Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Wasn't this already pathed before ?
I have to recall again bugs which I already fixed...
Start with messages could be done using Timedtrigger. First Door is NOT a "TriggerToggle" with return at encroach because it might break door if someone moves there for items. This risk is USELESS.
Factory can be touched by anything and then... it doesn't need any trigger... Setup here is generally rushed and probably a bit slow minded... Even if a map has perfect paths, if it breaks action at random that's not a gaming option. Let me study more - MapGarbage is here...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Sun Apr 03, 2022 6:39 amWasn't this already pathed before?
If you go on this map you'll see it's a simpler version of the one you previously fixed, and as mentioned... not as many trees.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Yep... and I'll delete useless triggers and making paths like in years 2022 - already done main route for button, either way I need more options for cave, lake, some forest run, etc.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Cave is largely immaterial and not important, other than access from the ground and/or the waterfall, whether the monsters in there are killed or not doesn't impact the rest of the map. Nothing is triggered by their deaths.

Lake monster is 1 of the listed goals, can't proceed until something kills it. Same as the big krall, the behemoth, and that final warlord.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I did some extra-routes through the forest, there I need to figure order of suitable routes for increasing their efficiency...

Edit: - Breaking News ( or different said Broken Map )
I managed to check map a little bit in game. After only a few minutes I could see something hilarious. Pawn no longer adjusting cylinder itself as it's used to do...
Lousy_Assets.png
Lousy_Assets.png (438.39 KiB) Viewed 551 times
Something is breaking Pawn's execution making this StoneTitan to look stupid. I'll try to figure what is all about here - probably BPak breaking things or whatever junks from "vehicles". I won't mention how are looking Sprites in Editor due to some reasons. House Target has some roof parts broken (BSP issues) textures alignment doesn't even exists and maybe there is more trash in here... but I won't ruin your fun toward playing these debris assets.

To mention that such stage for me is not for a public server supposed to run stable.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Back... to Normal.
After removing all "onslaught", and then whatever trashed assets - such as FlockPawns used to auto-destroy during first tick, map has been tested and all actors seem to have a normal reaction. Destroying Pawn during initialization stage probably is altering PawnList or some iterator delegated to participate at initialization - perhaps when map has whatever charge, the chance to go screwed up right during first game tick it's increased - or I might be wrong but... previous image speaks enough by itself.
Normal_Assets.png
Normal_Assets.png (436.39 KiB) Viewed 545 times
If map needs some helper for plain Bots we can discuss about it. At this moment Bots might be capable to finish map...
Here is the sample...
MH-TB-DarkForest_rS989.7z
(361.46 KiB) Downloaded 30 times
Let me know if anything else must be polished...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

I'll XV it up, run some tests, and get back to you.

Onslaught vehicles looked fine but were flawed in execution. I did an MH edit a couple weeks back with only Onslaught and it was a complete disaster. Did you know the weapons for most of ONS are aimed with the mouse? If you don't have a mouse, like bots don't, it causes issues. Like the tank with bots driving will go off chasing bots but the top part with the turret stays in place, hovering uselessly in the air.

That ONS is seriously messed up!
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Assess.
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ctf-fb-castle.zip
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Hmm... I'm not sure how this map will be like in a potential final editing stage - it has no items.
I did more normal paths, customized for getting usage of AlternatePath type actors. I did not check what Editor does with paths here and I think I'm not curious at all.
This was simplified, not like the original, a pile of insanity:

Code: Select all

LostData: ReachSpecs missing from Paths[0-15] 		= 863.
LostData: ReachSpecs missing from upStreamPaths[0-15] 	= 550.
FixedWithSuccess: ReachSpecs successfully attached 	= 1211.
FixFailures: ReachSpecs attaching failures - probably no place = 202.
You can drop any eye over it and let me know what might be causing issues...
CTF-FB-Castle_rS426.7z
(148.25 KiB) Downloaded 16 times
Note: By using OpenGL some funky stuff can be seen...

After a little research I can see something specific to 469 only...
This is what I see in 436/440 Editor:
Tex_436.PNG
Tex_436.PNG (209.68 KiB) Viewed 465 times
And THIS is what Editor 469 shows only On-Screen:
Tex_469.PNG
Tex_469.PNG (238.13 KiB) Viewed 465 times
Said "Only On-Screen" because it cannot be changed/adjusted in any way, Editor it's simply crashing... This texture is borked...
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Bump, perhaps that Texture is now visible here... and I have added a few items...
CTF-FB-Castle_rS458.7z
(185.88 KiB) Downloaded 22 times
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