The Big Question...

Posts about Nelsona's findings in UT!
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Nelsona
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Re: The Big Question...

Post by Nelsona » Fri Dec 09, 2016 4:26 pm

Download is Active at this moment. I cannot promise how long. Re-writting stuff already written about configuring XC_Engine doesn't make sense after all. tiny things are changed because I do tweaks in my way - use original XC files if NsUTw mutator is not helpful and removed - visit UT99.org for info and the rest. That thing is a sort of sample W!n server ready to run. XC Server needs Visual studio libraries 2015 else XC_Engine.dll won't work.

This post expires at once with link, any future no logic bump will only be proving brain evolution of people.
Now this might be The Big Answer - Topic solved.
==========================================

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Re: The Big Question...

Post by medor » Sat Dec 10, 2016 7:24 am

I'm under windows 10 the server not start with RunServer.bat so i download and install this https://www.visualstudio.com/downloads/

Not work :?

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Re: The Big Question...

Post by Nelsona » Sat Dec 10, 2016 1:51 pm

Visual studio Libraries have to be installed. Else this thing doesn't need "install" it simply run as it is. The rest need a bit of logs or if exist an error code (0xXXXXX) look for it in order to figure what does that means - figuring what exactly is missing from OS or if some updates did not screw VB libs. I have 0 issues at running it, else I will check it in other machine.

Saying that: it doesn't work with no logs and/or no ScreenShot - means 0 help for solving problem. That run-line uses "start" command. If W10 doesn't have it, you have to remove it and parameters leaving only UCC2 and the rest. Messages are visible from CommandPrompt in desired System folder.

Code: Select all

Start /Wait /High /Min UCC2
This is one of possible issues - use only UCC2 as first measure. Then I'll need more info.

Aside - W10 is not my goal.

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Re: The Big Question...

Post by medor » Sat Dec 10, 2016 2:24 pm

Very sorry for this alert :oops:

I ave just try to start it 5 minutes before going to my work and not see this open a second window behind another. :roll:


I'm back for my work and see the server is running fine :mrgreen:
Alternate low download http://medor.no-ip.org/index.php?dir=En ... _Server.7z

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Re: The Big Question...

Post by Nelsona » Sat Dec 10, 2016 2:29 pm

So it works... like I said.

Yes, "Start" do opens a high priority environment setting up date-time then saving log then running server - but Separate, main Window shows if has crashed/stopped or such...

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Re: The Big Question...

Post by medor » Sat Dec 10, 2016 6:20 pm

Now nob questions :D



[Engine.StatLog] is not set
is bLogTypingEvents=False,bWorldBatcherError=False are default False or it is not be important ?

[IpServer.UdpServerQuery]
GameName=ut
What about this 3 valor not set ?
OldQueryPortNumber=0
bRestartServerOnPortSwap=False
MinNetVer=0
bTeamInfo=False


[URL]
LocalMap=DM-Deck16][.unr
Class=Botpack.TMale1DM-Deck16][.unr // why there is DM-Deck16][.unr on more here ?


[XC_Engine.XC_GameEngine]
CacheSizeMegs=32 // is it enough ?

You not use MHReplacer ?
Can i ave link for MHHelp2,MH_OsPower2 ?

What is MAHelp? ... a download link :D

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Re: The Big Question...

Post by Nelsona » Sun Dec 11, 2016 2:43 am

I think my Games are not using that trash called "Engine.StatLog" because that has nothing to do with Skaarj except spreading errors. I think my Games are using a "MHStatLog" way better - no kidding.

UDPServer query should be defined in INI at Header but I added ";" in front of lines with Masters and somewhere I set "DoUplink=False" because I was only testing without being public and this is not configured for public, but for learning XC stuff, else ini can be adjusted properly if this will be a public server someday or if that's the intention.

URL and default setup from INI is being ignored because we have RUN-LINE see entire BAT - the key for random map is there, the door is actor starter. Generally tutorial lacks in information but...
If server starts simple, INI is being read (map, game-type, mutators, logs, etc), if Run-Line is complex defining parameters INI is being discarded and stuff runs accordingly.

MHReplacer is no longer needed since XCGE19 has been released. Why ? Because bad codes can be replaced by XCGE on demand (VIA NsUTw). At UT99 nobody seems to notice what useful is XCGE and... more people are even clueless what to do with it.

Generally links to my stuff are located in web described in signature and for Ut99.org there is something in avatar. Else files doesn't need much story they can be stolen from this server as they are at once with their ini.

