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[227h] Map modifier mutator (Read 3718 times)
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[227h] Map modifier mutator
03/04/10 at 18:03:10
 
Note this will only work with Unreal version 227h!
I wrote a mutator in C++ script to modify maps.
What it basicly allows you to do is fully edit a map in UnrealEd, then extract the changes in the map to a seperate data file and in game it will import the changes, whatever it would be; inventory/monster placement or AI paths.

But theres following limitations:

  • No modifing BSP.
  • No modifing static light actors (position/color/radius etc...)
  • Some static actors shouldn't be modified (such as decorations or movers) as they will remain normal in multiplayer clients (display/position/keyframes).

And some upsides:

  • No extra downloads for multiplayer clients.
  • Can be used for adding coop mode bots to standard maps.
  • No programming skills needed to make the modifications to the maps with this mutator.



Download from here (version 4): www.klankaos.com/downloads/Paths.rar

* Unzip .dll/.u/.int files to Unreal\System folder.
* Unzip PathData folder to root folder of Unreal (i.e: C:\Unreal\PathData).

I implemented 3 maps with fixed path network so that bots can play on them (Vortex2/NyLeve/Dig).
To play with bots on them:
- Open Vortex2?Mutator=PathLogic.PathMutator?Game=UnrealI.CoopGame
- PlayersOnly (so that bots don't kill you before you finish typing all commands)
- Summon MaleTwoBot (as many as you want)
- Set GameInfo bDeathMatch True (enable respawning)
- Set GameInfo bTeamGame True (makes bots stop shooting you)
- Set Bots SightCheckType SEE_All (makes bots auto-attack monsters on sight)
- Set PlayerReplicationInfo Team 0 (makes sure everyone are in same team if you get this problem)
- PlayersOnly (have fun playing through the map)


So to make your own modified maps to be used in your server:
- Edit Unreal.ini
- Add to "EditPackages=" following line:
EditPackages=PathLogic
- Save and close.
- Boot up UnrealEd
- Open up any map
- Make your modifications to the map (make sure you build paths after ur done).
- Left click the new Brush Builder button that has the camera icon (not the top left one).
- Now a window should pop up asking about a few settings and click save (or load).


Version history:
1.0:
  • Released.

2.0:
  • Moved the handling to be done during GameInfo InitGame.
  • Added 'MiniVersion' feature for saving, which means it only contains a list of newly added actors. Multiple miniversions can be used on one map, just make sure you give them different output filenames. To disable miniversion feature on map loading, edit PathLogic.ini:
Quote:
[PathLogic.PathMutator]
bAddMiniVers=False

2.1:
  • Fixed added actor's collision issue.

3.0:
  • Added support for saving deleted actors in map.
  • Changed file format to use name/string table so the path data files are much smaller, HOWEVER: this means any pathdata files made before this version are NOT loadable (I couldn't bother to write a back converter for that).
  • Changed so it never saves critical mover properties (Location/Key frames/etc...) as they will royally screw over in online games.

4.0:
  • Added some windows GUI interface for editor for the mutator.
  • Added editor support for loading pathdata files into maps.
  • Made other various fixes.
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« Last Edit: 06/04/11 at 18:55:20 by .:..: »  
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Jâçkrâßßit
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Re: [227g] Map modifier mutator
Reply #1 - 03/04/10 at 19:34:34
 
Does it support older (Unreal Gold) clients from the 227g server?

This tool could definitely make co-op servers more interesting (having enemies in places where they don't exist in Unreal).  Much like a 'Zombie Deadzone' server tool to add monsters and inventory wherever, minus the code.  You at least got me sort of interested Grin  

Maybe I'll unblock!!!!!
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« Last Edit: 03/04/10 at 19:39:16 by Jâçkrâßßit »  

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Re: [227g] Map modifier mutator
Reply #2 - 03/04/10 at 19:42:46
 
Jâçkrâßßit wrote on 03/04/10 at 19:34:34:
Does it support older (Unreal Gold) clients from the 227g server?

Yes it supports.
Now that you mention it, I could just compile the DLL file with 224 or 226 gold headers so those server hosts can use that mutator as well. But it still requires UnrealEd 2 to make create data files.
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Re: [227g] Map modifier mutator
Reply #3 - 03/04/10 at 19:46:20
 
.:..: wrote on 03/04/10 at 19:42:46:
Jâçkrâßßit wrote on 03/04/10 at 19:34:34:
Does it support older (Unreal Gold) clients from the 227g server?

Yes it supports.
Now that you mention it, I could just compile the DLL file with 224 or 226 gold headers so those server hosts can use that mutator as well. But it still requires UnrealEd 2 to make create data files.


