Map assessment and pathing enhancements
Re: Map assessment and pathing enhancements
Then I will repeat 120304 times if needed: Do check map (any supposed UT/MH map) yourself and see what's up with it first, before asking Bot to do what cannot do.
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My UT Mapping works...
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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
This one I've played and need some help:
https://unrealarchive.org/unreal-tourna ... a2880.html
1. Pathing seems decent but there's a Control Point in a little stonehenge type deal on an island... none of the bots ever go there.
2. Lighting is a little flat.
Please, assess.
https://unrealarchive.org/unreal-tourna ... a2880.html
1. Pathing seems decent but there's a Control Point in a little stonehenge type deal on an island... none of the bots ever go there.
2. Lighting is a little flat.
Please, assess.
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Re: Map assessment and pathing enhancements
Let me see why there are no paths in bugged CP...
Yep... Short comment
- DevPath looks like has some new-to-me reactions here - perhaps bugged by whatever BSP issues which I could see in firsts 30 seconds of testing;
- However I will deploy another release of PathsChecker because this map pointed me some fake "good results" which weren't actually normal;
- I examined and cleaned up junks and rebuilding it using latest UT 469e-RC7 and then finishing it normally in plain UT.
Result is as follows: For me it's not a bad map, but I think for DOM game it's way too big as long as this game has a TIMER. It seems that it has a poor game flow.
Lightning: Actually not really used - it's exactly the way I do simple maps: No lights, just ZoneLight and nothing else. I noticed that this sort of solution seems to deliver a more stable game for rendering subject - all lightning related errors are probably gone if no light it's in use
. Feel free to add what you need.
Yep... Short comment
- DevPath looks like has some new-to-me reactions here - perhaps bugged by whatever BSP issues which I could see in firsts 30 seconds of testing;
- However I will deploy another release of PathsChecker because this map pointed me some fake "good results" which weren't actually normal;
- I examined and cleaned up junks and rebuilding it using latest UT 469e-RC7 and then finishing it normally in plain UT.
Result is as follows: For me it's not a bad map, but I think for DOM game it's way too big as long as this game has a TIMER. It seems that it has a poor game flow.
Lightning: Actually not really used - it's exactly the way I do simple maps: No lights, just ZoneLight and nothing else. I noticed that this sort of solution seems to deliver a more stable game for rendering subject - all lightning related errors are probably gone if no light it's in use

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
Thankees, great as aways.
May have a challenge for you next. A sniper map I edited a stretch back, which has no pathing... but I want it added in such a way as it's not too much and the bots mostly try to avoid being out in the open.
May have a challenge for you next. A sniper map I edited a stretch back, which has no pathing... but I want it added in such a way as it's not too much and the bots mostly try to avoid being out in the open.
Re: Map assessment and pathing enhancements
The pathing challenge to which I referred.
Weapons and ammo are light, leave that alone... that's ideal.
A Cyberus is on the map... leave that alone too.
Botpathing is either really bad or non-existent. As the map was intended for snipers, I don't think bots were much of a consideration.
What I'd like is rather specific botpathing. Where they do move around, to ammo & weapons and whatnot, but being aware of the sniping situation they try to keep to the shadows. Not make of themselves easy targets.
Other than when crossing a bridge, they don't pop out in the open all that much.
Assess away, have fun.
Weapons and ammo are light, leave that alone... that's ideal.
A Cyberus is on the map... leave that alone too.
Botpathing is either really bad or non-existent. As the map was intended for snipers, I don't think bots were much of a consideration.
What I'd like is rather specific botpathing. Where they do move around, to ammo & weapons and whatnot, but being aware of the sniping situation they try to keep to the shadows. Not make of themselves easy targets.
Other than when crossing a bridge, they don't pop out in the open all that much.
Assess away, have fun.
- Attachments
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- DM-Cyberus-DerelictCitY1-M16.zip
- (4.7 MiB) Downloaded 97 times
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- Shot0039.png (328.78 KiB) Viewed 2145 times
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- Shot0012.png (579.85 KiB) Viewed 2145 times
Re: Map assessment and pathing enhancements
At fist analysis it won't be much roaming if map has very few items - no reason to move a lot.
At secondary point my machine seems to go in a hilarious stage, it was turning off itself at random. I cleaned it (in my old style...) and I'm curious what's next.
