Botpathing request thread

Tutorials and discussions about Mapping - Introduce your own ones!

Re: Botpathing request thread

Postby R3plicant » Fri Oct 19, 2018 5:54 pm

sektor2111 wrote:
R3plicant wrote:Hold on a cotton pickin' minute lol :lol:,.. isn't v436 AFTER v227?
Cough, Unreal Tournament is not Unreal. Unreal Tournament was patched to 451b around 2004 and UNREAL was patched around 2012-2013 if I'm not mistaking. The reality... Unreal227 has new assets which if by chance are called into UT in a bad moment will crash game due to null content accessed so think twice.
Aside info: XC_PathBuilder Editor Add-on by Higor for UT99 is very helpful to "order" connections between nodes as you like, you can even restrict linking range preventing useless bad links by definition of "ScanRange" parameter from builder - ALL stuff created (special path) is compatible with Plain UT. Not that last option you can use anytime bOneWayPath if you have a special situation. You don't need any 227 if your geometry is OK, map can be build and pathed properly with normal Editor from Unreal Tournament.
Xc_PathBuilder is getting over default restrictive build letting you to deal with special situations. If you need evidences, you can test a bit that SkaarjTower Map which Higor has adjusted (map has BSP problems no worries) and see some "crazy" type jump performed by Bot. In other cases with default Editor you can fool Engine to do what you want > New Nodes, Combos, Scout adjusting, etc...
Another Hint:
Scout didn't fit - message is proving that some InventorySpot Marker could not be added for certain Inventory in map - Bot won't see it unless is closer to that spot ( except some MBot ). This happens when Inventory is located in a small spot where Fat-Ass Scout having 50×50 collision won't ever move for signing agreement for InventorySpot, but default Bot is not that big - by using a "normal" Scout, your map will have spots completed properly, there are months since I saw that message.
Else if your map is an "Insta" I mean an empty thing, then with all apology, say a pray or something :lol2: . Bot is roaming through map based on Inventories not based on a "Nothing-To-See", unless your Bot is a serial killer scanning constantly for victims rather than for Items, default Bot is addicted to items and 1on1 matches as a default habit - good luck then with no Inventories and Bot support...

For cleaning map from "history" type reachspecs data you don't need any U227 U4000 or U12012321 Editor, simple as that. My friendly advice is to stay away from that if you don't map for U227 game.
- Load map in Editor and Use Console;
- By any chance Edy will respond at command PATHS UNDEFINE happily destroying Paths and InventorySpots;
- Save Map and CLOSE EDITOR;
- Open Editor and Map;
- Press RebuildAIPaths button or input command PATHS DEFINE - for these commands I have buttons defined, I'm not writing commands.
See what you get... I'll bet you'll gain InventorySpot0 in map (if exist - if not, good night, Mr. Bot). Less number of ReachSpecs are developed if ScanRange is smaller - POSSIBLE in XC_PathBuilder.
Next Hint-problem:
If your map is really big then you can forget Bot Pathing - no kidding - if you want to figure why I'm saying this you can take in account map MH-GardenOfDeath which for Player is AWESOME but for DevPath from Engine is GARBAGE at full power. Engine doesn't even show a "Reachable" actor there, or you can take in account some CTF map which EvilGrins has asked for Bot Support (old map) where Bot was working by only removing large zones from map, all PathNodes there have simply USELESS getting over processing cycles which Engine uses for DevPath :thudown: . Like Polge said: When Pawn is entering the Paths-Network this is VERY EXPENSIVE for Engine.


This morning while installing Unreal and the patch for it, I pretty much got that Unreal [Gold] and Unreal Tournament are two different games. Red Fist, sorry, but I've decided that for my sanity, it'd be best if my map didn't have bot-pathing. There are just too many difficult and troubling obstacles to cross and ones which may end up making the map unplayable, (primarily but not solely heavy CPU usage concerns). After all the hard work I've put in to the map, the LAST thing I want to do is make it unplayable (on dedicated servers I mean) by some awkward or hard-to-solve issue that wouldn't show itself in the editor.

The map will be released soon, but first it needs a solo-spot on a temporary server to test it. if I can get a super-fast redirect set up for it, I'll suffer the cost of running my PC 24/7 for a few days to get it tested. I may out up a post to advertise said server just and only for testing purposes - but feedback on it would be welcome nonetheless by those who care to join to test it. :)

I'll drop you a mention Red Fist for your help with the pathing today, thanks. :)
User avatar
R3plicant
Average
 
Posts: 61
Joined: Sat Jul 21, 2018 1:31 am

Re: Botpathing request thread

Postby papercoffee » Fri Oct 19, 2018 6:03 pm

R3plicant wrote:Edit 5. However, if I open the map in UnrealEd 2.0 the excessively high reach-specs is still well over 4000. I have no idea why it's such a pervasive problem. :(

You don't have to make a full rebuild just a path-rebuild.
And as sektor2111 said don't use any other stuff which isn't also available in UEd2.0, you might make your map unplayable for UT.
So for the huge reach spec in UEd2.0 ...if you have rebuild the path in UEd2.1 don't touch this any more in UEd2.0. If you rebuild the path in UEd2.0 again the old mechanism will be used and you end up with more reach specs again.

