NavAdder mutator

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Nelsona
Posts: 231
Joined: Sat Sep 30, 2017 5:03 am

NavAdder mutator

Post by Nelsona » Mon Jan 01, 2018 1:38 am

As first note I don't know if this is the right name for what is doing (or not doing) this thing - UT specific mutator.
NavAdder is not really a common mutator working in the same way for years, it is a dynamic one, it will support updates according to server needs because it do includes more or less packages.
Given the power of latest XC_Engine versions (20-21), we have the resources for creating paths in maps and tweaking them in order to work properly. Solution for me was not a HUGE mutator having 100 MB of content for download, solution is a small one but which is loading required files/needed content, when certain map is running and package-module is available. This mutator is aiming XC_Engine based servers not plain Vanilla type ones - plain servers are instantly crashing because original Engine doesn't support the usage of its own natives as "great" as it was claimed... :?
NavAdded it's loaded and declared ONCE in run-line or whatever priority mutators chain and that's all. Packages are dropped in System without writing nothing else in INI about them. Mutator during initialization stage will check map-name. Map-name is truncated to max 12 chars if such a package similar with map-name is found it will be loaded and started, package which has been started will operate alone Level tweaks and adds.
These tweaks can be:
- capturing all dead NavigationPoints from a map having them unlinked (new);
- removing all bad Navigation Network from a level (new);
- adding Bot Support;
- fixing Path-Net problems;
- modifying bad configured actors;
- replacing some bad inventories;
- replacing/removing nasty coded monsters;
- adding decorations - even for masking BSP problems which a map might have;
- covering bad zones with some "bridges" in order to reduce stupid difficulty;
- lightning tweaks - even more dynamic-like torches, new coronas out of render settings and without to mock visibility;
- adding a different load and difficulty in week-end times (latest patch files have that);
- etc.
All these operations are performed by required packages which are launched at this time by NavAdder. All packages loaded are useless and the mostly can do damage if are forced as permanent server-actors - this is NOT ADVISABLE. NavAdder knows when a package must be started and will do this task.

As conclusion, this mutator it's intended for current and future usage. If mutator is finding a package next month which initially was not done before, will load it without to modify nothing in configuration. All packages required by player are mapped dynamically (if they do exist). If a package is bad, can be removed when other map is running (not map in cause) without to even stop the server.
This sort of structure is entirely my concept because I think it's an easy job to "fix" some map without even to stop server and editing INI files, by just dropping 1-2 files in System folder and here we go, something will go changed at next map voting.
EDIT:
And now let's see how do this operate and even how do we have to Host this thing.
We can create a folder called Dynamic_Mutators having a sub-folder named Navigation_Adder or such. Inside this we have a Main_Core folder including this basic file + a few initial demo files - all usable.
NavAdder.zip
(455.16 KiB) Downloaded 82 times
- Initial mutator.
NavAdder_update1.zip
(66.46 KiB) Downloaded 18 times
- Mutator updated, compatible with all old modules and having a configurable option for preventing the load of patch files in a non-target map due to similar partial name used. E.G. MH-CrystalMine3 and MH-UM-CrystalMine3 both of them containing the common string CrystalMine3. In this case we need extra-options for the second map which won't need the same patch files. XC MH server hosted by HOF is up to date. Other explanations are in Archive and... Logs are relevant about how do this thing works.

