MAJOR bot-pathing request, the sequel

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MAJOR bot-pathing request, the sequel

Postby EvilGrins » Wed Feb 20, 2019 3:36 am

Partially inspired by this chat on another forum:
evilgrins wrote:
Nelsona wrote:I'm not interested to fix sh!t mods which others are doing, but maybe removing them in future...

Currently got my eye on about 15 maps I wanna edit, I'll let you know if one of them is something you might wanna take a crack at.

Actually, I can think of 1 specific but it's in a post on another forum...

I'm on a LOT of forums.

A long time back I requested a GINORMOUS MonsterHunt map to be bot-pathed, that would be this · viewtopic.php?f=12&t=11942

Took a few months but the final result was perfect... but I mentioned another map that was linked there too, and now seems to be a good time for it.

Who would like to take a shot at bot-pathing this?
http://www.mapraider.com/maps/unreal-to ... astle-2012

Also, if possible, make it so the map is not dependent on the Oldskool Amp'd mod
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: MAJOR bot-pathing request, the sequel

Postby Higor » Wed Feb 20, 2019 8:18 pm

Nice
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Re: MAJOR bot-pathing request, the sequel

Postby sektor2111 » Wed Feb 20, 2019 10:13 pm

Interesting your quote, EG, but actually it was about the OTHER crap (oops map) which you... edited... not SkaarjCastle whatever. Perhaps it's more constructive to avoid a posting soup.
I'll take a look at SkaarjCastle - good reminder I have to admit.

Edit: Question @Higor: What do you think about these 1394 PathNodes + the rest of N.Points from version 2012F of this map ? Primary testing with ShowPath was not that entertaining...
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Re: MAJOR bot-pathing request, the sequel

Postby Higor » Wed Feb 20, 2019 11:25 pm

I was already fixing them, then editor didn't save :loool:
Will take my time on this one, go ahead if you want your private copy lol
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Re: MAJOR bot-pathing request, the sequel

Postby sektor2111 » Wed Feb 20, 2019 11:40 pm

I removed from paths ammo and Playerstarts, primary room seems to not have too many answers at DevPath query... I put there TeleporterPathsFixer and a node for getting over them, lazy dev over there. In next tunnels I got navigation, I'm not sure what will be later in those fields... This is a big one... and last area to the End will need to be entirely constructed... I'll be patient because I'm curious what you'll do here :) .
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Re: MAJOR bot-pathing request, the sequel

Postby EvilGrins » Thu Feb 21, 2019 1:29 am

sektor2111 wrote:Interesting your quote, EG, but actually it was about the OTHER crap (oops map) which you... edited... not SkaarjCastle whatever

I knew that, and knowing your frustration with that other one...I thought to find something you might like to work on.

That's why SkaarjCastle.
http://unreal-games.livejournal.com/
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Re: MAJOR bot-pathing request, the sequel

Postby EvilGrins » Fri Mar 08, 2019 4:46 am

Any updates, guys?
http://unreal-games.livejournal.com/
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Re: MAJOR bot-pathing request, the sequel

Postby UnrealGGecko » Fri Mar 08, 2019 6:40 am

Huh, thought this map WAS pathnoded, or am I just thinking of MH-SkaarjTower :???:
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Re: MAJOR bot-pathing request, the sequel

Postby EvilGrins » Fri Mar 08, 2019 11:16 pm

UnrealGGecko wrote:Huh, thought this map WAS pathnoded, or am I just thinking of MH-SkaarjTower

There's a link to the pathed tower map at the top of the thread, this is a different request.
http://unreal-games.livejournal.com/
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Re: MAJOR bot-pathing request, the sequel

Postby sektor2111 » Sat Mar 09, 2019 10:30 am

EvilGrins wrote:Any updates, guys?
I'm waiting to see what Higor can do - in this oversized one I wanna learn more about paths optimization and then Higor owns everyone here. I did a few tests, and for me it looks like other Nodes added (required in last area) will go nowhere, which means a waste of time, but... maybe Higor will gain some positive result. To not forget that in original paths build, starting spot did not even blink at DevPath...
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