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CMapFixM (Custom Map Fix Mutator) v0.12 Public release

 
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Dec 13, 2007 4:19 am    Post subject: CMapFixM (Custom Map Fix Mutator) v0.12 Public release Reply with quote

This is the second release of CMapFixM. The main intent of this release was to fix a mutator bug that caused the 224/225 compatibility hack for the SkaarjCastle_V2F (Skaarj Castle V2) map to activate on a 227 patch server that caused movers to break. In addition, fixes for the Darkside map pack was completed as well as fixes for a few other maps. Please read the details of the map fixes in the readme file. Some packs and standalone maps have their end teleporter URL changed so you may need to adjust your server's map Sequence/order configuration.

The change log(v0.12; details of fixes/changes in readme file):
Quote:
* Fixed a bug that activated the SkaarjCastle_V2F (Skaarj Castle V2) compatibility hack on 227 patch servers causing movers to break.

Singles: Stand alone maps not adequately sequenced or included in a pack
- LivingPlanet (The Living Planet)
- Star861 (Star 861)
- Asylum (The Mental Asylum)

Pack: Hard Crash
- HCL5 (Caverns of the Forgotten)
* Change to mover pillar at center of checkered tile arena.
* Added more than one triggereddeath below checkered tile arena.
* Added actor blocking around dark area path to the Warlord.
* Added triggereddeath below dark area path to the Warlord.
* Change to mover lift in the well near the end teleporter.

Pack: Darkside
- dnspu1 ( The Skaarj Castle)
- dnspu2 / Dark_2 (Temple of Pain)
- dnspu3 / Dark_3 (Research Facility)
- dnspu4 / Dark_4 (The Beginning of the End - Part 1)
- dnspu4-2 / Dark_4-2 (The Beginning of the End - Part 2)
* Change to double mover doors at player start.
* Change to double mover doors after single Krall near spiral stairs.

- dnspu4-3 / Dark_4-3 (The Beginning of the End - Part 3)
- dnspu5 / Dark_5 (Temple Of Razhig: Part I)
- dnspu5-2 / Dark_End (Temple Of Razhig: Part II)


This is the initial release of CMapFixM. After a few months of steady additions I decided it's time to let others use it in its current state.

Here is a description of it:

CMapFixM is a TrueType mutator that is designed to fix custom singleplayer/coop maps that could easily become blocked by players. It also fixes custom maps with critical server or network compatibility issues. Its initial purpose began with fixing Drew's SkaarjTower & SkaarjCastle maps for 224/225, but now it has grown to fix other popular custom map packs as well.

Additional list of maps with fixes (details of fixes/changes in readme file):
Quote:
Singles: Stand alone maps not adequately sequenced or included in a pack
- Tarmation (Tarmation)
- Tarmation2 (T2 -A rude awakening-)
- Gramercy (Gramercy)

Pack: Skaarj Tower - Shadow and Fire
-SkaarjTowerF (Skaarj Tower)
-SkaarjCastle_V2F (Skaarj Castle V2)

Pack: TentacleHunter's
- TheSwamp (Woody Bog)

Pack: The Tower of Shrakith'a
- Shrak1 (The Tower of Shrakith'a part1)
- Shrak3 (The Tower of Shrakith'a part3)

Pack: Shamu Quest
- SAncient1 (sancient1)
- SValley2 (svalley2)

Pack: Shinigami
- NaliShip (Nali Pirate Ship)

Pack: Strange World
- Strange1 (StrangeWorld: Part1)
- Strange5 (Strange World: Part5-1)
- Strange5-2 (Strangeworld: Part5-2)
- Strange6 (Strange World: Part6)

Pack: Hard Crash
- HCL4 (The Station)
- HCL5 (Caverns of the Forgotten)

Pack: The Elder
-TheElder02 (theElder)

Pack: Peril on Mars
- PML1 (Hope Among the Dead).
- PML3 (The Banner of Blood)
- PML4 (Zero of the Night)

Pack: Attacked!
- Attacked_Intro (Attacked Intro Baby)
- Attacked_Cutscene1 (Escape from the IRDC-Renegade)
- Attacked3[1] (The Labyrinth)
- Attacked4[wtf] (The Long Haul)
- Attacked_Extro1 (Attacked Xtro)

Pack: Invasion
- Invasion_1 (Invasion Part1 - The Escape)
- Invasion_4 (Invasion Part 4 - Massigula)
- Invasion_5 (Invasion Part 5 - Victory)
- Invasion_6 (Invasion End Sequence)

Pack: Darkside
Note: Fixes may not be complete as of v0.1.
- dnspu4-2 (The Beginning of the End - Part 2)

EDIT: CMapFixM was updated (04/5/14).
Download: CMapFixM - 0.12


-Zombie
_________________
GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)


Last edited by Zombie on Sun Apr 06, 2014 3:55 am; edited 9 times in total
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Dec 13, 2007 9:16 am    Post subject: Reply with quote

Nice work Zombie. Once again you managed to create a very useful tool for coop server admins. I've been using the test versions and I'm impressed with the possibilities.


Note: two days ago I was playing Strange World part 1 at my server and I still got stuck in the auto camera. Didn't you say you fixed that in the previous beta?
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Dec 13, 2007 10:08 am    Post subject: Reply with quote

Yes I did fix the starting point (since v0.07) by disabling the viewspotstop camera. I just checked again and my view was fine as I walked beyond the first doors at the start. Is there some other location in Strange1 with the problem I may have missed?


