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Re: Return to Na Pali for 225
Posted: Thu Apr 30, 2009 8:17 pm
by Leo T_C_K
ok what i did.. in a nutshell:
1. open unreal gold map editor
2. open a RTNP map
3. exported it to a .t3d file
4. opened unreal 225 map editor
5. imported the .t3d file
6. rebuilt the map
7. saved it
the fact that i used the maps from gold shouldnt matter, should it? the level summary thing will just get filtered out.. besides, maps work fine on 225, check em out yourself..
That method is completelly unnecessary.
Besides 224 upak is compatible with 226 fully when used in ombination with Unrealgold Upak.dll.
It is almost compatible with 225 too except for predators, they can crash.
Original rtnp was made in version 224 and it also contains different versions of Intro1 and other stuff (the rtnp started with intro1 and then went to upack.unr originally)...not the main playable maps though. Not to mention the original upakconsole font is better and it shows the rtnp intro text in a correct style and the unique one, also loading etc text is different.
But there is incompatibility with that one function as i stated before with old 224 upakconsole if used in 226f.
226 Upak has btw missing explosion sprites...has new carifleammo skin and misalligned one..has new model for GLAmmo with old skin, but misalligned again....actually Turboman fixed that GLAmmo with his Firestorm...the differenece between 224 Glammo model and 226 one is that the grenade inside 226 one is modelled and not just "flat" texture. But the 226 one is misalligned so...
ANd I hope you converted the models alright so they are not screwed up or not have messed up lighting, that is very easy to mess up.
EDIT: Ok I checked the system files, it is not messed up but is is indeed 226 gold stuff. I recommend you importing the upak explosion sprites etc from 224 and fixing the alligning on these models. You can even use the stuff and code from ryspak, it is fixed and stable stuff and marines work like they should....
Anyway 224 upak is not directly connected with umenu and such stuff like 226 upak is...also if some serevr use 224 upak 226 upak clients can join as it is backwards compatible with that.
Re: Return to Na Pali for 225
Posted: Thu Apr 30, 2009 9:48 pm
by (T:S:B)Legionnaire
leo, i checked out ryspak and it is awesome, but my aim is to make an identical copy for 225 users, not a 'way it should be' version.. if u get what i mean. my goal is that gold users can't tell the difference, then i'm happy. sure, i'm fixing some bugs in the maps and making them more cooperative by editing some movers, whatever, but i want to change as little as possible.
there are two reasons why i dont want to use ryspak..
1. it's 8.1 mb.. it will take a while for a person to download, even with http download support. (upakguns.u is 2.8 mb)
2. it's not the UPak.u i have.. yours is better.. i noticed straight away that there were different sprites involved.. but to be honest, i dont want those. my aim is cloning, not beautifying
if u want to have it using ryspak, u could always use dzmapm's item replacer to replace UPakGuns.CARifle with RySPak.CARifle.
the reason im being such an assho
.le about this is cuz there have been a couple of rtnp conversions, but these ppl all edited them by putting in their own guns and replacing stuff to make it 'more intense and fun', which i simply hate

that's why i want a clean copy.. u get me?
if u wna talk to me on msn.. therolandvl "AT" hotmail "DOT" com
Re: Return to Na Pali for 225
Posted: Fri May 01, 2009 2:08 am
by Leo T_C_K
Alright....but still I think you should add those sprites, from 224 upak Gold didn't have them only by mistake...they should have been placed in the class properties but they were not, probably mistake when reimporting.
Anyway I didn't tell you to use ryspak straight away, but you can use some of the fixed code etc if you want....
Also marines were supposed to talk they don't talk only because of the bug which switched gametype back to default upak one during trasnmissions, if you open crashsite2 immediately after starting up unreal you will notice they will talk.
Re: Return to Na Pali for 225
Posted: Fri May 01, 2009 11:00 am
by Srbassalot
leo, i checked out ryspak and it is awesome, but my aim is to make an identical copy for 225 users, not a 'way it should be' version.. if u get what i mean. my goal is that gold users can't tell the difference, then i'm happy. sure, i'm fixing some bugs in the maps and making them more cooperative by editing some movers, whatever, but i want to change as little as possible.
there are two reasons why i dont want to use ryspak..
1. it's 8.1 mb.. it will take a while for a person to download, even with http download support. (upakguns.u is 2.8 mb)
2. it's not the UPak.u i have.. yours is better.. i noticed straight away that there were different sprites involved.. but to be honest, i dont want those. my aim is cloning, not beautifying
if u want to have it using ryspak, u could always use dzmapm's item replacer to replace UPakGuns.CARifle with RySPak.CARifle.
the reason im being such an assho
.le about this is cuz there have been a couple of rtnp conversions, but these ppl all edited them by putting in their own guns and replacing stuff to make it 'more intense and fun', which i simply hate