And then another folder called Optional_Components where we can drop or not depending on needs these module files:
(DU)-DORMANT.zip
(461.62 KiB) Downloaded 81 times
- works in map MH-(du)-Dormant
ANTALIUS.zip
(563.66 KiB) Downloaded 77 times
- works in map MH-Antalius
P_CRYSTALMINE3.ZIP
(1.84 MiB) Downloaded 82 times
- works in map MH-CrystalMine3
KROGAAR.zip
(158.24 KiB) Downloaded 86 times
- works in map MH-Krogaar
NavAdder_component_P_DETOUR.zip
(3.11 MiB) Downloaded 79 times
- works in map MH-Detour.
NavAdder_component_P_BRUTALITY.zip
(696.91 KiB) Downloaded 77 times
- works in map MH-brutality (or MH-Brutality if you like).
NavAdder_component_P_RDARK[FINAL].ZIP
(283.58 KiB) Downloaded 77 times
P_RDARK[FINAL]_Gen2_Jan_14.ZIP
(202.4 KiB) Downloaded 77 times
- works in map MH-AfterDark[final]. Gen2 is a fix for some lost Server code crawling in client - this one will replace previous GEN1 with the glitch.
P_DEEP(V2).7z
(224.33 KiB) Downloaded 53 times
- works in map MH-Deep(v2).
NavAdder_component_P_2MuchHP.zip
(9.79 MiB) Downloaded 41 times
- works in map MH-2MuchHP.
NavAdder_component_P_PER_TOMOKOV2.zip
(1.02 MiB) Downloaded 33 times
- works in map MH-super_tomokoV2.
PER_TOMOKOV2_Post_Patch.zip
(1.68 MiB) Downloaded 33 times
- PostPatch modules which can be used on previous said map. This will activate another package during all week-end time.
P_UREAL-V3.zip
(2.53 MiB) Downloaded 30 times
- works in map MH-UReal-v3. Contains some extra-creatures appearing in week-end times and having a random difficulty, they are bombing players sorting a random projectile when map is loaded.
NavAdder_component_P_PLEOFTHEGODS.zip
(679.81 KiB) Downloaded 26 times
- works in map MH-TempleOfTheGods.
NavAdder_component_P_TARNISHED.zip
(888.56 KiB) Downloaded 26 times
- works in map MH-Tarnished - updated because of a Saturday glitch.
NavAdder_component_P_BOOMBRIDGEBE.zip
(723.56 KiB) Downloaded 25 times
- works in map MH-BoomBoomBridgeBE (aka BoonEdition)
NavAdder_component_P_SKYLAND1-1.zip
(696.51 KiB) Downloaded 25 times
- works in map MH-SkyLand1-1
NavAdder_component_P_ALMINE2-2011.zip
(2.63 MiB) Downloaded 19 times
- works in map MH-CrystalMine2-2011
NavAdder_component_P_ED-HELL-HTD+.zip
(8.88 MiB) Downloaded 20 times
- works in map MH-Doomed-HELL-HTD+
NavAdder_component_P_Minas_Tirith.zip
(9.54 MiB) Downloaded 19 times
- works in map MH-Minas_Tirith
Module type files are USELESS without NavAdder and XC_Engine.
Probably hosting structure is like this for having a minimal info about this entire thing:
Struct_00.PNG
Struct_00.PNG (22.08 KiB) Viewed 1908 times
Struct_01.PNG
Struct_01.PNG (24.91 KiB) Viewed 1908 times
Struct_02.PNG
Struct_02.PNG (27.57 KiB) Viewed 1908 times
By dropping these files into whatever game-types or other locations no one will understand what is their purpose. All I have to say if this thing is hosted as in trash-box then I will stop this public development and using it in private, because this is not how the community is getting help - U files spread around other things having nothing in common with them are just useless.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

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SC]-[WARTZ_{HoF}
Site Admin
Posts: 161
Joined: Wed May 10, 2017 7:08 am

Re: NavAdder mutator

Post by SC]-[WARTZ_{HoF} » Mon Jan 01, 2018 10:38 am

This is great Nels. Will get use for sure. TY :D

Nelsona
Posts: 231
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Mon Jan 01, 2018 11:00 am

Next map which I've been patching is MH-Detour - work in progress here. But I repeat, these files are part of NavAdder thing not game-types or some lost stuff dropped around.
If Medor doesn't get how do these should be distributed, then I can stop public sharing of these files which are addressing this Dynamic-mutator and which I called NavAdder. All these U files are also requiring XC_Engine nearby NavAdder. Without these two, server will crash because ONLY by using XCGE or Botz Mutator by Higor we can deploy Bot Support and heavy patches in maps and no other way at this time.
I did not know that my simple way of doing might be very difficult to understand for others since is about copying files and nothing like a 1 week of editing INIs.
EDIT:
Work in progress instance for map MH-Detour - this should be the badge seen if NavAdder has loaded and initialized required patching files.
Sk_Detour.png
Sk_Detour.png (940.47 KiB) Viewed 1896 times
Starting spot has been completed with BioAmmo which initially is missing from starting spot - to be honest I like how are exploding pupaes when they get a good Bio charge...
Map is poor at design, if anyone has recommendations of small placards, panels or whatever tiny decorations I would like to use them - I can convert brushes to static meshes that can be loaded when map is running.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 231
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Tue Jan 02, 2018 6:09 am

Okay, decorations... I went for a few full relevant decorations (they can be seen all time in net play) because they do exist only for players, so there is not needed any net code and no additional bandwidth will be used - no, I won't burn map, not yet...
Sk_Detour01.png
Sk_Detour01.png (1016.69 KiB) Viewed 1887 times
This is a dynamic decoration which I wrote for such purpose, no net load and permanent relevant, and it do works enough smoother authoritative in player.
I gotta think if would be good anything else... Also I added that PAmmo because I did not see such things and for sure I want a good load by default.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 231
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Wed Jan 03, 2018 4:45 pm

First post updated, with NavAdder's patch files for map MH-Detour having
  • CRC-32: fd268f9f
    MD4: 2dbfc0cd457e8f770c44bdeb7f40283d
    MD5: c8ab00aaa7ee23cbf5b72a29bfea6515
    SHA-1: fc07450cc4f788733ce2d90475e4e99ad3afda70
Edit: I was looking over stuff at Medor. He wrapped things properly - Good Job ! - RESPECT FOR MEDOR ! :D :D
Purpose is to find another messed up stuff for creating patch modules. Moving...
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

imyourmomma_{HoF}
Posts: 41
Joined: Sat Sep 23, 2017 4:29 pm

Re: NavAdder mutator

Post by imyourmomma_{HoF} » Thu Jan 04, 2018 6:38 pm

I played the Detour map this morning. Looked nice. Fun map to play. I don't know all for sure that was changed on the mh servers, but to me the game
seems to be running more smooth and stable then before things were changed.

