Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Little Tiny Small feed-back at Nelsona.
There are some types of ammo that are falling at EPIC's decision...
Sometimes for certain reasons they will fall from map disregarding normal placement. In this case a different operation mode will take in account those junks and wrap them up correctly... The solution is placed here...
CTF-EgyptianPyramids2_SkEd.7z
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I think I can use this one more intensive similar to a more fixed CTF-Coret. I like it a little bit I have to admit... probably because it's... random...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Sun Dec 24, 2023 3:35 pm Done?
Let me know.
CTF-EgyptianPyramids2_rS408.7z
I sent you the wrong version, the one I intended has a temple between the two bases... and gates.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

No problem, I'll take next one... However, did it worked as it should ?
Link me to desired version.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Sat Dec 30, 2023 6:59 amNo problem, I'll take next one... However, did it worked as it should?
Mostly, though I didn't see any specific defense positions, though with such an open area between each base it's possible bots didn't stop to defend.

Could probably use a specific sniper pickup on that raised area above the flag.
Nelsona wrote: Sat Dec 30, 2023 6:59 amLink me to desired version.
https://unrealarchive.org/maps/unreal-t ... 84387.html
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Yep... First stage is mainly done. Also, the placement of the flags needed to be adjusted as they were a bit out of place, not very logical.
Next stage is completing a few AlternatePaths, perhaps some extra-combos for various heights, then cleaning nulled ReachSpecs. Some of those nulled navigation ReachSpecs can be reused.
In the final stage, navigation points for various inventory items, weapons, ammunition, etc. will need to be set up.

For defending chapter I did not figure an optimal position, defender can be eliminated from a long range and... it turns out as being useless at random. They are not very sensitive in big open space.

Edit:
Game-Play results.
Broken doors are just broken trash. I participated at game using 436 + XC assets and a 469d in normal format out of tools. Those things called doors allows Player to dodge through them while they are moving - in both game versions, they have collision only when they don't move - aka IgnoreWhenEncroach - such a behavior is abnormal for any physics rule of this planet. I removed useless portal added over there and... nothing is changed. These "doors" are re-scaled, I think if they will generate floating data, calculations concerning collision with Pawn which is jumping through them when are moving is completely failing. Entertaining no wonder !

Screening...
Zose_Doors_junks.PNG
Zose_Doors_junks.PNG (37.92 KiB) Viewed 69270 times
For a bit of branstorming....

Code: Select all

Begin Actor Class=Mover Name=Mover2
    MoverEncroachType=ME_IgnoreWhenEncroach
...
    MainScale=(Scale=(X=2.000000,Y=1.100000),SheerAxis=SHEER_ZX)
...
          Begin Polygon Item=2DLoftSIDE Texture=128-02A Link=2
             Origin   +00000.000000,+00160.000488,+00096.000000
...
    PrePivot=(X=0.000122,Y=17.454536)
    Name=Mover2
...
etc. trash
So the behavior from game in fact works normally - the garbage obviously has the right reaction, like a garbage.
As conclusion, the wrong map was good, but the good map is... different...
In any versions (original or rebuilt) shock-balls are crossing through these doors...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Sounds good, can't wait to test it.

Will there be another .pdf? Liked the idea of you describing your edits in detail which could be added to any future map uploads.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

On going....
It was recommended a "Happy New Year" and then... I'm happy as follows:
- Movers (alleged doors) have been totally reconstructed, without too much related "scaling" pathetic settings. Now they will act as a normal environment object blocking everything as they should be.
- Debris brushes without a valid purpose have been eliminated;
- Bot Pathing was easy.
Technically I would like to deliver more about this editing task but I'm afraid that "walls-drawers" won't read, neither learning a damn thing.

Edit: Let me know how does it work.
CTF-EgyptianPyramids_rS595.7z
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

So, Happy New Year!

This one might be a challenge, no pathing for Warlords needed but the bots are tricky.

Flag bases are on the top level but most of the action takes place below. Problem is the bots never try to get back up to the top when they've got a flag... which invariably leads to a lot of what you see in that screenshot passing from bot to bot.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

It happens because for some dumb reason PathNodes are lifted upper from walking ground and this way connections are missing - easy to see even in original Editor.
The rest is just the same generation of useless junks with nodes nearby items. Pathing here is easy, I don't understand the reason for such misery.
I'll drop back Nodes on the ground according to "User of paths" specified in original pathing document from Epic and no other way.
But... I think I'll add new ones because these are closer to edges and they are generating a bunch of specs - and errors too, spam useless paths.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

See what's up here...
CTFM-UTDMW-4by4_rS735.7z
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