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Re: Map assessment and pathing enhancements

Posted: Fri Sep 27, 2024 5:31 pm
by evilgrins
We don't do a lot of Domination maps, do we?

2 in here:
https://unrealarchive.org/unreal-tourna ... 10f3a.html

1 in here:
https://unrealarchive.org/unreal-tourna ... 81def.html

All suffer the same issue, which is odd as they're from 2 different mappers, in that when started the game freezes and then switches to the next map... which I suppose is better than just being stuck frozen, but still.

Assess away.

Re: Map assessment and pathing enhancements

Posted: Mon Sep 30, 2024 1:15 pm
by Nelsona
I go to see what's up with these.

Edit
The "map" DOM-ModStation5.unr is a bit screwed up...
Two "WaterZones" are in the same zone and certain things were deleted - referenced in Map.
Rebuilding it doesn't help because ugly stuff will happen. This one does sucks, perhaps without touching geometry and leaving those corruptions pathing might be done...

The "469 Map" DOM-VictoryRocks-Defense-XVs.unr doesn't have only messed up empty NavigationPoints but it also contains 1921 pieces which is out of Vanilla UT boundaries - it also does sucks, having chances to go over 469 boundaries as well... I did not check yet details concerning renders and what it does IN GAME - results could be already predicted right from first check...
It also uses a "TeamTeleporter" which does the same corruptions as VisibleTeleporter - REBUILD in Network Client because of its pathetic so called "defaultproperties".
As far as I see, certain "VehicleFactories" are having a lack of configuration - I'm not aware what is flawed there because I don't play such NON UT things also not well optimized for A.I. There are 375 Inventories which would take the same number of net channels for "On-Line" + creating already 375 Navigation Points.
At bottom of "spawn boxes" there are a lot of "TriggeredDeath" craps - it's not like only ONE would not work but... we enjoy some retardification at random. This sort of mental disease would be very fascinating for medical science.
And the main thing - I did a few connections around "ControlPoint" - resulting already in 1134 Navigation Points - Out of Engine. This might go over 1600 for pathing it decently - and it won't work... The only way for "saving" the garbage would be re-scalling it at 0.25÷0.50 and doing a lot of changes for small spots which would be smaller - and still generating a network over engine boundaries.
VR_DF_Lol.PNG
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The thing is that I'm not supposed to live 200+ Years old for fixing all this UT garbage constantly and stupidly produced and spread around.

Re: Map assessment and pathing enhancements

Posted: Mon Sep 30, 2024 10:11 pm
by evilgrins
Eep!

Sorry, knew they were bad but didn't know they were that bad.

Re: Map assessment and pathing enhancements

Posted: Tue Oct 01, 2024 1:30 pm
by Nelsona
You can imagine that I checked some spots alone - Without BOTS. In first map ControlPoint from ship has an ugly access even for human player - Bot has chances to not deal with that. My advice if you want a map to have paths it would be better to explore it a bit and look for geometry problems because a map with such problems doesn't worth an extra-misery with impossible navigation.

Re: Map assessment and pathing enhancements

Posted: Tue Oct 01, 2024 11:29 pm
by evilgrins
Would you rather pass on this and try something less conflicting? I've got a basic CTF with no pathing that could really use it, instead.

Re: Map assessment and pathing enhancements

Posted: Thu Oct 03, 2024 1:59 pm
by Nelsona
DOM or CTF or something else, if these do not appear with flawed geometry might have paths after a few checks if good results are returned from engine.
Simple UE1 type of maps usually are not giving more headaches at pathing. Other stunts concerning game play might not be always performed by Bots - these should be in account as well if are causing problems or not.

Re: Map assessment and pathing enhancements

Posted: Thu Oct 10, 2024 12:43 am
by evilgrins
Okay:
https://unrealarchive.org/unreal-tourna ... 4d9ef.html

Site says it has pathing, but the bots pretty much stay exactly where they spawn in.

Assess away!

Re: Map assessment and pathing enhancements

Posted: Mon Oct 14, 2024 1:28 pm
by Nelsona
evilgrins wrote: Thu Oct 10, 2024 12:43 am Site says it has pathing, but the bots pretty much stay exactly where they spawn in.
I would like to ask a question to those who claim paths in here... Another medical examination is required as I can see... and I don't do paths since yesterday.
XC_WhatPathsAreThere.PNG
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It takes around 5 seconds to figure out what's up with paths... perhaps they have an "English-UT" issue concerning the term "paths". For me this map has NO BOT SUPPORT disregarding their BS useless propaganda. Simply several items were automatically connected with building script and... nothing more.

And then Bot Support is pointed by "Unreal Archive" which randomly talks crap - I already witnessed this X times - lies and lies.

Re: Map assessment and pathing enhancements

Posted: Wed Oct 16, 2024 5:19 pm
by Nelsona
Mhmm... I'm not sure about the "intelligence" that can be implemented here since to me those high routes looks more like a waste of time... In current state those "Jump-Pads" do not have even a good kick direction.

Stage:
Bot will crawl there in order to follow another way. If suddenly enemy carrier shows up, going back down for hunting carrier will go nasty without Translocator which is a bit ugly in such a stage or it has to follow mid area for ambushing carrier - some time wasted. I'm not sure if this is a great CTF stage. Adding AlternatePaths for those long useless roads would only bring more stupidity at "intelligence".
Items: Redeemer Only :?: and a few "enforcers" which are almost invisible.

All right, let it be like that - I would like to know how many users will play this.

Re: Map assessment and pathing enhancements

Posted: Fri Oct 18, 2024 2:49 pm
by Nelsona
I got this stage...
XECr_0.PNG
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Game Flow = Lazy/Slow - Map is big somehow, roaming everywhere it's a waste of time...
CTF-SMP_XenonCore_rS994.7z
(735.69 KiB) Downloaded 63 times
Clearly I do not play such maps.

Tech notifications:
It uses two "ZoneInfo" actors for the same zone and I did not rebuild anything (fixing would need that...). Paths are done in original, nothing touched manually. DevPath has normal response, testing routing in human format allows finding even dropped flags.
Does it worth more adds except simple weapons capable to to damage at long ranges ? Useless items have been deleted.