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Re: Thx for helping me in this project

Posted: Mon May 07, 2018 5:54 pm
by Masterkent
Bugs and glitches detected include:
- DmAriza (botplay, still trying to fix this, at least they go for the Flak Cannon now -ToDo: Shield Belt and Invisibility-)
- DmAthena (bots won't go for the Shield Belt, the Fruits or the Flak Cannon at the Lava Lake, nor the Cloaking Device or the Stinger at the Secret Chamber; solved the former, still problems with the latter)
To my knowledge, 227 patch did not and does not pursue the goal of fixing the stock maps (except for a couple of places).

There are several mods that fix standard maps for cooperative game, but I'm not aware of any mods that would fix DM maps, except my own UGoldFix which fills some deadly BSP holes on DmAriza and DmDeck16. I didn't pay attention to issues with bots, because I didn't find playing with them interesting anyway. Besides, I didn't know that it's possible to add new paths for AI without modifying the map package, but now I see that 227 allows to add missing PathNodes and connect them with other NavigationPoints using UScript only - hence, the fix can be implemented just by adding a few lines of code to a mutator.

Re: Thx for helping me in this project

Posted: Mon May 07, 2018 9:45 pm
by Neon_Knight
Bugs and glitches detected include:
- DmAriza (botplay, still trying to fix this, at least they go for the Flak Cannon now -ToDo: Shield Belt and Invisibility-)
- DmAthena (bots won't go for the Shield Belt, the Fruits or the Flak Cannon at the Lava Lake, nor the Cloaking Device or the Stinger at the Secret Chamber; solved the former, still problems with the latter)
To my knowledge, 227 patch did not and does not pursue the goal of fixing the stock maps (except for a couple of places).

There are several mods that fix standard maps for cooperative game, but I'm not aware of any mods that would fix DM maps, except my own UGoldFix which fills some deadly BSP holes on DmAriza and DmDeck16. I didn't pay attention to issues with bots, because I didn't find playing with them interesting anyway. Besides, I didn't know that it's possible to add new paths for AI without modifying the map package, but now I see that 227 allows to add missing PathNodes and connect them with other NavigationPoints using UScript only - hence, the fix can be implemented just by adding a few lines of code to a mutator.
In Athena there was literally no path between the Lava pit items and the rest of the map, and the pathing was done in a very messy way (bots couldn't also reach the Cloaking Device at the secret area).

Well, the idea is to not to depend on external mods or fixes. Besides not everyone is interested on online play, so trying to make offline play better is a bonus for me.

(In the spanish translation "Botmatch" is translated as "Sesión de práctica", "Practice Session", as Unreal Tournament calls it, as that's what everyting involving botmatches boils down to. I've also considered UT2003/4's term, "Instant Action", "Acción Instantánea", but wasn't as clear as the UT99 term.)

Re: Thx for helping me in this project

Posted: Fri May 11, 2018 3:32 pm
by Masterkent
Well, the idea is to not to depend on external mods or fixes. Besides not everyone is interested on online play, so trying to make offline play better is a bonus for me.
I don't know if any map fixes can be accepted for including in the patch, but the restriction that original map packages shall not be replaced with modified packages having the same names is still actual. So called "fixes" should not cause troubles (package mismatching errors) for those players who play online.

Re: Thx for helping me in this project

Posted: Thu Aug 09, 2018 5:46 am
by Dark Wolf
I have not posted in ages on the forum but this Project is the biggest and best. Thank you for the hard work Smirftsch and for making it happen. Cheers and Kudos

Re: Thx for helping me in this project

Posted: Thu Aug 09, 2018 6:21 pm
by []KAOS[]Casey
I have not posted in ages on the forum but this Project is the biggest and best. Thank you for the hard work Smirftsch and for making it happen. Cheers and Kudos
Arise... he... lives!

been a while

Re: Thx for helping me in this project

Posted: Thu Mar 03, 2022 1:00 am
by Neon_Knight
I don't know if I said this before, but with both Unreal v227 and UT v469, it's a HUGE honor to help with making these patches better with whatever tool I can contribute with. Keep up the good work, Smirf, Anth, Dots and the rest of the team!