that's why i want a clean copy.. u get me?
if u wna talk to me on msn.. therolandvl "AT" hotmail "DOT" com
IMHO that is EXACTLY what should be done, no modifications or alterations just make it coop compatible for 225...well said.
Of course as the author of this mod you retain the rights to make it any way you want....Life, Liberty and the pursuit of happiness and all that jazz

Re: Return to Na Pali for 225
Posted: Fri May 01, 2009 3:50 pm
by Leo T_C_K
There was btw a projet of tentacle hunter converting rtnp straight away like this, plus with some fixes though....he even sent me the duskfalls plus the system file(s) etc needed to run it.
Re: Return to Na Pali for 225
Posted: Fri May 01, 2009 4:44 pm
by Srbassalot
There was btw a projet of tentacle hunter converting rtnp straight away like this, plus with some fixes though....he even sent me the duskfalls plus the system file(s) etc needed to run it.
Funny you should mention that Leo, I have a good *COUGH COUGH* hunch that project is starting back-up...I only mention that in passing because any "official announcement" would trigger the curse ;)
Bass
Re: Return to Na Pali for 225
Posted: Fri May 01, 2009 5:36 pm
by (T:S:B)Legionnaire
he even sent me the duskfalls plus the system file(s) etc needed to run it.
i assume that tentaclehunter didnt finish it, right? i would really appreciate it if someone would test the maps. start off with DuskFallsUPak. i uploaded the maps, textures, system, music, and sound files.
i know this is the third time i posted this, but i dont want the work i did to be forgotten...
http://www.rolandunreal.ismywebsite.com/unreal/
RTNPMaps -- required
RTNPSystem -- required
RTNPTextures -- can be copied from UnrealGold/RTNP
RTNPSounds -- can be copied from UnrealGold/RTNP
RTNPMusic -- can be copied from UnrealGold/RTNP
this stuff should all work on 225

