Map assessment and pathing enhancements
Re: Map assessment and pathing enhancements
How goes it?
Re: Map assessment and pathing enhancements
So far Goblin has executed this task:
Admin Note:
We have Movers + Items capturing Network channels in servers - probably servers with a lot of replication data will encounter some warping issues and such... But this is called "map" after all...
But here is about logic links for items - and Bot should be able to return from a random spot as well + removing borked ReachSpecs and those that are useless.Admin Note:
We have Movers + Items capturing Network channels in servers - probably servers with a lot of replication data will encounter some warping issues and such... But this is called "map" after all...
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
An edit prototype is here... let me know if something goes wrong....
These are original UT paths with a few corrections and all PrunedPaths not shown during editing process have been deleted as they don't have too many purposes...
Due to bad zoning and CleanUp using newer Editor, I had to rebuild map (dumb errors were occurred) which was not the best thing in 469d so I rebuilt it in v436... Here it seems normal at basic checks... Let me know how does it work.
Items that were not having any valid access using stock UT have been eliminated, some spots might not be understand by Bots... but they should be able to load combat related items.These are original UT paths with a few corrections and all PrunedPaths not shown during editing process have been deleted as they don't have too many purposes...
Due to bad zoning and CleanUp using newer Editor, I had to rebuild map (dumb errors were occurred) which was not the best thing in 469d so I rebuilt it in v436... Here it seems normal at basic checks... Let me know how does it work.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
For the most part it all checks out, couple spots where bots run continually into walls and occasionally the UTDMT does the same with furniture, but that's okay.
- Attachments
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- Shot0168.png (340.6 KiB) Viewed 4715 times
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- Shot0115.png (772.9 KiB) Viewed 4715 times
Re: Map assessment and pathing enhancements
Obstructions VS A.I. habits are not controlled by paths unless you want map very poorly pathed in order to never see them going everywhere.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
Right, like I said... it's okay.
Re: Map assessment and pathing enhancements
Pathing in maps with "entertaining" geometry is doable very well in big parts... after examining 1000+ game sessions... perhaps after spending X months of run-time testing... I'm curious how many mappers are doing this... because here I clearly see that level of pathing knowledge was closer to NONE. Those Useless JumpSpots and placement of items confirmed my initial deductions... pathed just for the sake of pathing and based on guessing...
"FavoritesTeleporters" ? Does anyone knows what are for these things ? Let me see: Nope, we are only using these...
"FavoritesTeleporters" ? Does anyone knows what are for these things ? Let me see: Nope, we are only using these...
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
Have a bit of a challenge for you, not much of one but something.
This is a single player map, not much in the way of pathing judging from how the bots handled it.
I'd like you to convert to MonsterHunt, add pathing, increase the number of spawnpoints to at least three, and that's about it.
Truth to tell, there's so little to do it's more like MonsterArena style but hardly anyone plays that.
Up for it?
This is a single player map, not much in the way of pathing judging from how the bots handled it.
I'd like you to convert to MonsterHunt, add pathing, increase the number of spawnpoints to at least three, and that's about it.
Truth to tell, there's so little to do it's more like MonsterArena style but hardly anyone plays that.
Up for it?
- Attachments
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- runningofthetitans.zip
- (30.29 KiB) Downloaded 103 times
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- Shot0003.png (1.02 MiB) Viewed 3013 times
Re: Map assessment and pathing enhancements
Afterthought: The swamp titans from the AlteredPawns.u would be a sneaky thing to add between where the titans and the queens are... for that long run to the end.
Re: Map assessment and pathing enhancements
Okay I missed from computer a while... let me see what's up here as a first step.
Edit:
Something was crashing concerning number of models from game created....
However... I added some stuff for reducing issues. So far by using old D3D it looks like it works...
Anyway... when I read that "ReadMe" clearly the name of map is probably wrong... empty of paths, I changed some mechanics for matching MonsterHunt, etc.
Here is a sample... perhaps not really perfect for every single display driver, but... this is not my base of work neither ideas like that... I think title should be "RunningFROMTitans" as I deducted from map's Document...
Edit:
Something was crashing concerning number of models from game created....
However... I added some stuff for reducing issues. So far by using old D3D it looks like it works...
Anyway... when I read that "ReadMe" clearly the name of map is probably wrong... empty of paths, I changed some mechanics for matching MonsterHunt, etc.
Here is a sample... perhaps not really perfect for every single display driver, but... this is not my base of work neither ideas like that... I think title should be "RunningFROMTitans" as I deducted from map's Document...
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -