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 Post subject: Re: MapData (in progress...)
PostPosted: Mon Jul 14, 2014 9:25 pm 
Gauntlet Captain
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Awesome work!
I hope everything ends up well.
:)

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 Post subject: Re: MapData (in progress...)
PostPosted: Wed Jul 16, 2014 9:26 am 
Admin Wizard
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Thanks for the support Rurik. It's appreciated! Such support inspires me to endure the challenges to bring forth more progress on a major project.

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 Post subject: Re: MapData (in progress...)
PostPosted: Wed Jul 16, 2014 9:27 am 
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- 7/8/2014 - Build 164
Much has been done too tired to disclose right now check back later

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 Post subject: Re: MapData (in progress...)
PostPosted: Wed Jul 16, 2014 9:28 am 
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- 7/16/2014 - Build 234
After a day of light activity I'm back coding hard now. I am redoing the entire way it's storing information after seeing how much the mod was suffering from performance issues when it came to writing data to the .ini file to the point there's a large 1 to 2 seconds gap of lag after fabricating a actor in the map for the old way this mod was modelled that I would have it write the data to the .ini file every time a new actor was fabricated which was fast initially saving instantly as opposed to the other method which involved saving whenever (the way we traditionally mapped)

However the problem with saving every time an actor was fabricated or deleted soon began to show itself as the .ini file size grew larger the lag spike would grow as well to the point of it being inoperable.

The solution I have developed is to write less text to the .ini file and have the saving of individual groups a possibility rather than the whole map at once with ALL the groups being saved even ones that haven't been modified. The way I plan it is it will be like working on tons of mini 1000 monster count maps we save individually. I will make a general function that will facilitate the saving of everything like before but make it smarter to only save what has been changed.

My only theories on what caused the save lag is when the file started getting massive the engine would be slowed down by allocating more space for the file or trying to locate through the tens of hundreds of thousands of lines in the .ini file to find a place where it could append the newly written data to the .ini file. I don't know at all why so I only have those theories

Further more the way this mod was before I decided to change how actors are saved was that for every actor that was fabricated their was a MD_Actor object that would store the class of the actor it's location it's rotation and a reference to a MD_PropertyList if it had one and it would right all this information on multiple lines taking a considerable amount of space.

Below is how the data was stored

[SkaarjWarrior51_MjcD40jN]
ActorClass=UnrealShare.SkaarjWarrior
ActorLocation=290.000000,-372.000000,-848.000000
actorRotation=0,41216,0
ActorPropertyList=
Group=SkaarjAmbush

Below is the new way I plan on having the data stored
55,561,290,-372,-848,0,41216,0,558

As of writing this sentence your reading an hour or more has elapsed of frustration. I had to rewrite the group deletion code and quite frankly it was a huge pain in the @$$! However, I am victorious and have fixed it. Moving on my next goal will be to implement the encoding of monster data like what you saw above.

This string of numbers are a list of values separated by commas,
55,561,290,-372,-848,0,41216,0,558

Translated from numbers to words the format is as shown below
PackageIndex,ActorClassIndex,LocationX,LocationY,LocationZ,RotationPitch,RotationRoll,RotationYaw,PropertyListIndex

Much more to do but is looking good so far for the project undergoing a major change in design.

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 Post subject: Re: MapData (in progress...)
PostPosted: Thu Jul 17, 2014 10:01 am 
Admin Wizard
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Joined: Mon Jun 20, 2011 5:40 am
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- 7/16/2014 - Build 249
Fixed really stupid error where the function responsible for finding groups would instead create groups named directly after the label (human friendly name) STUPID. Bring on the frustration!

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 Post subject: Re: MapData (in progress...)
PostPosted: Thu Jul 17, 2014 10:02 am 
Admin Wizard
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- 7/17/2014 - Build 249
Finally got the creation of new groups and deletion of existing ones done as well as the mod managing a special default group that automatically gets selected in the even the map editors have a group selected that has been deleted or when they start a new map and have not mapped it yet

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 Post subject: Re: MapData (in progress...)
PostPosted: Thu Jul 17, 2014 10:02 am 
Admin Wizard
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Joined: Mon Jun 20, 2011 5:40 am
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- 7/17/2014 - Build 260
Some core functions involving groups appear to be operating correctly.

Functions tested to be operational include:
+ Creating Groups
+ Deleting Groups
+ Renaming Groups
+ Selecting Groups

I have a new idea I'm going to implement that will really make the mod run a lot smarter and that is creating a system where deleted groups get stored on a recycle list. When a group is deleted it is removed from the maps group list nothing more. This is a problem regarding clutter because what happens is the groups information is still written to the .ini file and there is NO WAY in unreality to have an objects information unwritten from the .ini file. Once an object writes it's section and variables to the .ini file it is permanent. So instead of leaving abandoned entries in the .ini file to take space the idea is to create list in the .ini file where references to deleted groups will be stored and when our map editor want to create a new group like:

mutate md new group Fill It With Spiders

It will pull the group from the deleted groups list and voila! Group Recycled!

Also forgot to document that now each editor has control over their own group and can select other groups so one editor can add lots of Terradex Maidens to the "Fill It With Spiders" group and the other editor can work on their completely "original" "Metric Ass Ton Of Skaarj out of window lol" group. This feature is not that new it's been in past builds I just forgot to document it here. Pretty much how it goes is the MapData mod works with editors on an individual basis making co-op mapping efforts a lot less thought involved so editors can concentrate on their individual efforts to the maps progress rather than tripping over each other in the mod.

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 Post subject: Re: MapData (in progress...)
PostPosted: Thu Jul 17, 2014 9:01 pm 
Gauntlet Captain
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Joined: Mon Jun 20, 2011 10:10 pm
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Location: USA
Wow, an ATHF reference AND 2 "subtle" map references. Kudos

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 Post subject: Re: MapData (in progress...)
PostPosted: Tue Mar 17, 2015 8:47 am 
Gauntlet Captain
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Joined: Mon Jun 20, 2011 10:43 pm
Posts: 700
Location: El Salvador
Awesome work there mate!
Keep up the good work!
:D

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 Post subject: Re: MapData (in progress...)
PostPosted: Wed Mar 18, 2015 6:07 am 
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Thanks! It's been a long while since I worked with this but I do plan on dusting it off later. All the work is stil there and I have an updated fabricator that works with it that will allow you to type in the name of a group directly on screen which saves you a trip to the console. Ultimately everything with map data will be controlled by the fabricator.

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