Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Check this one...
CTF-w00tNoxX_rS436.7z
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Ha, ha, I've read the <ReadMe> file... entertaining somehow but not really understandable to me...
ReadMe wrote: Known Bugs: Bots tend to sometimes get stuck by the fountain.
...
>>Can I edit this map?
>I prefer that you don't as this belongs to me and its part of my series. If the need is that great, contact me and we'll talk it over.
Let's see... since 2003 when was unable to understand the wrong doing of those HealthVials, adding useless Teleporters coming from and going to nowhere placed inside those VisibleTeleporters, now editing needs some chatting or more time wasted when I'm sure that none of the boys signing map has no clue how to fix things.
For being honest Pathing here is a misery but somehow it could be done with Editor without these:

Code: Select all

LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] 		= 1038.
LostData: ReachSpecs missing from upStreamPaths[0-15] 	= 962.
FixedWithSuccess: ReachSpecs successfully attached 	= 1581.
FixFailures: ReachSpecs attaching failures - probably no place = 419.
LostData: ________________________________________________________________
Let me know if "masters" have a clue about these, how bugged they are and how to fix things here - Lifts weren't even have any paths...
More comments are useless so I'll go to re-define paths. It might need other sort of tweaking. Target would be to stay under 1000 Nodes and clearly connected without debris data.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Whoops, I missed that.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

W.I.P. notes:
I believe we can have it (navigation) inside Engine's boundaries but... if we want to setup some AlternatePaths these have to be managed different - bReturnOnly. This looks needed due to placement of PlayerStarts. Bot spawning more closer to enemy base will attempt a sort of return before assaulting Enemy Flag and such movement is a bit stupid. They are randomized enough by their spawn but... might be needed more routes only for whatever flag carrier.
A run-time test might be needed for figuring what DevPath does after completing map in a "final" format.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Can move player starts away from enemy base if needed.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

My idea was to keep things more original as possible and only solving spots which are poorly loaded with paths and those causing bugged movement.

Edit: Perhaps this has normal paths...
CTF-(DE)DeathDome_rS1174.7z
(183.36 KiB) Downloaded 57 times
The thing with pathing is not the main factor here. I spectated a match where Loque and Tamerlane have demonstrated that Insta is just Insta, doesn't matter X millions of vials and shields - logic here is flawed as the initial pathing state. In this open area high skilled Bots with Insta are wiping floors... But... have fun !
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

He said in the thread it's okay to edit this · https://ut99.org/viewtopic.php?f=5&t=15267&p=136545

Pathing definitely, but poke around and see if there's anything else.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

As average at fist check maybe some little touches could be operated... such as a trigger for some doors can be centered around doors and smaller, there is no need to move doors by just walking around and not exactly going through, but these are just details. The rest, indeed there is no navigation going into connected problems:
- No Bot game;
- No relics;
- No extra add-ons pathing based.
Here I think I have to take a tour for a bit of cleaning, extra-checks and... perhaps a few UT paths either way... extended paths.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Plus keep in mind, he has shieldbelts and ammo on the roofs, this is a multi-level play map.
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