Re: Return to Na Pali for 225
Posted: Fri May 01, 2009 5:56 pm
by Srbassalot
Roger that...the curse got em the first time...heh
I'll take a look at them for you this weekend if you want Roland....
I'll load em on my 225 lan and see what happens....
Bass
Re: Return to Na Pali for 225
Posted: Fri May 01, 2009 10:38 pm
by (T:S:B)Legionnaire
srbassalot u dont have to test them out, shivaxi and i went over all the finished maps just now.. appears everything works fine except for:
abyss--invisible spinners (easy to fix), and ending teleporter gives issues
glathriel1--walking into town crashes the game, and the waterfall thing also crashes the game. --Zombie if u could give me some hints/tips on that one, it'd be much appreciated
Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 1:09 am
by Jâçkrâßßit
I'm going to download and test them.. I downloaded them once before but only got the maps and nothing else.. this time I should be able to run it and give you feedback
edit: your missing predator.u in your system files.. hopefully I can find this on hypers site.
Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 1:55 am
by Jâçkrâßßit
okay I played though the maps until GlatrielVillage2Upak (which seems to be missing).
Overall the conversion is about 90% 1-to-1 from the original. Here are some bugs and missing things I found
Dusk Falls:
-missing translator (had to summon to read messages)
-predator AI is different than the original somehow. The predators didn't follow me up the ramp where I went to hit the button that opens the door to end the level. They just went back and forth on the floor below me spazzing out (this doesn't happen in the original).
Neve's Crossing:
-predator AI on the bridge. When I played RTNP before the predators came up on the bridge with the krall. In this conversion, they don't come across the bridge to attack you, instead you have to come to them.
Eldora Well:
-Only one fly came from out of the wall in the room where the water rises.
-BSP cuts in the second part of the well (where your in water). Specifically, where towards the end where you have to swim up. (I think that's where it was...)
-some dark walls towards the end.. this looks odd but it might be like that in the original as well.
Glathriel Village #1:
-I went though this map so fast that I hardly gave it any attention. There might be errors, but I didn't see any off the top of my head.
Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 2:41 am
by Shivaxi
okay I played though the maps until GlatrielVillage2Upak (which seems to be missing).
Overall the conversion is about 90% 1-to-1 from the original. Here are some bugs and missing things I found
Dusk Falls:
-missing translator (had to summon to read messages)
-predator AI is different than the original somehow. The predators didn't follow me up the ramp where I went to hit the button that opens the door to end the level. They just went back and forth on the floor below me spazzing out (this doesn't happen in the original).
Neve's Crossing:
-predator AI on the bridge. When I played RTNP before the predators came up on the bridge with the krall. In this conversion, they don't come across the bridge to attack you, instead you have to come to them.
Eldora Well:
-Only one fly came from out of the wall in the room where the water rises.
-BSP cuts in the second part of the well (where your in water). Specifically, where towards the end where you have to swim up. (I think that's where it was...)
-some dark walls towards the end.. this looks odd but it might be like that in the original as well.
Glathriel Village #1:
-I went though this map so fast that I hardly gave it any attention. There might be errors, but I didn't see any off the top of my head.
Ok, sorry to say Jackrabbit, but...alot of these can't be accounted for.
There is no translator in the original duskfalls, as you start with it in the RTNP game mode. Predator AI isnt Roland's fault either....blame whoever converted the predator.u mod. 1 fly spawning means you probably played on Easy difficulty...the harder difficulty...the more flys spawn.
Oh btw, these maps are now being hosted (minus Glathriel1 and Abyss) on my Co-op server. So you may check them out if you want. Server name = Evolution Revolution
Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 4:02 am
by Zombie
srbassalot u dont have to test them out, shivaxi and i went over all the finished maps just now.. appears everything works fine except for:
abyss--invisible spinners (easy to fix), and ending teleporter gives issues
glathriel1--walking into town crashes the game, and the waterfall thing also crashes the game. --Zombie if u could give me some hints/tips on that one, it'd be much appreciated
In Glathriel1 Lantern0 inside some room will crash clients. Replace it or you could try reseting its advanced properties to defaults. I'm not sure about the Waterfall, but it's probably some map actor set not to be static, possibly set not hidden, and once had an AmbientSound. Your unreal log should tell what actor instance causes your client to crash. Inspect every matching actor class near that waterfall to find it.
I do have a general suggestion for placing Predators, and SpaceMarines into converted RTNP maps. Give your mod(s) a unique filename associated with your maps before placing them. This may prevent possibilities of conflicts later on. If not your mod(s) find out if the author is okay with that. Also, I suggest play testing each map from beginning to end teleporter twice. If you cannot reach the end teleporter the second time without cheating you'll know the map is not cooperative compatible yet.
-Zombie
Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 9:02 am
by (T:S:B)Legionnaire
okay I played though the maps until GlatrielVillage2Upak (which seems to be missing).
i still have to do glathriel2, crashsite, crashsite1, crashsite2, toxic, and nalic2.. when u reach the end of glathriel1 just do "open SpireLandUPak"
Overall the conversion is about 90% 1-to-1 from the original.
wohoo cool
Dusk Falls:
-missing translator (had to summon to read messages)
good point.. forgot about that one
-predator AI is different than the original somehow. The predators didn't follow me up the ramp where I went to hit the button that opens the door to end the level. They just went back and forth on the floor below me spazzing out (this doesn't happen in the original).
i'll check that one out.. i think i know what u mean
Eldora Well:
-Only one fly came from out of the wall in the room where the water rises.
doesn't that depend on the difficulty u have it set in? i remember last night when shivaxi and i were testing it out there were 2 flies.. maybe u played in easy/medium.. anyway i'll look into it
-BSP cuts in the second part of the well (where your in water). Specifically, where towards the end where you have to swim up. (I think that's where it was...)
:O :O :O didn't notice.. gna look into it!!
Glathriel Village #1:
-I went though this map so fast that I hardly gave it any attention. There might be errors, but I didn't see any off the top of my head.
if u tested in LAN/online your game would have crashed.. anyhoot zombie just gave me help for that one
arrite cool thank you very much jackrabbit