Might as well do that for 227f as well then.  I'm sure there are some 227f server hosts that would like to use this as well until 227g is released....  Hell, you might even get me running a 227f server.......  If I only had the new password for 227g_19, I could actually use this tool in the editor.
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« Last Edit: 03/04/10 at 19:48:53 by Jâçkrâßßit »  

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Re: [227g] Map modifier mutator
Reply #4 - 03/05/10 at 10:22:26
 
Updated, added some extra features...
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Re: [227g] Map modifier mutator
Reply #5 - 03/07/10 at 19:22:21
 
Having some problem with getting teleporters to work with the mutator.  I made my own non-static teleporter class in a separate package and tried adding that in a map with the mutator.  It spawned in the correct position in the map, but there was no message for "bad teleport destination".  It just was broken completely it seems.  Any ideas why?

edit:  the teleporter was set to ROLE_Dumbproxy
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« Last Edit: 03/07/10 at 19:23:09 by Jâçkrâßßit »  

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Re: [227g] Map modifier mutator
Reply #6 - 03/07/10 at 20:13:50
 
Jâçkrâßßit wrote on 03/07/10 at 19:22:21:
Having some problem with getting teleporters to work with the mutator.  I made my own non-static teleporter class in a separate package and tried adding that in a map with the mutator.  It spawned in the correct position in the map, but there was no message for "bad teleport destination".  It just was broken completely it seems.  Any ideas why?

edit:  the teleporter was set to ROLE_Dumbproxy

You can just use normal Teleporter actor.
As for message, could this be the reason (from Teleporter):
Code:
function PostBeginPlay()
{
	if (URL ~= "")
		SetCollision(false, false, false); //destination only
...
} 

?
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Re: [227g] Map modifier mutator
Reply #7 - 03/08/10 at 19:03:31
 
.:..: wrote on 03/07/10 at 20:13:50:
Jâçkrâßßit wrote on 03/07/10 at 19:22:21:
Having some problem with getting teleporters to work with the mutator.  I made my own non-static teleporter class in a separate package and tried adding that in a map with the mutator.  It spawned in the correct position in the map, but there was no message for "bad teleport destination".  It just was broken completely it seems.  Any ideas why?

edit:  the teleporter was set to ROLE_Dumbproxy

You can just use normal Teleporter actor.
As for message, could this be the reason (from Teleporter):
Code:
function PostBeginPlay()
{
	if (URL ~= "")
		SetCollision(false, false, false); //destination only
...
} 

?


Nope.  I just tried again with using the standard Teleporter actor.  It shows up in the map properly, but doesn't teleport to the other destination or give me the "Teleporter destination not found" message.  I think it may be unable to calculate the location of the other teleporter location?  

I'm going to try to teleport to a teleporter that already exists in the map and see if that works.

edit: nope that doesn't work either.... hmm........
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« Last Edit: 03/08/10 at 19:12:58 by Jâçkrâßßit »  

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Re: [227g] Map modifier mutator
Reply #8 - 04/11/10 at 18:13:27
 
Updated to work on 227g_27 now aswell as fixed the collision problem Jackrabbit had.
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Re: [227g] Map modifier mutator
Reply #9 - 04/15/10 at 16:51:30
 
.:..: wrote on 04/11/10 at 18:13:27:
Updated to work on 227g_27 now aswell as fixed the collision problem Jackrabbit had.


Cool.  Now I can resume development on that stuff...


Bug Report #2:

Fail when changing an actor from bStatic true to bStatic false through default properties.  The change seems to not take effect for some reason.  (I think it works when going from bStatic false to bStatic true though)  This was tested on Glathriel1 when modifing the Lantern2 class that crashes UGold online.
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Re: [227g] Map modifier mutator
Reply #10 - 04/15/10 at 21:58:05
 
Isn't that logical? If it's static, it's static and you can't change it through a mutator unless you destroy the original and spawn a copy?
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Re: [227g] Map modifier mutator
Reply #11 - 04/15/10 at 22:55:42
 
Jâçkrâßßit wrote on 04/15/10 at 16:51:30:
Bug Report #2:

Fail when changing an actor from bStatic true to bStatic false through default properties.  The change seems to not take effect for some reason.  (I think it works when going from bStatic false to bStatic true though)  This was tested on Glathriel1 when modifing the Lantern2 class that crashes UGold online.  

It's not meant to record defaultproperties changes, if you want to change that, eighter make actor hidden and set RemoteRole to ROLE_None and add Dice with Lantern mesh, or create a new Lantern class with defaultproperty for bStatic on False.

Even if I did make it modify bStatic to false on defaultproperties, it wouldn't still change the fact that it is on true on client! Which leads back to the problem where client can't spawn the actor.

And don't you even dare to suggest me write a replication for that, because it would utterly mess up the idea of being serverside mutator.
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Re: [227g] Map modifier mutator
Reply #12 - 04/16/10 at 00:18:47
 
No need to write separate replication for this mutator, I will simply change to ROLE_None instead.  Keep the mutator serverside for compatibility reasons.
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Re: [227g] Map modifier mutator
Reply #13 - 09/05/10 at 10:22:48
 
Updated, compiled on 227g_37 headers aswell as resolved some smaller problems (check the first post).
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Re: [227g] Map modifier mutator
Reply #14 - 09/05/10 at 11:40:10
 
.:..: wrote on 09/05/10 at 10:22:48:
Updated, compiled on 227g_37 headers aswell as resolved some smaller problems (check the first post).


227g+This+PhysX = win.
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Re: [227h] Map modifier mutator
Reply #15 - 06/04/11 at 18:56:30
 
Updated this mutator for 227h (windows only!), as-well as added some nicer GUI interface for editor (hopefully this isn't causing any problems now).
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