Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

You mean making them to mind Flags and guard by patrolling around them instead of blocking entrances ? - deduction before opening map.
Okay, let me see what is about first...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

I was thinking more patrolling their area, either pacing back and forth or walking along the inner walls.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

That's probably the easier part...
Here due to game-type properties I was interested to do more checks... and then I had to adjust MapGarbage for tracking PlayerStarts, AlternatePaths even if such a team-game uses more than 2 teams - more exactly 4 teams according to original UT Team colors.

Titans here must be adjusted as in previous map in which we have patrols, paths... must be simplified because original devs here are generating too many reachspecs and... we don't need so many.

Edit: LOL - newer stuff from MapGarbage (it will be publicly available soon) has found some useless junks. Incomplete combos are entirely out of any purpose:
Check report:

Code: Select all

LiftFound: LiftCenter3 seems linked at Mover Mover9

: ___________________________________________________________________
LiftFound: LiftCenter5 seems linked at Mover Mover7

: ___________________________________________________________________
LiftFound: LiftCenter7 seems linked at Mover Mover0

: ___________________________________________________________________
TestingAPoorOne: LiftCenter8 looks connected with only two reachSpecs. Checking links...!
Paths0: LiftCenter8 specs > Start = LiftCenter8, End = LiftExit0.
upstreamPaths0: LiftCenter8 specs > Start = LiftExit0, End = LiftCenter8.
SingleBreakPoint: LiftCenter8 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
LiftFound: LiftCenter0 seems linked at Mover Mover2

: ___________________________________________________________________
LiftFound: LiftCenter1 seems linked at Mover Mover3

: ___________________________________________________________________
LiftFound: LiftCenter2 seems linked at Mover Mover8

: ___________________________________________________________________
LiftFound: LiftCenter4 seems linked at Mover Mover10

: ___________________________________________________________________
LiftFound: LiftCenter6 seems linked at Mover Mover11

: ___________________________________________________________________
TestingAPoorOne: JumpSpot0 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot0 specs > Start = JumpSpot0, End = LiftExit18.
upstreamPaths0: JumpSpot0 specs > Start = LiftExit18, End = JumpSpot0.
SingleBreakPoint: JumpSpot0 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot1 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot1 specs > Start = JumpSpot1, End = LiftExit19.
upstreamPaths0: JumpSpot1 specs > Start = LiftExit19, End = JumpSpot1.
SingleBreakPoint: JumpSpot1 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot2 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot2 specs > Start = JumpSpot2, End = LiftExit20.
upstreamPaths0: JumpSpot2 specs > Start = LiftExit20, End = JumpSpot2.
SingleBreakPoint: JumpSpot2 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot3 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot3 specs > Start = JumpSpot3, End = LiftExit21.
upstreamPaths0: JumpSpot3 specs > Start = LiftExit21, End = JumpSpot3.
SingleBreakPoint: JumpSpot3 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot4 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot4 specs > Start = JumpSpot4, End = LiftExit22.
upstreamPaths0: JumpSpot4 specs > Start = LiftExit22, End = JumpSpot4.
SingleBreakPoint: JumpSpot4 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot5 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot5 specs > Start = JumpSpot5, End = LiftExit23.
upstreamPaths0: JumpSpot5 specs > Start = LiftExit23, End = JumpSpot5.
SingleBreakPoint: JumpSpot5 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot6 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot6 specs > Start = JumpSpot6, End = LiftExit24.
upstreamPaths0: JumpSpot6 specs > Start = LiftExit24, End = JumpSpot6.
SingleBreakPoint: JumpSpot6 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot7 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot7 specs > Start = JumpSpot7, End = LiftExit25.
upstreamPaths0: JumpSpot7 specs > Start = LiftExit25, End = JumpSpot7.
SingleBreakPoint: JumpSpot7 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
FlawedCombos: This map has 9 messed up Combos, you need to check settings...
Majority of these in theory have a jumpy purpose, in reality there is no need for them (and they are heading nowhere) as long as routes around are already having jumpy specs. That lift wants paths but... is isolated and having no purpose...
Okay, before setting up Patrols I have to solve the rest of charges (removing them and/or fixing them). By adjusting paths and reducing the charge plain DevPath has build less than 3000 reachSpecs. Probably with XC builder they are going to be more simple.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Okay... the nonsense looks done.
At 0.6 drawscale, all our titans are patrolling shaking ground and bugging movement.
When game is played with Flag Recovery (whatever smart setup) VIA walking at Home, for sure Titan Flag holder is patrolling without bringing team flag at Home and has nothing to do with this CTF game.
Map is way small for such gaming, all this pawns soup for me has no use. Titans are unable to crawl bases unless Titans are like a tiny boy, and then all of them need a lot of stuff separate... causing a lot of paths.
A Patrol Edit Prototype is this one:
CTFM-UTDMT-HighlandCastle_rS1213.7z
(683.4 KiB) Downloaded 137 times
Other tweaks are doable only if Titans are accepted to be smaller for using R_Walk routes as long as they don't jump.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Hopefully they'll stay that size, then.