i'll update these maps when i have time
-----------------------------------------
In Glathriel1 Lantern0 inside some room will crash clients. Replace it or you could try reseting its advanced properties to defaults. I'm not sure about the Waterfall, but it's probably some map actor set not to be static, possibly set not hidden, and once had an AmbientSound. Your unreal log should tell what actor instance causes your client to crash. Inspect every matching actor class near that waterfall to find it.
I do have a general suggestion for placing Predators, and SpaceMarines into converted RTNP maps. Give your mod(s) a unique filename associated with your maps before placing them. This may prevent possibilities of conflicts later on. If not your mod(s) find out if the author is okay with that. Also, I suggest play testing each map from beginning to end teleporter twice. If you cannot reach the end teleporter the second time without cheating you'll know the map is not cooperative compatible yet.
-Zombie
thx for the help
hmm u have a good point there.. i remember that at one point in time there were like 3 versions of NBSpecials.u... currently im using asgard's spinner.u and predator.u. he already updated these before so i assume this will be the final version. if he does decide to update these then i will re-release the pack with the same mods under different names. i havent done the space marine map yet, so i'll change the mod's name for that one.. thanks for the heads up, i really didnt think of that.
Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 11:47 am
by Shivaxi
You should see my post above Roland...already replied to his post
Yes the flys spawning depends on difficulty. 2 Flys spawned in my server as it's set on difficulty 2 (Medium right?)
And there is no translator in the original either, but I suppose it wouldn't hurt to add one in the beginning. How many people are going to play this in single player from beginning to end though lol. I'm mainly going to play it on my server.

Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 12:22 pm
by (T:S:B)Legionnaire
o sorry must have looked over ur post.. was in a rush this morning. i can add a translator for single player only.. no biggie
Predator AI isnt Roland's fault either....blame whoever converted the predator.u mod
i can still see if i can do something about it.
Oh btw, these maps are now being hosted (minus Glathriel1 and Abyss) on my Co-op server. So you may check them out if you want. Server name = Evolution Revolution
awesome!!

