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Re: Map assessment and pathing enhancements

Posted: Mon Apr 22, 2024 11:38 pm
by evilgrins
Assess and path, please.

Re: Map assessment and pathing enhancements

Posted: Tue Apr 23, 2024 1:53 pm
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...

Re: Map assessment and pathing enhancements

Posted: Wed Apr 24, 2024 8:36 pm
by Nelsona
Let me know if your Bots can navigate knee obstructions here...
DM-Dogtown2_rS1530.7z
(318.65 KiB) Downloaded 15 times

Re: Map assessment and pathing enhancements

Posted: Thu Apr 25, 2024 10:14 pm
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!

Re: Map assessment and pathing enhancements

Posted: Thu May 02, 2024 4:39 am
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.

Re: Map assessment and pathing enhancements

Posted: Fri May 03, 2024 6:52 am
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

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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:

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....
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 207 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 2 times
Done ?

Re: Map assessment and pathing enhancements

Posted: Fri May 03, 2024 7:31 pm
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.

Re: Map assessment and pathing enhancements

Posted: Sat May 04, 2024 6:04 pm
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.

Re: Map assessment and pathing enhancements

Posted: Wed May 08, 2024 2:35 pm
by Nelsona