MHM II is back up for testing

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David
Posts: 1603
Joined: Sat Oct 18, 2008 11:06 am

PoL1-Frigidbase Map

Post by David » Tue Nov 18, 2008 7:24 pm

Well I had an interesting glitch on the map called PoL1-Frigidbase. As I was trying to get through the last portal to the outside, I was not able to walk through for some time. I could shoot through the portal with the uzi and deemer, if I stood back from the portal. I could not use the portal gun, that would not go through the portal. After I used the deemer and killed some of the monsters outside, I was able to walk through and end the game. :?: This is the portal that I am speaking of:
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This is me stuck, not able to walk though the said portal.
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The End.
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Are you going to pull those pistols or whistle Dixie?
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K
Posts: 1485
Joined: Wed Aug 03, 2005 9:09 am

Post by K » Wed Nov 19, 2008 12:47 am

*POTS* wrote:[EDIT]
The server seems to work fine now.

One thing: the max amount of redeemers you can pick up is only one!

Another thing: the super red gun is shown like the 7th weapon in your HUD, but actually you must select the 2nd weapon if you wanna use it, weird.

Well done K!
I think the explosion blasts and the smoke trails from the Strangelove2 were to much for the server to handle.
Maybe not though.
I also removed the ScriptWarrinings logging the server was doing that seemed to be excessive.
It looks like it was a major contributor to the crashes.
We can thank Skillz over at PMH for that suggestion.

About the deemer ammo amount?
I really cant do any thing about it right now.
Deemers have been returned to a special weapon on the server that should not be used so much.
In fact i am really iffy on the AppleRebelUZI cause of its firepower.
However i want to offer something different then everyone else so it will stay for now.

I have added a thing to the server called StuffSwapper.
I can replace any normal UT weapon in game with my choice of weapon now.
I still need to tweak it out though so that might explain the strange weapon location on the HUD.
AppleRebelUZI is supposed to be replacing the enforcer.

Anyhow - be expecting some changes and surprises around the bend as i search my huge Mod database for oldies but goodies to add to the server.

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David
Posts: 1603
Joined: Sat Oct 18, 2008 11:06 am

Rebel UZI

Post by David » Sat Nov 22, 2008 3:25 pm

I went on the server today and the rebel uzi was no longer. Was the uzi causing more issues? I was curious. I have been out for a short time, since my main computer went down. My primary hard drive failed, so I am waiting for a new hard drive.
Are you going to pull those pistols or whistle Dixie?
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User avatar
K
Posts: 1485
Joined: Wed Aug 03, 2005 9:09 am

Post by K » Sat Nov 22, 2008 7:44 pm

I took the red uzi off the server.

It was so powerful that nobody would use the other weapons.
And you could fly through any map to easy with just that gun alone.

If i can figure out how to adjust the damage the uzi does i can maybe put it back on. But that would require me to learn how to compile a mod and i don't know how to do this. Every time i try i get errors.

gopostal
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Joined: Tue Nov 18, 2008 9:32 am

Post by gopostal » Sat Nov 22, 2008 8:25 pm

Send it to me. I'll fix it. Just tell me what you want.

gopostal
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Joined: Tue Nov 18, 2008 9:32 am

Post by gopostal » Sun Nov 23, 2008 7:32 am

Got it from K. Working on it now, but the source code is a mess.

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*POTS*
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Joined: Fri Oct 17, 2008 8:50 pm

Post by *POTS* » Sun Nov 23, 2008 11:21 am

Latest news: the server has crashed again while playing Andromeda Ancient... No strangeloves no rebel uzis just the portal gun...
Plain Old Telephone Service

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K
Posts: 1485
Joined: Wed Aug 03, 2005 9:09 am

Post by K » Sun Nov 23, 2008 1:45 pm

Andromeda Ancient has been known to crash though before no?
I think it is one of the trouble maps.
Can any one confirm this?

