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Re: Map assessment and pathing enhancements

Posted: Sun Aug 18, 2024 12:52 am
by evilgrins
How goes it?

Re: Map assessment and pathing enhancements

Posted: Wed Aug 21, 2024 2:41 pm
by Nelsona
So far Goblin has executed this task:
WBar_0.PNG
WBar_0.PNG (3.7 KiB) Viewed 5169 times
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...

Re: Map assessment and pathing enhancements

Posted: Sun Aug 25, 2024 8:41 am
by Nelsona
An edit prototype is here... let me know if something goes wrong....
DM-UTDMT-lol-Whiskey_sBar.7z
(950.38 KiB) Downloaded 172 times
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.

Re: Map assessment and pathing enhancements

Posted: Wed Aug 28, 2024 9:22 am
by evilgrins
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.

Re: Map assessment and pathing enhancements

Posted: Wed Aug 28, 2024 6:01 pm
by Nelsona
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.

Re: Map assessment and pathing enhancements

Posted: Wed Aug 28, 2024 6:41 pm
by evilgrins
Nelsona wrote: Wed Aug 28, 2024 6:01 pm 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.
Right, like I said... it's okay.

Re: Map assessment and pathing enhancements

Posted: Sat Aug 31, 2024 4:50 am
by Nelsona
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... :tease:

Re: Map assessment and pathing enhancements

Posted: Tue Sep 03, 2024 9:27 pm
by evilgrins
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?

Re: Map assessment and pathing enhancements

Posted: Sun Sep 15, 2024 4:36 am
by evilgrins
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

Posted: Mon Sep 16, 2024 1:01 pm
by Nelsona
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...
MH-RunningOfTitans_rS260.7z
(41.56 KiB) Downloaded 105 times
I think title should be "RunningFROMTitans" as I deducted from map's Document...