Page 64 of 86
Re: Map assessment and pathing enhancements
Posted: Mon Oct 10, 2022 7:28 pm
by Nelsona
Okay, here is held all initial XV related stuff, but map can be saved/completed in 436 - for me this is doable.
What's up here ? All navigation network has 806 points and all of them are navigable from every other point. The rest means... I don't know what is the deal with XV.
Re: Map assessment and pathing enhancements
Posted: Fri Oct 14, 2022 11:00 pm
by evilgrins
XV largely follows standard pathing, except for the flying heli... debatable about the manta, though.
Which brings us to this.
Got what vehicles I want on this already, pretty much where I think they need to be at the moment. I added redeemers to each side, in a not easy to (no need to path to those) get to spots.
You may recall I edited this with UTDMT years ago and you were a little annoyed I didn't run it by you for pathing back then. As some things have been changed, thought I'd run it by you now.
Have fun, no rush.
Re: Map assessment and pathing enhancements
Posted: Sat Oct 15, 2022 4:59 am
by Nelsona
I would like to explain me what was borked in this stage in order to give a priority at known issues first.
Either way this map to me looks rushed and no polishing has been done. There are lights into void, PathNodes into void, multiple nodes in the same place, etc.
As far as I remember I had a version with some fixes but without checking details - I did not have MapGarbage in that time.
Re: Map assessment and pathing enhancements
Posted: Sat Oct 15, 2022 10:14 am
by Nelsona
So far I have this stage...
- ValeyOfK_0.PNG (361.55 KiB) Viewed 3526 times
Task remaining is examining doubtful paths and cutting them out. We are inside - under 1000 Nodes and under 3000 ReachSpecs (which I still can reduce)...
Re: Map assessment and pathing enhancements
Posted: Sat Oct 15, 2022 9:29 pm
by evilgrins
Paths into void may explain numerous little things I've noticed playing it over the years, bots running seemingly nowhere several times before eventually getting back into the swing of things.
Re: Map assessment and pathing enhancements
Posted: Sun Oct 16, 2022 4:49 pm
by Nelsona
Probably yes, either way controllers and/or Bot might not remove MoveTarget properly and Bot still wants to get on a node closer to death location, but it spawned elsewhere and keep trying to get into walls. X Reasons for using better Bots.
On the other hand... this is a sample, there are X options for paths. Here network is completely linked, every single Node can be found from any other node.
It is supported adding extra nodes because it's not fully loaded.
Re: Map assessment and pathing enhancements
Posted: Tue Oct 18, 2022 4:52 pm
by evilgrins
Nix made another map, and is requesting pathing -
https://ut99.org/viewtopic.php?f=5&t=15474
Re: Map assessment and pathing enhancements
Posted: Wed Oct 19, 2022 4:51 pm
by Nelsona
Let me see what's up with "space".
Re: Map assessment and pathing enhancements
Posted: Wed Oct 19, 2022 5:47 pm
by Nelsona
I'm not sure how many times will be taken Redeemer but... the rest of pathing is easy as a pie...
See if here is something else to complete...
Re: Map assessment and pathing enhancements
Posted: Thu Nov 17, 2022 1:39 am
by evilgrins
It's a w00t map with no pathing.