thanks

Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 4:25 pm
by Leo T_C_K
okay I played though the maps until GlatrielVillage2Upak (which seems to be missing).
i still have to do glathriel2, crashsite, crashsite1, crashsite2, toxic, and nalic2.. when u reach the end of glathriel1 just do "open SpireLandUPak"
thx for the help
hmm u have a good point there.. i remember that at one point in time there were like 3 versions of NBSpecials.u... currently im using asgard's spinner.u and predator.u. he already updated these before so i assume this will be the final version. if he does decide to update these then i will re-release the pack with the same mods under different names. i havent done the space marine map yet, so i'll change the mod's name for that one.. thanks for the heads up, i really didnt think of that.
You should use
http://www.hypercoop.tk/dl/napali102.7z instead...
The predator and spinner, there were other versions by different author so it can cause conflicts etc...
Also when you will be doing crashsite2, there was other crash problem if I remember well...and the spacemarines....with dzmapm they are set to bisplayer false simply, but that makes the problem if they fall on the ground they won't be killed I think....so really you should use the ryspak or smetest marines, they were optimised for the beam waves even for coop...they get killed by the kill triggers too and they work. And all waves will be triggered with dzmapm sometimes happens I think that some wave won't be spawned due to this bisplayer thing. Map doesn't get stuck using dzmapm method (the new one at least), but the wave will be missing.
Also upakscubagear should be there, eldora is practically impassable without upakscuba btw. When I ran upak maps I added scubagear through custom gametype at my UT server for example...too bad Dzmapm doesn't have default inventory section.
Also is interesting, in Duskfalls there is item called Beacon, it is invisible, it lays on the left box at start, you can see it in editor when you do icon view or if you set the class to have mesh or be visible.
That item was prolly unfinished, dunno why it is even placed in the map then.
Also I suggest for toxic etc, to be the toxin suit respawnable even in out of box coop and maybe scubagears too, it is not that hard to do it, if you look how respawn function is done.
These are the original inventory functions, you can alter them so it is not dependand on gametype or something (that level.game.shouldrespawn).
Code: Select all
function inventory SpawnCopy( pawn Other )
{
local inventory Copy;
if( Level.Game.ShouldRespawn(self) )
{
Copy = spawn(Class,Other);
Copy.Tag = Tag;
Copy.Event = Event;
GotoState('Sleeping');
}
else
Copy = self;
Copy.RespawnTime = 0.0;
Copy.bHeldItem = true;
Copy.GiveTo( Other );
return Copy;
}
//
// Set up respawn waiting if desired.
//
function SetRespawn()
{
if( Level.Game.ShouldRespawn(self) )
GotoState('Sleeping');
else
Destroy();
}
Also in foundry, that zoneinfo in the lava (or make it more simmilar to lavazone in properties), it is not set to damagetype Burned, it should be set to that, it is simply bug by an author when he converted this from beta and also you should select all chest actors in the map and add them woodenboxm mesh, that's how it was supposed to be in toxic and foundry, mover132 (the button in ceneter of elevator in the end) should be set to btriggeronceonly false (so players dont have to dodge before the door closes etc) and also the solidity of these brushes, some nonsolids should be changed to solids (again conversion bugs, beta handled it differently), here are screenshots:
Nagomi and nagomisun:

Foundry:

And also that velora statue, with the eyes, bu you can leave that one be, the only difference is that the eyes will be see through how it was in beta, again these bugs are due to different method of solidity from beta and final during full rebuild, so these bugs should be fixed.
Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 4:43 pm
by Srbassalot
srbassalot u dont have to test them out, shivaxi and i went over all the finished maps just now.. appears everything works fine except for:
abyss--invisible spinners (easy to fix), and ending teleporter gives issues
glathriel1--walking into town crashes the game, and the waterfall thing also crashes the game. --Zombie if u could give me some hints/tips on that one, it'd be much appreciated
Cool, sounds like several people are already and since there are several maps still unfinished I would prefer to wait anyway..
Keep up the good work,
Bass
Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 4:58 pm
by Shivaxi
About the space marines....a kill trigger could easily be made to kill the marines when they fall even when bIsPlayer = False. And yes...there are many MANY bugs in crashsite2 and crashsite 1 as well (I used to run the original RTNP on my server....WITHOUT DZMAPM!!!) lol....I can name most of them....but i'll talk to Roland on MSN about it

