ONS-Twilight mapping

Anything about UT2004 mapping, Uscripting & more
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GLoups!
Posts: 574
Joined: Fri 3. Feb 2012, 17:57
Description: Just play for fun.
Location: Fr

Re: ONS-Twilight mapping

Post by GLoups! »

Ok the second version does'nt seem to work, eh ? Wisdom requires, I took the first version and followed all the point mentioned earlier without making of bluster -thanks Pegasus :thumbup: -

http://www.mediafire.com/download/pf0vf ... ird%5D.rar
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laboRHEinz
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Re: ONS-Twilight mapping

Post by laboRHEinz »

Pegasus wrote:
Zon3r wrote:Yesterday and today the same thing happened. After a quick round when it should have been the second round the map crashed or whatever. And both time it switched automatically to tripleslap
Heinz will need to look at the server log to make sure there was indeed a crash (or more than one), but if that's indeed the case, it'd obviously be a problem we wouldn't allow to persist. If I had to speculate, and with no facts to back this up right now, the fact that the revised edit seems to have the same name as the previous one, but is requesting additional resources might have something to do with it. It's generally accepted as a best practice in mapping to not release subsequent map edits under the exact same filename (just as the rule that the filename part shouldn't contain periods itself).
Seems to be the same thing as with BitchSlap: Both maps crash everytime they go into a quick round rematch. Probably an adverse combination of some map-related stuff implemented in BitchSlap & Twilight along with our rematch balancer (EvenMatch):

Code: Select all

Log: Opening user log ../UserLogs/AntiTCC_2014-03-03_00-11_ONSOnslaughtGame_ONS-Twilight.log
EvenMatchRules: Shuffling teams from previous match...
AntiTCC: Saving Anti TCC log ../UserLogs/AntiTCC_2014-03-03_00-11_ONSOnslaughtGame_ONS-Twilight.log
Log: AttachToBone: No bone named [head] found in actor ONSPlusRV's skeleton.
Log: AttachToBone: No bone named [head] found in actor ONSPlusAttackCraft's skeleton.
Log: AttachToBone: No bone named [head] found in actor ONSPlusHoverBike's skeleton.
Log: Opening user log ../UserLogs/AntiTCC_2014-03-03_00-11_ONSOnslaughtGame_ONS-Twilight.log
AntiTCC: Saving Anti TCC log ../UserLogs/AntiTCC_2014-03-03_00-11_ONSOnslaughtGame_ONS-Twilight.log
Log: AttachToBone: No bone named [head] found in actor ONSPlusHoverBike's skeleton.
Log: AttachToBone: No bone named [head] found in actor ONSPlusHoverBike's skeleton.
EvenMatchRules: Quick first round, shuffling teams...
Log: Collecting garbage
Log: 
Developer Backtrace:
Log: [ 1]  ./ucc-bin() [0x8468c74]
Log: [ 2]  [0xf77d3400]
Log: [ 3]  ./ucc-bin() [0x84364e7]
Log: [ 4]  ./ucc-bin() [0x8454ad0]
Log: [ 5]  ./ucc-bin() [0x828663a]
Log: [ 6]  ./ucc-bin() [0x8280de6]
Log: [ 7]  ./ucc-bin() [0x8454b52]
Log: [ 8]  ./ucc-bin() [0x83e47d9]
Log: [ 9]  ./ucc-bin() [0x843974b]
Log: [10]  ./ucc-bin() [0x80b2b09]
Log: [11]  ./ucc-bin() [0x8454b52]
Log: [12]  ./ucc-bin() [0x845e015]
Log: [13]  ./ucc-bin() [0x83e47d9]
Log: [14]  ./ucc-bin() [0x843974b]
Log: [15]  ./ucc-bin() [0x80b2b09]
Log: [16]  ./ucc-bin() [0x8454b52]
Log: [17]  ./ucc-bin() [0x845e015]
Log: [18]  ./ucc-bin() [0x83e47d9]
Log: [19]  ./ucc-bin() [0x843974b]
Log: [20]  ./ucc-bin() [0x80b2b09]
Log: [21]  ./ucc-bin() [0x8454b52]
Log: [22]  ./ucc-bin() [0x845e015]
Log: [23]  ./ucc-bin() [0x83e47d9]
Log: [24]  ./ucc-bin() [0x843974b]
Log: [25]  ./ucc-bin() [0x80b2b09]
Log: [26]  ./ucc-bin() [0x8454b52]
Log: [27]  ./ucc-bin() [0x845e015]
Log: [28]  ./ucc-bin() [0x83e47d9]
Log: [29]  ./ucc-bin() [0x843974b]
Log: [30]  ./ucc-bin() [0x80b2b09]
Log: [31]  ./ucc-bin() [0x8454b52]
Log: [32]  ./ucc-bin() [0x83e47d9]
Log: [33]  ./ucc-bin() [0x843974b]
Log: [34]  ./ucc-bin() [0x80b2b09]
Log: [35]  ./ucc-bin() [0x8454b52]
Log: [36]  ./ucc-bin() [0x845e015]
Log: [37]  ./ucc-bin() [0x83e47d9]
Log: [38]  ./ucc-bin() [0x843974b]
Log: [39]  ./ucc-bin() [0x80b2b09]
Log: [40]  ./ucc-bin() [0x8454b52]
Log: [41]  ./ucc-bin() [0x83e47d9]
Log: [42]  ./ucc-bin() [0x843974b]
Log: [43]  ./ucc-bin() [0x80b2b09]
Log: [44]  ./ucc-bin() [0x8454b52]
Log: [45]  ./ucc-bin() [0x83e47d9]
Log: [46]  ./ucc-bin() [0x843974b]
Log: [47]  ./ucc-bin() [0x80b2b09]
Log: [48]  ./ucc-bin() [0x8454b52]
Log: [49]  ./ucc-bin() [0x83e47d9]
Log: [50]  ./ucc-bin() [0x843974b]
Log: [51]  ./ucc-bin() [0x80b2b09]
Log: [52]  ./ucc-bin() [0x8454b52]
Log: [53]  ./ucc-bin() [0x83e47d9]
Log: [54]  ./ucc-bin() [0x843974b]
Log: [55]  ./ucc-bin() [0x80b2b09]
Log: [56]  ./ucc-bin() [0x8454b52]
Log: [57]  ./ucc-bin() [0x816276d]
Log: [58]  ./ucc-bin() [0x816bf1c]
Log: [59]  ./ucc-bin() [0x8454b52]
Log: [60]  ./ucc-bin() [0x83e47d9]
Log: [61]  ./ucc-bin() [0x843974b]
Log: [62]  ./ucc-bin() [0x810cd18]
Log: [63]  ./ucc-bin() [0x81246b8]
Log: [64]  ./ucc-bin() [0x8454b52]
Log: Unreal Call Stack: UObject::GetFullName <- TestReach <- TArray<< <- UStaticMeshInstance::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- UStruct::SerializeBin <- UObject::Serialize <- AActor::Serialize <- TestReach <- ULevelBase::Exit: Exiting.
Log: FileManager: Reading 2 GByte 4524 MByte 4195120 KByte 800 Bytes from HD took 1.538613 seconds (1.538613 reading, 0.000000 seeking).
Log: FileManager: 0.000000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, Mon Mar  3 00:18:39 2014
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-FuNkY-MoNk-UK-
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Joined: Wed 27. Nov 2013, 01:08