-Zombie
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Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



Joined: 24 Jan 2004
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Location: Middelburg, The Netherlands

PostPosted: Thu Dec 13, 2007 1:55 pm    Post subject: Reply with quote

It was at level start, not later in that level.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Fri Dec 14, 2007 10:44 am    Post subject: Reply with quote

When I played Strange1 on your custom server the beginning is not fixed as you said. I checked Strange1 again this time using the same files on your website and I didn't have a view camera problem. Where did you the download Strange World pack that's installed on your server? Maybe there is a version inconsistency of the Strange World files. :o

It's possible that NBSpecials.u is different since it was modified many times by other authors, but I don't know about any map differences.


-Zombie
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Hyper



Joined: 24 Jan 2004
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Location: Middelburg, The Netherlands

PostPosted: Fri Dec 14, 2007 4:24 pm    Post subject: Reply with quote

Zombie, I sent you a mail about the Strange1 issues and file versions.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Dec 16, 2007 12:42 am    Post subject: Reply with quote

I believe I have the reason why the fix did not take effect. The Strange1 map version that I've downloaded uses the level title "StrangeWorld: Part1". The version on Hyper's server uses the title "StrangeWorld--Part1". That difference means that v0.1 will not detect the map in the fix list, and will not apply changes.

I'm a bit astonished why the author of that version changed so little (particularly the title), kept the same byte size, and modified in an identical package GUID as the other versions. Hyper, I'd appreciate it if you could send the other Strange World maps from your server too. They should be checked for differences, and if so they will be added to the internal fix list as well.

I suppose "StrangeWorld: Part1" should be the definitive version? It's up to you if you want to replace your map version from another archive, unless it some way has an important fix.


-Zombie
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Hyper



Joined: 24 Jan 2004
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Location: Middelburg, The Netherlands

PostPosted: Sun Dec 16, 2007 1:06 am    Post subject: Reply with quote

Oh, Hmz. I changed the title of the local map because of an incompatibility with the Server Status script. You see, the script uses the map title to display a small screenshot of the map. A few map names use characters that cannot be used in <filename.jpg> names so I renamed them. (Hex editor)

"StrangeWorld: Part1" has the ":" which is not allowed by Windows in file names so I renamed it. At the time I could not know it would give compatibility issues with your mod...

I remember that I changed a few other Strangeworld map titles as well, and in the past a few other maps also possibly. Only when containing illegal chars. Modified maps only have been changed in server (and cache if downloaded from server) not in downloadable map (packs).
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Zombie



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PostPosted: Sun Dec 16, 2007 1:44 am    Post subject: Reply with quote

Is there a way the status script can be adapted to make exceptions for maps with illegal characters? For instance, character replacement in the title string received from the query or some special matchup list. I would think that as a better option if possible.

The safest and most reliable way to apply map-specific or map version-specific mutations is to match up with level title and filename. Normally the level title changes wouldn't cause an incompatibility in my other mods, but for custom maps it's more important to be precise with fixes using title AND filename since there can be multiple map versions in circulation that might not need the mutations.

At the moment your Strange World maps look to be the only ones not fixed on your server. The other custom maps that should be fixed don't have colons in their titles.


-Zombie
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Hyper



Joined: 24 Jan 2004
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Location: Middelburg, The Netherlands

PostPosted: Sun Dec 16, 2007 2:24 am    Post subject: Reply with quote

Zombie wrote:
Is there a way the status script can be adapted to make exceptions for maps with illegal characters? For instance, character replacement in the title string received from the query or some special matchup list. I would think that as a better option if possible.


Technically it can be changed yes. I run the script at my web server. But I have no knowledge of the programming language. (PHP) And the license prohibits sharing. An easier solution would for example be if I hex-edit the copy of your mutator that I run at my server with exactly the same map title strange as I applied to my maps.

Quote:

The safest and most reliable way to apply map-specific or map version-specific mutations is to match up with level title and filename. Normally the level title changes wouldn't cause an incompatibility in my other mods, but for custom maps it's more important to be precise with fixes using title AND filename since there can be multiple map versions in circulation that might not need the mutations.

At the moment your Strange World maps look to be the only ones not fixed on your server. The other custom maps that should be fixed don't have colons in their titles.


-Zombie


Okay, I understand. (Off topic: some custom maps may even have different versions where both the file name and the map title are the same. In case the mapper changed a detail and simply rebuilt it.)
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Zombie



Joined: 27 Jan 2004
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PostPosted: Sun Dec 16, 2007 7:10 am    Post subject: Reply with quote

You should have no trouble making personalized changes by hex editing. The title string comparisons are in plain text within the compiled code. If that's what you want you'll have to keep note of what changes are needed, and apply them on any future releases.

Quote:
(Off topic: some custom maps may even have different versions where both the file name and the map title are the same. In case the mapper changed a detail and simply rebuilt it.)

I've seen one or two cases some time ago too. Not much can be done about that other then using the last accepted official version and making any necessary mutations to that. :/ If some 3rd party decides to rebuild a map and not rename it appropriately then that author is not following good practices.


-Zombie
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Apr 06, 2014 3:08 am    Post subject: Reply with quote

CMapFixM was updated from v0.1 to v0.12 (04/5/14). Read the first post for details.


-Zombie
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