ONS-HomeSweetHome Randomizer

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pooty
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Re: ONS-HomeSweetHome Randomizer

Post by pooty »

90 seconds. Tempted to make it longer especially on the ledges.
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Enyo
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Re: ONS-HomeSweetHome Randomizer

Post by Enyo »

pooty wrote: Thu Mar 13, 2025 12:48 pm 90 seconds. Tempted to make it longer especially on the ledges.
I think it’s fine now at 90 secs. We played it last night and I only saw someone firing the OMFG once or twice the whole match.

At 1/4 it’s now back to a battle of the flyers, which is much better than half your team wasting flyers staying behind to spam the light at your own node.

And I totally called it, saw El Commandante just going back and forth in the warps from window to top middle vent area waiting on the nuke or OMFG to spawn.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
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vorpal
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Re: ONS-HomeSweetHome Randomizer

Post by vorpal »

My game crashed on this map today. When I checked the logs, I found approximately 60MB worth of the following error:

Log: (Karma): KBuildPartitions: Constraint found between bodies using different bKDoubleTickRate.
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pooty
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Re: ONS-HomeSweetHome Randomizer

Post by pooty »

Log: (Karma): KBuildPartitions: Constraint found between bodies using different bKDoubleTickRate.
Yeah its one of the vehicles. I thought all of those were fixed, but I don't know which one it is, since its Rhamp's edit. I can export the map and look for the offending code which will tell me which vehicle.
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captainsnarf
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Re: ONS-HomeSweetHome Randomizer

Post by captainsnarf »

Does HSH have the rubber ducky that you can shoot around?

It's a KActor, and the default for bKDoubleTickRate is false, but for vehicles it's true. When they touch, you get the above log spamming.
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Rhamp
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Re: ONS-HomeSweetHome Randomizer

Post by Rhamp »

I'm pretty sure its all the KActors in the map. I didn't touch these. There are a couple KActor rubber ducks and some cardboard boxes that are shootable and moveable. The giant duck in front of the primary is a static mesh and should be fine.
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pooty
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Re: ONS-HomeSweetHome Randomizer

Post by pooty »

Any of the Karma based vehicles, scorpions/trucks etc. need to have bKDoubleTickRate=True
I can't remember which one I fixed, that was missing that in the KParams.
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captainsnarf
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Re: ONS-HomeSweetHome Randomizer

Post by captainsnarf »

pooty wrote: Wed May 07, 2025 1:09 pm Any of the Karma based vehicles, scorpions/trucks etc. need to have bKDoubleTickRate=True
I can't remember which one I fixed, that was missing that in the KParams.
We need it for all Karma actors, not just vehicles. Vehicles already have it true, and mixing true/false results in log spamming and server crashes.
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pooty
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Re: ONS-HomeSweetHome Randomizer

Post by pooty »

When I get a minute I can export the map, grep for it. The one I found had it set explicitly to False I think.
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Rhamp
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Re: ONS-HomeSweetHome Randomizer

Post by Rhamp »

V14 on the google drive
https://drive.google.com/file/d/11mjXs5 ... sp=sharing

Changes:
-Increased the 3 OMFG pickup respawn times from 90s to 180s. Some players like making use of this weapon so I want to keep it in the map, but not make it such a problem that requires constant camping of the lights to counter. A 3 minute respawn time should resolve this. It was more of the nuke spam that was taking out the node than the OMFG.
-Replaced the nuke from the table in the flier node room, the nuke under the trees, and the big nuke in the center room with a super shield charger. I left the link nuke, the nuke inside the cabinet in the flier node room, and the big nuke in the tunnel. I think that amount of nukes is fine, it is the same amount of nukes on Minus-KitchenSink. The cabinet nuke takes time to reach, so a flier can't just fly in, grab it, and hit the node instantly like it could with the table nuke.

I think this should help make the map more involved than just zerging nukes and OMFG through the light without completely removing that playstyle.
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