Re: ONS-Twilight mapping

Post by -FuNkY-MoNk-UK- »

I enjoyed the games i played on this map, kudos to you Gloups!. The redeemer should definitely stay. Not only does it provide players tons of fun trying to get it before the enemy team (mini duels with friends is something special), it obviously has the power to wipe out nodes. This map looks great and there was no visual issues like Pegasus mentioned. Apart from a few people saying in chat that it was ''impossible'' to make a comeback (i disagree, as they're small, confined rooms, the side nodes are easy to take) i didn't read people having visual problems.

Pegasus,

Regarding Unreal Tournament, i can see your experience and intelligence shine through your post's, but with players or bots, have you actually played this map?, or are you giving advice based on the pictures/information Gloups! has provided?. Double damage just wouldn't work on this map, as you know, once you pick double damage up, you have thirty seconds left to raise hell on the opposite team, after you have picked it up, if you don't have transport, you have even less of a chance of destroying a node. The nodes are covered from where the pick up is situated and it takes at least 15-20 secs (on foot) to reach a node, this makes double damage inferior, when comparing to a redeemer. A redeemer is a better choice, it has more probability of destroying a node. Gloups! has giving the redeemer a makeover, this isn't a common thing us players see in the maps CEONSS has to offer and will result in players having more interest. The modified redeemer will also spice up them duels us players love to be a part of.
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GLoups!
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Description: Just play for fun.
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Re: ONS-Twilight mapping

Post by GLoups! »

This problem affects me a bit, because I'm working on a new map and I don't want that it happens the same fate, while i'm not a programmer, I just still use my intuition, after some research, unsuccessful (we just assume that the solution don't exist).
The log gave very vague instructions, it 's possible that an actor in the map is not recognized in ONSPlus or something is missing somewhere. According to the log this is the speculation of thinking than may be the problem is on the side of one non-stock vehicle: there's only two on this map: Aegis and Badger or one non-stock actor..or mutator.
In addition, I look at the map ONS-BitchSlap-With-Slap!-SP3 and it seem that there's is no non-stock vehicle on it, so the problem is different of Twilight while having the same source.
I am of the view to eliminate some tracks because even if its not working we can say that it does not come from there : just removing non-stock vehicle for seeing what happend..we can say at least that it does not come from the Badger or the Aegis
I can do this from a few days, i keeps you aware.
Just in case poor premonition with this : furthermore It is is not employed.(see attachement)
Btw Pegasus, On your advice, I have succeeded to mylevel the weapon in addition I found that is possible to compress to DXT1 the skins to gain 30% and to reduce number of attachments.
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