Open the Map in UEd2.1 and activate "show path" after a path-rebuild you'll see that the path network is much more cleaner.
I think the path reach spec is higher in UEd2.0 because that path-builder connects every possible connection between path-nodes, which are not obstructed by BSP.
In Ued2.1 it seems to limit the range of that connections.

sektor2111 wrote: PATHS UNDEFINE happily destroying Paths and InventorySpots

Oh that's neat ...I will test this.

R3plicant wrote:Red Fist, sorry, but I've decided that for my sanity, it'd be best if my map didn't have bot-pathing. There are just too many difficult and troubling obstacles to cross and ones which may end up making the map unplayable, (primarily but not solely heavy CPU usage concerns). After all the hard work I've put in to the map, the LAST thing I want to do is make it unplayable (on dedicated servers I mean) by some awkward or hard-to-solve issue that wouldn't show itself in the editor.

Bullshit. just add some health pick-ups and let the mods handle the turning-off of these. The pick-up might be gone in insta but the inventory spot should still work.
Last edited by papercoffee on Fri Oct 19, 2018 8:35 pm, edited 1 time in total.
Reason: Typo!
User avatar
papercoffee
Site Staff
 
Posts: 8903
Joined: Wed Jul 15, 2009 11:36 am
Location: Cologne, the city with the big cathedral.
Personal rank: coffee addicted !!!

Re: Botpathing request thread

Postby sektor2111 » Fri Oct 19, 2018 6:42 pm

papercoffee wrote:Bullshit. just add some health pick-ups and let the mods handle the turning-off of these. The pick-up might be gone in insta but the inventory spot should still work.
Extremely agree here, I've done a mutator for another Enhanced Insta Mutator (allow damn Skaarj to use weapon... you zero skill lolzers), and this mutator will cause appearance of some... hidden goals... making Bot to roam well even in Insta games, a chaotic roaming like they are looking for victims rather than messing up in spots. So far I'm okay to have InventorySpot actors available, because... I need them after all, and you don't pay for items. Right ? You can add them in Editor without buying them... So you should not mess up by having NONE items just because you have a sudden addiction for Insta. But... of course it's your map and you can do what you think. If is a good looking one and has a good render performance, the rest of paths and hacks are subject for NavAdder - that thing allows me to have a joy even in those previously empty cubes :D .
User avatar
sektor2111
Godlike
 
Posts: 3600
Joined: Sun May 09, 2010 6:15 pm
Location: vect(1,1,1)

Re: Botpathing request thread

Postby Higor » Sat Oct 20, 2018 2:55 am

What the hell.
I'd be glad if ppl stopped talking without knowing what the hell they're talking about.

If nobody's taking the map during the weekend I may do it myself.
Please provide a download link.

PD: Added to requests for quick finding.
Higor
Godlike
 
Posts: 1643
Joined: Sun Mar 04, 2012 6:47 pm

Re: Botpathing request thread

Postby papercoffee » Sat Oct 20, 2018 12:00 pm

Higor wrote:What the hell.
I'd be glad if ppl stopped talking without knowing what the hell they're talking about.

I think you mean me.
I want to learn ...where was I wrong?
User avatar
papercoffee
Site Staff
 
Posts: 8903
Joined: Wed Jul 15, 2009 11:36 am
Location: Cologne, the city with the big cathedral.
Personal rank: coffee addicted !!!

Re: Botpathing request thread

Postby sektor2111 » Sat Oct 20, 2018 1:50 pm

Higor wrote:If nobody's taking the map during the weekend I may do it myself.
Please provide a download link.
I was about to do paths here too, but I also don't see any link so I've recommended some stunts for Editing it by original author if sharing it is forbidden or such.
No problem, I can wait whatever release and then I'll script something at the right time. If a map is dedicated for Insta, this means other normal DM is not allowed here ? Why ?
User avatar
sektor2111
Godlike
 
Posts: 3600
Joined: Sun May 09, 2010 6:15 pm
Location: vect(1,1,1)

Re: Botpathing request thread

Postby sektor2111 » Tue Oct 23, 2018 6:38 am

I saw map in test server ignited.
Conclusions:
- being a CTF map Bot would work without too many inventories because of CTF game directives - if DevPath will work in this Engine lagger;
- map might be turned into a TDM because it's way too open - jesters are killing each-other rather than taking Flag;
- map lags somehow old machines so 8 such players connected are just messing up the game - it's a server load as well;
- If I'll buy another machine definitely I'll play other modern stuff not UT'99;
- in servers with zooming allowed probably CTF game won't even exist being a sniping fest;
To summarize the question: Worth 80MB+ of Download ?
For me personally no. I have already HDD almost full of apk and zip things and... others. - I purged all Cache content and I won't spent time downloading similar stuff.

Higor, feel free to proceed at doing Bot Support if you have fun here. I'm not interested to participate at this task. Maybe at another UT'99 like map: Zoned well, Rooms/Zones done in PlayerCanSeeMe range (1600 UU), obstructions, etc.
Now excuse me but I have to work at my cubed demo map...
User avatar
sektor2111
Godlike
 
Posts: 3600
Joined: Sun May 09, 2010 6:15 pm
Location: vect(1,1,1)

Re: Botpathing request thread

Postby Higor » Tue Oct 23, 2018 6:05 pm

80MB??!?
I think I'll pass.

Lol jk, but it'll take a bit longer.
Higor
Godlike
 
Posts: 1643
Joined: Sun Mar 04, 2012 6:47 pm

Previous

Return to Mapping

Who is online

Users browsing this forum: No registered users and 3 guests

cron