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AS -TorlanEvolution

Posted: Sun Mar 18, 2012 12:27 pm
by DW_Wine_Flu
This map seems to have a crash bug related to objective Zeta (the dino one, last before the monster base).

It currently crashes the server about 80% of the time during the team's attempt to kill everything.
I've seen the map get past this point a few times, but there is something related to this objective which is bad.

I have been doing some investigating into the issue and will be releasing a new beta for the map soon. I've been looking into the monster spawn points & monster spawners to see if there is something obvious to me as wrong.

If Ant, Wail, Apo or another mapper has some suggestions of what to look at i'm open to them.

Re: AS -TorlanEvolution

Posted: Sun Mar 18, 2012 1:58 pm
by DW_Ant
It's not your fault. I think the problem started when I made the dinosaurs much more aggressive. 22 of the crashes occurred when the monster's controller state is either in hunting or charging.

I'll revert back to the older code, but as a consequence we may have stupid dinosaurs that just look at you. I'll see if I can find an alternative solution.

I can't make any adjustments this week. I'll resume working on stuff when my schedule lightens up.

Re: AS -TorlanEvolution

Posted: Mon Mar 19, 2012 10:01 am
by DW_Wine_Flu
thanks for that info.

I'm still making a tweaked newer version, can the issue be related to the speed boost
I've given some of the dinos in the monster spawner? Keep the new aggressive code but put the
dino monster speed back to 1.0? (or maybe just not as much boost as currently I have).
I suggest this because beta05 had 1.2 as the max while beta08 has some at 1.4

Is it always a specific dino - perhaps just exclude the bad behavior one?

I realize you are busy - just putting ideas out there.

Re: AS -TorlanEvolution

Posted: Mon Mar 19, 2012 3:00 pm
by DW_Ant
It's probably the frequency of the monster controller state change. It's not a specific dinosaur since they all share similar behaviors.

If you're going to update the map, then may I suggest that the first two waves have monsters with lower score values? We're starting to have players that only play the first two objectives (rush like hell with Raptors and Mantas) then quit the server on third/fourth objective.

To fix this, simply reduce the score multiplier for all spawners in first two objectives. You can increase the score multiplier for the fourth/fifth objective to counteract it (I intentionally skipped third objective since that seems to give xp at a decent rate already).

Re: AS -TorlanEvolution

Posted: Mon Mar 19, 2012 5:17 pm
by DW_Wine_Flu
will do.

I am thinking of making the first objective a res one as well for the noobs that die so easily - objections?

Re: AS -TorlanEvolution

Posted: Wed Mar 21, 2012 12:31 am
by Thwart
DW_Wine_Flu wrote: I am thinking of making the first objective a res one as well for the noobs that die so easily - objections?
Of course no objections! This noob here could certainly use the help. hmmm.... then again, I think we'll need two res. :sthinking: