Fixed this mover to not crush players in the map:"@M.name
I wonder why they altered the code and what are those @M.name stupid maps that needed to be fixed. It would've been easier to directly fix the maps maybe.
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Re: Herm: Big problem

Post by gopostal » Tue Apr 14, 2009 10:46 am

POTS I think when you make an elevator or lift it's set by default to return when it encroaches you (and not kill). However a bunch of the Unreal maps were ported directly to UT and monsterhunt quite poorly, causing a lot of unintentional problems. Have you seen lifts in some of the maps that had sounds that wouldn't end once you triggered the lift or they behaved erratically? I've seen (and fixed) a bunch of them but it's really messy to do. Just look at MH-Subway and {fix} for how messy it can be. I almost had to totally rebuild the movers in it, and it's still not right :oops: .

Anyhow, my best guess is that the code in question is a simple dirty fix to address the worst part of the ported Unreal movers: They kill you. Like any broad fix there are bound to be unintentional consequences that crop up. I do know how to fix it though, so if we ever get to a Mayhemv3 I'll address the issue in code.

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Re: Herm: Big problem

Post by BiGbOsS » Tue Apr 14, 2009 11:12 am

Okay i think i may have some advice here but first let me get this straight:
HERM
With the anti boost mod and the excal mod, you dont die, and without the anti boost mod, you do die in the death zones
SCOTTY
You dont die either way, but when you take OFF the excal mod, you do die, but the anti boost is still on.

There may be something missing here, a couple of things dont add up if you ask me
My thought on this is that herm has more mods and mutators running on the server, i think to get an exact answer here, scotty might need an EXACT replica of MHM. Down to the last mutator.

It seems as though you Scotty have found a problem in the code, but something tells me that alone wont fix it, there might be other mutators crossing over that we dont know about till you added that anti boost mutator.
Just a note I am NOT criticizing your work scotty. You know i love your creations, and i think everything you have made that ive played is awesome, but i believe something is being overlooked here.
BoSs is in the HOUSE!

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Re: Herm: Big problem

Post by gopostal » Tue Apr 14, 2009 12:02 pm

Dude I'm probably the worst critic of my work there is. Feel free to pick it apart for any flaw, otherwise it wont get fixed.

The best and easiest way to resolve this is for you to download the UTJ and antiboost mods and test them yourself both on and off. I'm very interested to see your results. If there is some weird flaw I promise you I'll fix it no matter what it is.

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Re: Herm: Big problem

Post by BIOMECH » Tue Apr 14, 2009 1:41 pm

If you remove the antiboost mod everyone will suffer. :|

Fact. :|
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Re: Herm: Big problem

Post by BiGbOsS » Tue Apr 14, 2009 2:59 pm

To bio:
Thats a funny statement, not sure why but it made me laugh.
my goal is not to remove the boost mod, but to figure out what exactly is causing the problem, and EDIT it not remove it, but if it comes down to it, and we have to chose between the mh mutator and the no boost, i think the noboost is going rofl.
but that most likely will NOT happen.

To Scotty:
Again no offense, but i would rather have an EXACT copy of the excal mod and the noboost mod that herm is using, and again no offense but i would rather recieve it from herm, with the the same settings and all.
My reason being is that what if you or herm, and this is really doubtful by the way, opened up the file and accidentally changed something? Well now we have two separate mutators that could work fine for one and not the other. i hope that gets my point across without sounding mean.

To Herm: I am going to send you an email soon with a few questions. There's no rush, i just want to try this out for myself too, just want to help since i brought up this problem rofl.

To Herm...again: this is more of a side-note, but you just cant catch a break with anti boost mutators. Ever since i joined this forums you have been trying to find one that works for you, and it always results in problems rofl.
maybe you have some bad mojo or something lol :lol:


but then again who says its the anit boost mutator?
BoSs is in the HOUSE!

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Re: Herm: Big problem

Post by gopostal » Tue Apr 14, 2009 6:35 pm

JMO but you are way overthinking this. There are two settings that affect it: on and off :D
Just download the standard mods and test them that way. If there is a problem then that's the way to see so everyone can benefit. If Herm has some odd exotic localized problem, you'll not be able to see it anyway without mirroring his server.

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Re: Herm: Big problem

Post by Hermskii » Tue Apr 14, 2009 10:58 pm

I got the email before I got to read this. I said about the same thing. I simply suggested install the game, patch it. Add bonus packs and the anti boost mod and MHEcal and the Indiana Jones map and try it. He;ll see what I mean. I sent him the stuff he needs to do all of that and offered all of the rest of the stuff if he still wanted it.
~Peace~

Hermskii

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