I hope it will keep working... right now it looks normal (after cleanup) but... I think this "newer" has a more poor quality than previous rig which was running for more than two decades.
A few days ago it reported that cooler from power supply doesn't work - it was active but perhaps these "sensors" are just a piece of trash like other sensors which people reported concerning cars and other devs... sales are important not quality after all (my humble opinion).
If machine will keep working I'll do something here because previously I started adding some nodes, but later things were getting messed up with hardware support
.
At secondary point my machine seems to go in a hilarious stage, it was turning off itself at random. I cleaned it (in my old style...) and I'm curious what's next.
I hope it will keep working... right now it looks normal (after cleanup) but... I think this "newer" has a more poor quality than previous rig which was running for more than two decades.
A few days ago it reported that cooler from power supply doesn't work - it was active but perhaps these "sensors" are just a piece of trash like other sensors which people reported concerning cars and other devs... sales are important not quality after all (my humble opinion).
If machine will keep working I'll do something here because previously I started adding some nodes, but later things were getting messed up with hardware support

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
I have a similar issue, my system keeps overheating and turning itself off. I know the issue, haven't cleaned it in a long time... mostly as I can't remember how to.
Being old sucks.
Need to open it up (know how to do that) to clean the accumulated dust out from the inside in general but mainly from the fans which keep the system cool... that's what I'm a bit fuzzy (no pun intended) on.
Best option (to be used only if you have very warm sweaters) is to lower the temp in the room to near arctic conditions.
Being old sucks.
Need to open it up (know how to do that) to clean the accumulated dust out from the inside in general but mainly from the fans which keep the system cool... that's what I'm a bit fuzzy (no pun intended) on.
Best option (to be used only if you have very warm sweaters) is to lower the temp in the room to near arctic conditions.
Re: Map assessment and pathing enhancements
Working around it...
But... because I found another surprise of these devs - 469 it's not an exception, here it will be needed some corrections operated manually.
Map is big and it will take some time for polishing and fixing lousy logics... if machine will keep working properly it will be ready perhaps in next days.
But... because I found another surprise of these devs - 469 it's not an exception, here it will be needed some corrections operated manually.
Map is big and it will take some time for polishing and fixing lousy logics... if machine will keep working properly it will be ready perhaps in next days.
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
Cool, thanks for staying on it.
Re: Map assessment and pathing enhancements
As far as I understood, you might want some BOT SUPPORT and not so much activity of creatures...
In technical terms, a bigger monster usually doesn't follow Bot specific paths, more to say it's about those which Vanilla Editor shows them as RED. People are not understanding that Red Paths are not "heavy paths" they are using narrow directives, for the most of monsters this means a "routing drop". For Bots, when everything is linked properly, Red Paths are not a problem...
And then... I executed a small addition planed for next release of XC_PathsWorker which will work at this subject. Every single path (ReachSpec more specific) will be painted RED being edited for creatures not bigger than 50 × 30. This way original Bot and custom compatible ones are not having issues with these, but... not all Monsters can manage to hunt around. Tiny monsters might participate at whatever trip around, but the Fat guys won't be accepted.
In this stage (and perhaps others) things can be adjusted like that...
Sample in current state:
In technical terms, a bigger monster usually doesn't follow Bot specific paths, more to say it's about those which Vanilla Editor shows them as RED. People are not understanding that Red Paths are not "heavy paths" they are using narrow directives, for the most of monsters this means a "routing drop". For Bots, when everything is linked properly, Red Paths are not a problem...
And then... I executed a small addition planed for next release of XC_PathsWorker which will work at this subject. Every single path (ReachSpec more specific) will be painted RED being edited for creatures not bigger than 50 × 30. This way original Bot and custom compatible ones are not having issues with these, but... not all Monsters can manage to hunt around. Tiny monsters might participate at whatever trip around, but the Fat guys won't be accepted.
In this stage (and perhaps others) things can be adjusted like that...
Sample in current state:
It takes almost no time for the whole task... it's needed only finishing all pathing work.EditorLog wrote: XC_Counter: Total ReachSpecs found = 1948
XC_Counter: Looking for properties...
XC_Counter: Map doesn't include pruned paths.
XC_EA7: Shrinking ReachSpecs...
XC_EA7: 1858 ReachSpecs have been adjusted to narrow paths, 50 x 30.
Time Taken: 0.001395 seconds.
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 -