Map assessment and pathing enhancements

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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Thankees!

Sorry for not getting back to you sooner. Been dealing with an ailing family member.
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evilgrins
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Re: Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Yep... because... it's properly messed up :tease:
VoEl_Pathetic.PNG
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I think I know what this fellow it's capable to do... All right, let me see what's up with the action - objectives, etc.
I see that I entered in game using a PlayerStart that was not active - because navigation chain is badly corrupted - clearly basic mapping rules are thrown on the window...

Edit:
Map has some other issues as well as the rest of 202x Year Products (which are not really UE1 maps)... Actually to me is getting stuck, finally rebooting the machine. This way I won't be able to check it well. It will remain as a pathed junk which it's mainly a SP stage. The question is if it's worth working on it like that - untested...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

This one might be a little tricky...
https://unrealarchive.org/unreal-tourna ... 00ef0.html
...in that it's GINORMOUS!

Designed for a redeemer server, it's not only massive I don't think pathing was of great concern to them.

Assess!
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I'll look at it...

With regard to previous map, that one looks dependent on some mods... (plonk !). There are spots requiring big jumps which "classic mode" doesn't help at all. When you play in classic style things might go nowhere. Bad settings, bugged geometry stage, this way it's just for deletion... I wiped my hard drives from such junks years ago and I don't have any heart feeling for that, just enjoying quality works.
Like I said before... in front of pathing stage you can always check it in god mode with a powerful gun and see how stage is being done, it's really that simple.

Let me check this one. Giant maps are not really Bot friendly and they are not like UE1 maps.
And here too clearly are needed Teleporters or tools - lol stairs....
Other_Requirements.PNG
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But... I'll look if Engine/DevPath supports this.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Fri Nov 08, 2024 7:22 pmThere are spots requiring big jumps which "classic mode" doesn't help at all.
This is why the Gods gave us jump-boots!
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I'm not sure if you guys are really OK or not...
1 - First of all they have less jumps than the number of stairs and Bot is clumsy with JumpBoots exhausting the charge without to get anywhere - each such jump has to be tested.
2 - Bot is unable to see enemy at long ranges out of Engine purpose... properly completed by a high load coming from DevPath.
3 - There are still 7000+ missing paths for items (PlayerStart <-> Inventories) and... I have 913 navigation nodes. I'm not sure if this will end well.

Resuming, I don't give a damn on JumpBoots that need other JumpBoots for being picked up. Jumpy paths need more Nodes - COMBOS - that will increase the nodes count faster - it's just plain stupid. Do you really think that these "ginormous" trashes out of Engine are really suitable for a Bot Match ? I don't think that...
And then... Translocator might be used but it's a similar combo, 3 nodes for each jump. I used long paths for coverage but I don't know if I can stay in Engine's range. It needs a lot of polishing, skipping some spots and so on.
I'm afraid that I'm wasting my time with no purpose...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Then one simply puts extra jumpboots on every 3rd or 4th giant stair.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

And how long does it takes to test if Bot will jump or fail in the whole area ?
There are things that do not make any sense anyway...

Long short story
Bot will move for items in DeathMatch. Items are the mostly the same type - once loaded well, there are not many reasons to roam everywhere because...
Devs are pointing Bot in a limited number of paths when it comes to a desired item. Big map ? Probably not in UE1 range - as I specified X+Y times.

At this moment there are still 2000+ isolated spots that must be connected.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Something has been operated as follows:
- 320 Items which will take the same number of channels over network - depending on server's tweaking or not tweaking;
- 987 Navigation Points in the Routing Process should be enough for being a normal 436 map and not a 469x one;
- Not rebuilding Map for preventing things to get screwed up but adding a small lightning actor which will adjust lightning as it's shown in screenshot - actually map was more darker than in the picture;
- Some items that were almost in walls and narrow spots have been eliminated including some PlayerStarts that were almost buried in BSP;
- Map has logic links to every single item - if Bot really wants to go there;
- There are used combos and Teleporters of said type for preventing plain collision crashes but... embedded directly and certain A.I. control has been added - these are visible and usable disregarding their funky operating mode.

Here is the thing:
DM-ROF_PubsTempleV2_rS2543.7z
(637.87 KiB) Downloaded 44 times
Using LZMA2 compression...
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