Re: Return to Na Pali for 225
Posted: Sat May 02, 2009 5:04 pm
by Leo T_C_K
I edited my post and added screenshots mentioning certain solidity bugs etc, the result is much nicer if you will follow my instructions.
As for the kill trigger, I made a hack in the spacemarines code which will make them kill if they are touching the kill trigger meant for bisplayers, basically it will set them for a moment bisplayer true and then back, that way it kills them btw at my version.
Re: Return to Na Pali for 225
Posted: Sun May 03, 2009 7:52 am
by Zombie
hmm u have a good point there.. i remember that at one point in time there were like 3 versions of NBSpecials.u... currently im using asgard's spinner.u and predator.u. he already updated these before so i assume this will be the final version. if he does decide to update these then i will re-release the pack with the same mods under different names. i havent done the space marine map yet, so i'll change the mod's name for that one.. thanks for the heads up, i really didnt think of that.
I would not assume in this case. Just look at the version history of those at Asgard's website. Many times he has reached what was supposed to be a final version only to discover a fix is needed or somebody requests some other change. IMO, it's better to release a map pack with unique filenames for everything initially so that clients need not download every map over again if re-released or risk yet more networking conflicts. As long as a good job is done on the conversion you won't need to re-release, and hopefully the mods incorporated will be stable to not
require anymore updates.
I noticed Shivaxi's unreal server reports the original RTNP level titles when querying the server list. You may want to change the level titles to be at least slightly different from the originals if you do not want DZMapM to apply its own fixes to the maps. There should not be any problems for users by leaving them the same, but for a converted CrashSite2 map it will have fixes applied that may only benefit the original. It's generally a good mapping practice to differentiate maps in their descriptive properties to let players know what they're playing anyway.
-Zombie
Re: Return to Na Pali for 225
Posted: Sun May 03, 2009 1:03 pm
by Shivaxi
hmm u have a good point there.. i remember that at one point in time there were like 3 versions of NBSpecials.u... currently im using asgard's spinner.u and predator.u. he already updated these before so i assume this will be the final version. if he does decide to update these then i will re-release the pack with the same mods under different names. i havent done the space marine map yet, so i'll change the mod's name for that one.. thanks for the heads up, i really didnt think of that.
I would not assume in this case. Just look at the version history of those at Asgard's website. Many times he has reached what was supposed to be a final version only to discover a fix is needed or somebody requests some other change. IMO, it's better to release a map pack with unique filenames for everything initially so that clients need not download every map over again if re-released or risk yet more networking conflicts. As long as a good job is done on the conversion you won't need to re-release, and hopefully the mods incorporated will be stable to not
require anymore updates.
I noticed Shivaxi's unreal server reports the original RTNP level titles when querying the server list. You may want to change the level titles to be at least slightly different from the originals if you do not want DZMapM to apply its own fixes to the maps. There should not be any problems for users by leaving them the same, but for a converted CrashSite2 map it will have fixes applied that may only benefit the original. It's generally a good mapping practice to differentiate maps in their descriptive properties to let players know what they're playing anyway.
-Zombie
I don't think DZmapM applies. I have DZmapM running, and when I went through the maps, I noticed bugs that DZmapM usually fixes...so....idk :-/
Re: Return to Na Pali for 225
Posted: Sun May 03, 2009 2:13 pm
by (T:S:B)Legionnaire
zombie do u mean map title or map name? cuz i just added "UPak" to the end of each map name (eg. DuskFallsUPak.unr or FoundryUPak.unr) but the titles i left the same (Edge of Na Pali, Foundry Tarydium Plant)
does dzmapm work with titles or filenames?
Re: Return to Na Pali for 225
Posted: Sun May 03, 2009 2:58 pm
by Zombie
DZMapM applies fixes on original RTNP maps if either title or map filename matches.
Shivaxi may not have noticed it applying fixes on the Glathriel and Nagomi maps. Those 4 share two identical titles so matching by titles on those would be pointless.
-Zombie
Re: Return to Na Pali for 225
Posted: Sun May 03, 2009 4:01 pm
by Leo T_C_K
Maybe it was bad idea to do that check for map title actually (as well as is the teleporter update method in dzmapm, it doesn't replace whole URL or something and it doesn't work with beta map methods, like with zora's conversion or mine aztec one, so one has to make own mutator to make it working, you know it uses the FHUB5/AZ-EXIT format instead of the classical URL peer method)...
As I pointed out before if you remember when I had that my own crashsite2 map replaced, but it worked in the end even with the same title, or I guess you removed the map title check from that one then?
Btw roland, I am playing now at shivaxi's server at your Foundry map, after you will update it next time with what I said, try move these woodenboxm chests a bit down, they seem to float a little above ground, just a minor detail but still ;)
Anyway...I still think you should add these sprites etc from upak 224 or ryspak...I mean gold users will tell a difference, but they will like it more.
And what about original rtnp users will join it? They will not like the way how upak gold looks like.