Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Mon Jul 27, 2020 9:10 pm

I don't know which version are using folks, but right now in M.G.S. I was testing the latest Edit with latest Editing tools and we have some "spiders" heading at vials. Bots dominated us somehow... 252 reachSpecs seem to keep engine at high performance, and M.G.S. has good resources anyway. Not the last thing, mods running there were optimized/coded on a wreck Athlon machine, a stronger one means smoother...
At least I can be happy about options which we have now days...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins » Tue Aug 11, 2020 3:20 am

This map lacks sufficient pathing, bots do not wander far from where they spawn in.

Map - https://unrealarchive.org/maps/unreal-t ... fc2b5.html

I'd like sufficient pathing so bots can take the flag and score, as well as possibly handle Rocket-X should they pick one up.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Tue Aug 11, 2020 4:33 am

Okay, I had it on the working table but perhaps I was distracted with other stuff while I was thinking if worth some dual paths - map is definitely like a RX/SLV one.
Examination notes - MapGarbage report:

Code: Select all

NoIncomingPath: FlagBase0 is not having incoming connections.
NoIncomingPath: FlagBase1 is not having incoming connections.
BreakPointsFound: These 2 navigation points aren't that used as valid paths. They might be One-Way break points.
Which means that FlagBases needs to be adjusted even if map would have Paths because they do not include full routes for Flags. The next test:

Code: Select all

UnReachableNodes: FlagBase0 looks much over ground for normal Human Size, check it.
UnReachableNodes: FlagBase1 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot0 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot1 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot3 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot4 looks much over ground for normal Human Size, check it.
UnReachableNodes: Here we have 0 points skipped, 6  Navigation Points which are too high and 61 good ones.
All these happening after rebuilding Navigation in UT469.

Original map is like here:

Code: Select all

UnReachableNodes: FlagBase0 looks much over ground for normal Human Size, check it.
UnReachableNodes: FlagBase1 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot470 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot471 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot473 looks much over ground for normal Human Size, check it.
UnReachableNodes: InventorySpot474 looks much over ground for normal Human Size, check it.
UnReachableNodes: Here we have 0 points skipped, 6  Navigation Points which are too high and 61 good ones.
NoIncomingPath: FlagBase0 is not having incoming connections.
NoIncomingPath: FlagBase1 is not having incoming connections.
BreakPointsFound: These 2 navigation points aren't that used as valid paths. They might be One-Way break points.
Give me some time... I think it's place for Air Paths, it might be interesting.
If we talk about default ground paths, in this map I don't see any challenge, plain pathing it's too easy.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins » Tue Aug 11, 2020 1:46 pm

I think even RX should be setup for CTF players/bots too. So they can take the flag while the pilots are having too much fun playing Top Gun all over the place.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Tue Aug 11, 2020 4:22 pm

Not all RX versions have Bot Support and I'm serious here. Last RX09 a la HOF has indeed something - not implemented code for AlternatePaths deal yet, perhaps is more wise toggling lock/unlock for easier processing at UScript Level instead of checking a suitable AlternatePath for Bot depending on movement or discarding the not recommended one.
So far in last RX09 Malakai captured flag using RX Jet right here:
MShip_DP.PNG
MShip_DP.PNG (1.48 MiB) Viewed 860 times
I don't know if AlternatePaths are an option at least for default CTFGame because... map has redeemers and nothing else, this is definitely a RX map.
So... we do have native flight routes through mid area, and ground paths at extremes. If Jets used are not having Bot's flight code, no Bot will ever fly. Red Paths have collision but ReachFlag 2 known by friends as R_FLY doesn't have a deal with ground units unless they are capable to fly somehow - like in last RX09.
I gotta study what else might be needed and then you can slap some testing too...

Editors used:
- UGold 227h with Native Editing DevPath + a few manual routes added post-pathing;
- UT469 for filtering potential extra bytes added by UGold.

Edit Note: Previous RX version before C_02 was better for Bots, here are crashing... Some aiming or whatever collision stuff is borked. Map do looks valid for RX works.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Wed Aug 12, 2020 2:40 pm

I don't think I need more stuff for this RX/SLV map, so... here it is the previous map completed with air paths - unused by lousy SLV wrecks, don't say I did not warn you, and ground paths are available. UT devs are not mapping any air route, by rebuilding paths in UT air paths will get removed.
CTF-(SMP)_Mothership_rS716_dp.7z
(495.42 KiB) Downloaded 48 times
That's all so far. Hit me with other requests if anything else it's needed.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins » Thu Aug 13, 2020 6:15 pm

I'll give this a go when I get home.

The previous map you listed as "no challenge" had no air paths, yet I frequently found bots riding SLV and chasing me while I was flying all over the place. While Rocket-X and Flying Saucer probably need air-paths, SLV appears to not depend on them so much.

Probably gonna edit saucers on this map... among other things.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Thu Aug 13, 2020 7:19 pm

When a Bot is charging at enemy is a different action than when Bot wants a route to enemy flag - Hunting is not Roaming - with regard to states naming. If we speak about a Flag capture, when Mod has ZERO navigation support this won't take place unless flags are closer over a small Hole each-other, lol. Here if RX uber mutator is not loaded, ground paths should help.

I'm not sure if you can understand what I mean but... map done this way might be a theme for a lab work toward improvement for guiding jets because air paths are clearly tested and I got a "flying-capture" demonstrating that paths configured here are VALID - initial RX mutator version. In the next one was a bit more difficult but it worked somehow... with a lot of crushes in walls.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins » Sat Aug 15, 2020 12:51 pm

Flag placement and the number of redeemers confirm this to be an RX map, but going soley by the bots' movement alone... pathing needs work.

Bases are on different levels and there's more than 2 levels.

You should find this interesting.
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CTF-{ToX}-FLAPJACKS.zip
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SC]-[WARTZ_{HoF}
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Re: Map assessment and pathing enhancements

Post by SC]-[WARTZ_{HoF} » Sat Aug 15, 2020 6:08 pm

Nelsona wrote:
Tue Aug 11, 2020 4:22 pm

Edit Note: Previous RX version before C_02 was better for Bots, here are crashing... Some aiming or whatever collision stuff is borked. Map do looks valid for RX works.
The problem is I altered NullWeapon class and took out important code for pawns use. I will update the server later today with next version.

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