MAHelp should move End to a reachable location for unlocking Bot Support - in some maps it do works this way. If I well recall it reports if nothing in linked with END - broken MA Maps - target is MonsterHuntArena from Column3 of MapVote

MHHelp2 - can be found in my sig(/avatar at ut99.org) MH504 Addons thread at Skillz, that is a mutator for tweaking some stuff which was proved rammed later post MH504 release. Mutator is specific only for MH504 - I'm fixing wrong stuff done by me because I'm using to finish my work in the most of cases.

MHOsPower2 is a relictype (can be found as well as fore mentioned one) bringing OsPowerup into MH504 and it uses PlayerCanSeeMe because that one no longer crash in XCGE.

If you think it helps CacheSizeMegs bigger than 32 feel free to experiment bigger things.

If you hunt my webs (sigs / avatars ) you might find more stuff which I did or I do.


Aside, maps which I added (by me) in this server also includes MyLevel tweaks which are not incompatible with MH generally, they do improve a bit A.I. play:
- sample how to boost monsters;
- sample how to slow down Bot racing;
- sample how to not mess animations in custom actors;
- tweaks in dealing with an Ambientsound triggers and not by useless default broken UT stuff;
- etc.

Join to this LAN server and see how do it works. The major difference between this sample server and my server is Xc_IpDrv section at RedirectToURL where I have added my redirect ONLY with LZMA. Default IpDrv has no redirect, preventing lags during downloads in a server is doable VIA Router - limit player at 200 kb or whatever speed to not lag game when XCGE sends files to new comers.

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Re: The Big Question...

Post by Nelsona » Mon Jan 23, 2017 1:37 am

Bumping a bit.
Right now we have new mapping(/Editor) options - "hyper paths".
Short explanations/troubles:
- Editor doesn't create paths between 2 nodes in certain spots even if a pawn can jump between those 2 points;
- Editor doesn't make "up-stream" from a lower node a higher node all the time even if pawn can reach there;
- Editor doesn't make paths between 2 Nodes a bit far from each other in a plane field even if this route is navigable;
We can discard these issues by using custom stuff (child of teleporters) and Combos LiftExit-PainPath-LiftExit, or we can simply use only default PathNodes tagged properly and... XC_PATHBUILDER add-on for Editor - saving resources. Maps with such "hyper-path" are completely compatible with default UT which is not using XC_Engine. Whoever is screwing such a map without XCGE it will fail A.I. mission if doesn't know how to setup these things. Personally I'm fascinated by new stuff and I could do some BT type paths and now I'm a lazy ass looking at Bots how do they unlock weaponry in such maps and helping me even in zones where they couldn't go by default.
Main advantage of this system is saving Nodes and processing due to usage of default PathNode which can be placed now more spread, more far from each-other, decreasing the map load and being perfectly functional in any UT game.

I'm studying some Video Tutorials on Youtube trying to get more info about brushes and then I might do some sort of maps because new options are really great.

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Re: The Big Question...

Post by medor » Mon Jan 23, 2017 6:06 pm

Yes i ave read that on ut99.org :D

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Re: The Big Question...

Post by Nelsona » Tue Jan 24, 2017 5:35 pm

Guaranteed worth a try in Editor by yourself. Right now I had a recall about some whatever ArcaneTemple converted to MH and it was a bit nasty to make Bot support a few years ago... However I'm about to quit thinking at it or to modify it completely, simply a Manta Boss monster can evade in a high spot out of sight and only a guided redeemer might get it, else map will break because the rest of things are chained. That guy who made it probably has no clue about MH On-Line play and what's the deal when 5 players are boosting monster in trash unreachable, breaking all fun. I could not stop Bots to push it, they fight as should so monster went vanished in a spot... :( .

Else we can speak about MAIN Chapter II about Bot Pathing Tutorials which is pretty full of Options.
Sample:
GoodWay.jpg
If we have plane field with a lot of visibility, we can spread nodes at 1100 UU from each-other with no issues. If by chance Pawn has stopped after combat in the middle, he can find route from 550 - 600 UU from one of them with no issues if map is a good one. In old style some mapper would cover this with at least 3-4 Nodes, and for a long ramp even more, 4-5 Nodes. Obviously the same 2 Nodes can link a ramp with more than 10-15 degrees angle without issues if nodes are smarty placed - some mappers think is about visibility - nah - there are other conditions, first of them is Locomotion used. Eh... is fascinating...
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