Map assessment and pathing enhancements

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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Assess and path, please.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

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

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Let me look at Textures...
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Let me know if your Bots can navigate knee obstructions here...
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Learn the rules like a pro, so you can break them like an artist.
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evilgrins
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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!
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evilgrins
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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.
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Nelsona
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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

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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 17 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
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Done ?
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evilgrins
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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.
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01 GoPostal.png
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