A notable difference between some things said as well, the UTDMW after a number of deaths eventually revert to their original size. To date I've never seen a shrunken UTDMT switch back to its default size... but it's at least possible.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

If Coder(/s) are smart and not really dumb and ignorant, PAWN class is adjusting cylinder a SINGLE TIME in PreBeginPlay(), all the rest is respawning and state changing, nothing to do with cylinder, unless coder is a mindless noob messing up default rules. If mapper has decided another drawscale for various reasons, coder should stay away from ruining original design based on brain-farts or leftover drugs junks in brain. Reasons are many:
- I want Monster to stay in room - he should not leave the place through door - I want it bigger then;
- I want Monster to hunt player without resting - he should navigate all my places and should be compatible with original reachSpecs directives from UE1.
And then... Monster should not shrink and grow unless there are solid reasons to do that and these should be CONFIGURABLE not hard-coded in monster. At least this is how I see things before to spit at mapper's work.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

So CTFM-UTDMT-HighlandCastle doesn't work. Can't load it from launching the map, can't load it from within ut99.

Similar happened with another map you sent me, but i managed to fix that. The Screenshot texture under MyLevel was corrupted or something, but I replaced it and that CTF-GovernmentHousing worked fine.

Unfortunately can't do that in this instance as I can't even open CTFM-UTDMT-HighlandCastle in UnrealEd because that crashes whenever I try to open that map.

Top one is from launching the map, bottom one is from opening it the old fashioned way.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Again D3D garbage... Dude, change your display drivers. D3D9 doesn't have any issue, that's...

Okay, give me 10 minutes and I'll fix it.
Edit: Done !
CTFM-UTDMT-HighlandCastle_rS1213_D3D.7z
(709.49 KiB) Downloaded 152 times
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Looking good.

Some problems with bots running in place until something shakes them free, mostly happening at weapon placements... but I can likely fix that. Usually just an issue where the original mapper placed the weapons/ammo too low. With the noted exception of the defense window overlooking each courtyard, bots don't stand in defense... they just keep running nowhere facing that window.

Had to re-assign Lemon, when you reconfigured him to a smaller size you apparently removed his team listing. Took me a bit to figure out why he wasn't showing up on the scoreboard until I noticed he was killing his own teammates.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I wanted you to figure why sometimes they run at window...
Eh... Allow me to explain then.
I did not bothered to remove that reachspec going through window, I think each base has one - XC added those and here I have to mention louder why I wanted manual reachSpecs manipulation from Higor, but... he did not do anything even if XC builder does such borks at random and I needed a "CleanUp". Technically I can remove it if you really want that.

Else, hit me with a screenshot where they are running at items - not THAT RUNNING WHILE WAITING item re-spawn. That's TeamGamePlus not me...

Okay... Look at this, see if that Path from defensepoints does funky reactions...
CTFM-UTDMT-HighlandCastle_rS1190.7z
(709.8 KiB) Downloaded 159 times
Here I decided to remove other jumpy buggers around flags, I think were too many paths without a good direction.
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