Nelsona
Posts: 231
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Fri Jan 05, 2018 6:42 am

I was looking at the other version said "v2". It Looks like is nothing that changed or I might be quoting a "change-log":
V2 changes:
- added some texture for movers - for a better identification from the same colored wall (but still miss-aligned);
- added 3 textures in some other areas.
:lol: :lol: :lol:
If original map has probably 4 textures if I'm not mistaking, V2 went to major changes... at 7 textures if I've counted well... v2 actually didn't worth a release, probably I can "write" a patcher for it too using... Copy-Paste. Even bad those Movers are unchanged, EVENT is not the same with TAG at a Mover door. Probably map works a bit smoother as long as these "events" previously operated by doors are no longer taking place causing those useless iterations to no longer take place, they are reconfigured by Patch Packages.
I think the next simple task for a run-time revision is "MH-brutality". This is wrong by default - I don't see where is the brutality here, I wrote Bot support fast but I have to see some changes for making map to match the title else for me is pointless. 4 guys (any of them) really don't have issues at cleaning map under 10 minutes. I think is time for "huntnode" in portable format and some Factories... Another idea for such case would be "fake movers", I gotta think well if worth too much effort.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 231
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Fri Jan 05, 2018 9:34 pm

First post updated with NavAdder's patching files required for map MH-brutality.
Map's checksums:
  • CRC-32: 22225396
    MD4: f35c8f7737ad27c358279c073055ec14
    MD5: 591c599aab710d4535271e0cfc2623ec
    SHA-1: 6622a8110e5fc18e456d249e8529d2fdad8eee53
Patch operations notes:
- Covering some invisible bugged surfaces with a reversal placed placard;
- removing some useless ends;
- adding Bot support (easy task here);
- adding some ammo and healing spots (not registered as paths - it's not needed this);
- etc.
Setup:
In a XCGE game/server minimum v20 with NavAdder mutator loaded, drop U files in System, and uz (lzma) in redirection location in case of a net game. At next votes, if map voted is MH-brutality, it will have patch files active and client package is mapped automatically.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 231
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Mon Jan 08, 2018 6:35 pm

First post updated with NavAdder's patching files required for map MH-AfterDark[final].
Map's checksums:
  • CRC-32: 21393bea
    MD4: 9638cfe591398f9e33448be4fffc2dac
    MD5: 04cac3234d050701b3b4bbf419129fd7
    SHA-1: 9321c8915f6a778c9851621914a54c6e77f59aa3
Patch operations notes:
- A bunch of changes and adds at Bot Support - routes toggling with custom stuff - deploy MH specific objectives but without extra protection - good MH mods don't need those things. This task was pretty sensitive map having some nasty zone at this point;
- Deploy new Decorations and proper animations related to net gaming;
- Tweaking movers against cheating with GRAB and bad encroachment at critical ones;
- Spreading around some Skaarj "loving" themselves too much :? ;
- Decolliding Factories for not be accidentally fired up too early and screwing setup against spamming game;
- Altering coronas - I find them way too big and boring for eyes;
- Relocating a few triggers according to A.I. and collision needs;
- and so on, I cannot recall everything at this moment.
Setup:
In a XCGE game/server minimum v20 with NavAdder mutator loaded, drop U files in System, and uz (lzma) in redirection location in case of a net game. At next votes, if map voted is MH-AfterDark[final], it will have patch files active and client package is mapped automatically.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 231
Joined: Sat Sep 30, 2017 5:03 am

Re: NavAdder mutator

Post by Nelsona » Wed Jan 10, 2018 5:37 pm

A repeated occurrence:
There are a few maps unsigned but somehow playable well with fine tuning (various fixes). For some of them I've already a fixed version where I can do small revisions and checks. I guess if map was fixed doesn't worth a second work around it for making required patch files just for keeping original messed up one - makes no sense.
Sample MH-Raid - several fixes are doable to triggers and the rest but... I have already one with Bot support and working fine, I think I can even delete original one from my storage, doesn't worth wasting space.
What do we have to do for such cases ? Uploading fixed map and removing forever the borked one or working twice for no reason ?

Note: AfterDark2 seems done for Bot and against Bot in the same time (as A.I. idea), I'm not sure if I have to get busy too much over there. The goal is not spending days for patching a single map, my goal is to play MH as well rather than destroying my eyes in Editor reading log-notes.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

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