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Hermskii
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Joined: Sun Jul 10, 2005 9:56 pm

Um

Post by Hermskii » Sun Nov 23, 2008 10:38 pm

I have not messed with your server at all K cause I thought that it stopped crashing. Are you using the batch file I sent you to start it? If so, it should make a new log each time it crashes thus letting you count exactly how many times it crashed since your last check on it. Example:

CG has crashed 10 times since 11-10-08 and that includes any reboots I did myself to save changes after upgrades/updates/changes.

MHM has crashed 16 times since 11-10-08 and that includes any reboots I did myself to save changes after upgrades/updates/changes.
~Peace~

Hermskii

gopostal
Posts: 1396
Joined: Tue Nov 18, 2008 9:32 am

Post by gopostal » Sun Nov 23, 2008 11:06 pm

I know read was some discussion about portal gun being involved in the troubles, but I'm very much inclined to think it's not. I ran that mod with MH on a dedicated server for a couple of months with no troubles.

Earlier today I was dinking around inside the MH source code making a mod for a guy. He wanted to make the default level for monsters harder than the 0-7 you currently can use. I wrote him a mod for additional levels 8-12 but the great thing was while I was in there I think I found (one of) the big problems with MH:


function SetPawnDifficulty( int Diff, ScriptedPawn S )
{
local int DiffScale;

switch (Diff)
{
case 0:
DiffScale = 80;
break;
case 1:
DiffScale = 90;
break;
case 2:
DiffScale = 100;
break;
case 3:
DiffScale = 110;
break;
case 4:
DiffScale = 120;
break;
case 5:
DiffScale = 130;
break;
case 6:
DiffScale = 140;
break;
case 7:
DiffScale = 150;
break;
}
S.Health = (S.Health * DiffScale) / 100;

S.SightRadius = (S.SightRadius * DiffScale) / 100;
S.Aggressiveness = (S.Aggressiveness * DiffScale) / 100;
S.ReFireRate = (S.ReFireRate * DiffScale) / 100;
S.CombatStyle = (S.CombatStyle * DiffScale) / 100;
S.ProjectileSpeed = (S.ProjectileSpeed * DiffScale) / 100;
S.GroundSpeed = (S.GroundSpeed * DiffScale) / 100;
S.AirSpeed = (S.AirSpeed * DiffScale) / 100;
S.WaterSpeed = (S.WaterSpeed * DiffScale) / 100;

if (S.IsA('Brute'))
Brute(S).WhipDamage = (Brute(S).WhipDamage * DiffScale) / 100;
if (S.IsA('Gasbag'))
Gasbag(S).PunchDamage = (Gasbag(S).PunchDamage * DiffScale) / 100;
{SOME SNIPPING....}


Now what you see here is the setup that constructs the monsters in relation to the "MonsterSkill=" entry in your monsterhunt.ini. If you crank it up to 5, 6, or 7 it works out to add about 50% greater view distance to monsters. I've seen monsters set to view 2000uu's and greater, so adding this variable makes them see incredibly far. Doesn't sound like much *but* there are a lot of calculations going into monster AI and decision making. I have got some homework to do, but I think Shrimp never meant for monsters to have editable view distance when adding into maps, and this bit of code was good as a rule of thumb for all monsters and set view distance according to strict rules.

I know all this sounds like mental taffy pulling but the bottom line is that if you increase the monsters sight distance past a certain point (which is flexible, depending on the server strain) errors begin to occur and can cascade into a server reboot. I've tested this myself and it is repeatable. I still have work to do but it seems that safe distance is in the 800-900 range but I've seen monsters as high as 3000 :(

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-HellFire-
Posts: 1356
Joined: Sat Oct 18, 2008 6:05 am

Post by -HellFire- » Sat Dec 06, 2008 6:23 pm

Birdbrained crashed after 5 minutes of playing.
I don't know the issue but this is definately not the first time MH-BirdBrainedResearch crashed.
It sometimes crashes on Herm's server to, and probably other servers..
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