Map assessment and pathing enhancements

Show us and share your created maps.
User avatar
evilgrins
Posts: 776
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

Assess and path, please.
Attachments
DM-Dogtown2.zip
(1.47 MiB) Downloaded 34 times
Shot0114.png
Shot0114.png (527.28 KiB) Viewed 664 times
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Nelsona
Posts: 1700
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

I'll check DevPath here if map won't render something stupid...

Code: Select all

Missing: Texture 'DogsTex.(All).AsphaltGrey3' not found !
Missing: Texture 'DogsTex.(All).Plaster' not found !
Missing: Texture 'DogsTex.(All).Wood-floor-ligh' not found !
Missing: Texture 'DogsTex.(All).Sidewalk' not found !
Missing: Texture 'DogsTex.(All).Tile-ceramic' not found !
Missing: Texture 'DogsTex.(All).ShinglesRed' not found !
Missing: Texture 'DogsTex.(All).HouseFront02' not found !
Missing: Texture 'DogsTex2.(All).SpBillboard' not found !
Missing: Texture 'DogsTex.(All).DogNames' not found !
Missing: Texture 'DogsTex.(All).Planks2' not found !
Missing: Texture 'DogsTex.(All).RoastTurkeyM' not found !
Missing: Texture 'DogsTex.(All).Warf' not found !
Missing: Texture 'DogsTex.(All).Shingles-Asphal' not found !
Missing: Texture 'DogsTex.(All).TileYellow' not found !
Missing: Texture 'DogsTex.(All).Blue' not found !
Missing: Texture 'DogsTex.(All).7-11' not found !
Missing: Texture 'DogsTex.(All).Red' not found !
Missing: Texture 'DogsTex.(All).ASiding1' not found !
Missing: Texture 'DogsTex.(All).ASiding3' not found !
Let me look at Textures...
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Nelsona
Posts: 1700
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

Let me know if your Bots can navigate knee obstructions here...
DM-Dogtown2_rS1530.7z
(318.65 KiB) Downloaded 75 times
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
evilgrins
Posts: 776
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Wed Apr 24, 2024 8:36 pm Let me know if your Bots can navigate knee obstructions here...
DM-Dogtown2_rS1530.7z
Thankees!
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
User avatar
evilgrins
Posts: 776
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

This should be interesting, as to date I don't think I've ever asked you to assess a DOM map and certainly not anything this intricate or large.

I get the sense looking at this, seeing how bots play on it, the pathing is the same as from the CTF4 version. So that needs an update, particularly for the Core control point.
Attachments
DOM-HallOfDomiantion ][.zip
(1.1 MiB) Downloaded 6 times
Shot0204.png
Shot0204.png (944.09 KiB) Viewed 474 times
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Nelsona
Posts: 1700
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

The first "FIX" will be DELETING SPACE character from map's name... then we will talk about the rest... such as renaming string "Domiantion" with "Domination"...
The boy doesn't look very schooled... or in 2017 it was no school in range.

Edit: Loaded for quick examination... It looks more like a 469 map... somehow borked for Vanilla UT...
Point #1 - Overload

Code: Select all

CheckLostNavigation: Navigation Chain has 1080 navigation points.
CheckLostNavigation: Navigation Actors found = 1080 Navigation Actors.
Here are a lot of Nodes that are useless - there is no need for more than 1000 Nodes.

Point #2

Code: Select all

AlternatePath7: Searching...
AlternatePath7: Route Not Found from PlayerStart27...
This AlternatePath is not only disrupted but in Domination it's frankly USELESS - this Actor is exclusive for CTF, another useless charge... And then when points are not linked normally entire network gets tested and we go to...

Point #3:

Code: Select all

....
UT_FlakCannon13: Searching route...
DevPath: 1000 navigation nodes searched from InventorySpot3736!
UT_FlakCannon13: Trying a closer actor for Marker...
DevPath: 1000 navigation nodes searched from InventorySpot3736!
UT_FlakCannon13: Failed...
UT_FlakCannon13: Route Not Found from PlayerStart80...
FlakAmmo18: Searching route...
DevPath: 1000 navigation nodes searched from InventorySpot3737!
FlakAmmo18: Trying a closer actor for Marker...
DevPath: 1000 navigation nodes searched from InventorySpot3737!
....
Mainly ControlPoint Actors are linked but... overloading map is a wrong practice heading nowhere at random...

Edit2:
The other stuff "Doctored" (as shown in LevelInfo data) is that some area has ugly BSP problems... which if I cannot solve it will be needed something else in that spot... I could see some dark that doesn't make any sense and then... DevPath has pointed out a barrier which is not supposed to be there...
DOM_HOD_0.PNG
DOM_HOD_0.PNG (226.23 KiB) Viewed 452 times
I don't have any clue what was "doctored" here...

Edit3:
This is something with logic links for all potential goals... Let me know if your Bots can manage this Low Gravity stage - they are not that smart after all...
DOM-HallOfDomination_rS2764.7z
(654.63 KiB) Downloaded 4 times
Done ?
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
evilgrins
Posts: 776
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Fri May 03, 2024 6:52 amDone?
Looks like.

The occasional BSP aside (fairly common on large maps) looks great. It actually looks even brighter than it did before.

Initially thought something was off with the Blue-base, as no one was scoring there, but that's mostly as GoPostal's bot kept killing anyone who went too close... it pops up a lot in my selections. Eventually even his bot couldn't stop that.
Attachments
Shot0161.png
Shot0161.png (1.16 MiB) Viewed 441 times
Shot0153.png
Shot0153.png (939.71 KiB) Viewed 441 times
01 GoPostal.png
01 GoPostal.png (138.22 KiB) Viewed 441 times
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
User avatar
evilgrins
Posts: 776
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

Assess please!
https://unrealarchive.org/maps/unreal-t ... 6dd66.html

Had this awhile, but it's limiting. Bot pathing is either non-existent or bots just don't want to go anywhere out of sporadic laziness.
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Nelsona
Posts: 1700
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
evilgrins
Posts: 776
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

My bad, never saw that before.
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Post Reply