XC_Engine and UT99 436/469 Paths Builder setup

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Que
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XC_Engine and UT99 436/469 Paths Builder setup

Post by Que » Mon Oct 17, 2022 12:17 am

Have a few questions regarding XC_Engine and getting it running with 469b/c?

Which version do I use? And how to get the Paths Builder working in UnrealEd?

Once Paths builder is installed is there a way to remove all existing paths and replace with nice tidy ones from XC?

Or do I need to remove ALL existing Path Nodes and rebuild from scratch?
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Higor
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Re: XC_Engine and UT99 436/469 Paths Builder setup

Post by Higor » Mon Oct 17, 2022 1:02 am

XC does not alter navigation points (it places InventorySpot actors as usual).
Build the paths first and see if they're good, you'll likely need to move a few nodes here and there due to the XC builder's behaviour.

v469c does not have a working XC_Engine version yet (i'm working on this)
So if you're on v469b, use XC_Engine 25b
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Que
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Re: XC_Engine and UT99 436/469 Paths Builder setup

Post by Que » Mon Oct 17, 2022 1:24 am

Nice. Are you looking at building this directly into UnrealEd at some point?

I'll install to 469b later today and try this XC_Engine_25b :tu:

Automatically merged

Worked like a charm.. fired up a couple of maps and the bazillion green lines were reduced to only a few..

Good stuff!!
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Re: XC_Engine and UT99 436/469 Paths Builder setup

Post by sektor2111 » Mon Oct 17, 2022 3:10 pm

436 and XC v24 were doing good optimizations in overcrowded spots. In exchange I wasn't happy without "ScanRange" whatever what it was in v21. Some of those long jumps were bugging navigation. But... I think right now I can suppress longer unwanted paths without a problem allowing only plain good ones.
Several bugs also can be removed. For me this one is nice and good to go.