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Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 9:19 pm
by Victor Delacroix
Hi. I have stumbled upon five maps that fail to run for me.
Here is the problem description for every one of them:
DMNaliLord - crashes every now and then when someone dies. The screenshot of the crash message and the Unreal.log file are in the archive. fixed
DMSolmund32 - Locks up when about to enter combat. Unreal.log file in the archive.
Flotsam - crashes on entry. Runs fine on Unreal v200. On some Unreal versions (I don't remember which now!) player CAN enter the level, but it is not flooded and the music does not play. Screenshot and Unreal log in archive.
Incident - crashes on entry. Screenshot & log in archive. Runs fine on Unreal 200. fixed
TCallin - I find it unable to progress in the level because on the beginning I keep being tossed forward and back through the corridor. The bug happens in Unreal 200 and 224.
My primary testing platform was Unreal 224. Can anyone help fix the maps?
Archive:
http://www.sendspace.com/file/mogo6o
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 9:33 pm
by Leo T_C_K
TCallin can be completed, you just have to run fast through it or dodge or something but I made it through.....but it was fixed in newbiesplayground server, the tossing bug.
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 9:55 pm
by Victor Delacroix
Could you post the NewbiesPlayground version please?

Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:05 pm
by []KAOS[]Casey
Rebuild paths on DMNaliLord and it should be fine. I didn't test, but thats what the error is about.
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:07 pm
by []KAOS[]Casey
Floatsam probably needs to be rebuilt.
Critical: ULevel::SetActorZone
Critical: ULevel::SpawnActor
Critical: (SinglePlayer)
Never seen this error before, but it appears to be a Zoning issue.
dmsolmund32 seems to have an unhandled crash, i'll try on 227 later.
Incident is a mystery, will try on 227.
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:08 pm
by Victor Delacroix
How do you rebuild paths? In 224?
Flotsam after rebuilding lost all the water. It DID run on 224, but came up without the water it once had.
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:09 pm
by []KAOS[]Casey
Open the editor and view->log
enter the command "paths build", wait, save and try it again
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:16 pm
by Victor Delacroix
224 - locks up on rebuilding paths.
200 - removes all paths. Saved level playable in 224, but bots DON'T roam the map anymore.
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:21 pm
by []KAOS[]Casey
It can take a very long time to rebuild paths.
Once you enter the command, don't touch anything and see if it's scrolling. If it is, just walk away and make dinner or something..
Being a DM map, maybe a sandwich is long enough
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:31 pm
by []KAOS[]Casey
Oh crap, I said the wrong command
"paths build" is autogenerate paths using the Scout and it scans the entire map for an extremely long time..
The command you want is "paths define", which takes the current pathnodes and structures their paths.
Stupid similar commands
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:32 pm
by Leo T_C_K
Could you post the NewbiesPlayground version please?

I don't have it, sorry. And they added a lot of more enemies into and teleporters, but it should be trivial to fix and as I said I made it through.
YOu need to jump at beginning or make your game faster to get through.
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:40 pm
by Victor Delacroix
DMNaliLord fixed, thanks Casey.
As for TCallin, sorry, but workarounds are useless, I'd rather have a fix. Anyone can help in that?
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:40 pm
by []KAOS[]Casey
Incident loads fine on 227.
Interesting map, never seen a story portrayed like that.
Seems to be some BSP/Zoning issues though, can see parts of the level flickering randomly. No idea if thats the map's old format or a mapping mistake
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:54 pm
by []KAOS[]Casey
in Tcallin just change the zone velocity to match the other zones so it pushes you forward instead of backward
Re: Old maps bugged... Anyone can help debug?
Posted: Sun Feb 21, 2010 10:56 pm
by Victor Delacroix
As for incident, I had to rebuild it to make it work under 224. A simple BSP rebuild did the trick. Also noticed flickering issues.
As for TCallin, I don't know how to do that, Case. I'm a total UEd noob...
(ok, so DMNaliLord and Incident fixed now).
Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 4:39 am
by GreatEmerald
Look into ZoneInfo properties of that zone.
Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 6:35 am
by []KAOS[]Casey
press f8 and do a total rebuild, it should auto-zone anything that may be invalid.
Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 8:41 am
by Victor Delacroix
Ha ha ha...
There is something very wrong with TCallin.
This shit causes a lock up during said rebuild on both 200 and 224. Something is very invalid there.
Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 10:01 am
by []KAOS[]Casey
Rebuilds fine on 227.
you don't need to rebuild this map, just change a single zoneinfo's properties.
actually.. after checking. that zone doent have a zoneinfo. The hell? how/why does it have inverse zone velocity then....... what the...
Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 12:17 pm
by Victor Delacroix
Casey... I'd be careful about using 227 on editing those maps... I'm afraid of breaking compatibility... I would like to keep them compatible with 224 and above, so it must be done on 224 as I believe. Am I correct?
Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 1:24 pm
by .:..:
Casey... I'd be careful about using 227 on editing those maps... I'm afraid of breaking compatibility... I would like to keep them compatible with 224 and above, so it must be done on 224 as I believe. Am I correct?
Only way to break compatibility is to add in some actor from 227 into the map (there is no other way to break compatibility atm).
Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 2:07 pm
by Victor Delacroix
OK, I will check that in the evening then.

For now, I'll be forced to move off the puter, so... see you in 8 hours

Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 3:54 pm
by GreatEmerald
Maybe it's LevelInfo that does that.
Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 4:25 pm
by Leo T_C_K
Casey... I'd be careful about using 227 on editing those maps... I'm afraid of breaking compatibility... I would like to keep them compatible with 224 and above, so it must be done on 224 as I believe. Am I correct?
Only way to break compatibility is to add in some actor from 227 into the map (there is no other way to break compatibility atm).
Umm no, if you will save map with 227, it is incompatible with 225 and beyond, you have to use Zora's map converted through that to make it compatible on these versions.
Re: Old maps bugged... Anyone can help debug?
Posted: Mon Feb 22, 2010 6:05 pm
by []KAOS[]Casey
My only question is if it works on 227 why don't you just install it..? :p