PathsMaker

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
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Posts: 1652
Joined: Sat Mar 21, 2020 5:32 am

Re: PathsMaker

Post by Buggie » Sat Apr 09, 2022 8:45 pm

Not use bAllowJump.

Automatically merged

Also 512 for min distance... Bad idea. It is not so open area.

Before try change any value, try use defaults. ;)

Automatically merged

- Remove option bAllowJump.
- Travel over lifts (only with properly setup LiftExits)
- Travel over warpzones.
- Not place PathNodes in VacuumZones.

Update in first post: viewtopic.php?f=5&t=15041
Last edited by Buggie on Mon May 16, 2022 11:55 am, edited 1 time in total.

Buggie
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Joined: Sat Mar 21, 2020 5:32 am

Re: PathsMaker

Post by Buggie » Sun Apr 17, 2022 7:20 pm

- Prevent stuck in endless loop.

Updated in first post: viewtopic.php?f=5&t=15041
Last edited by Buggie on Mon May 16, 2022 11:55 am, edited 1 time in total.

Buggie
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Re: PathsMaker

Post by Buggie » Mon May 09, 2022 2:50 am

- Avoid travel in deep water.

Updated in first post: viewtopic.php?f=5&t=15041
Last edited by Buggie on Mon May 16, 2022 11:55 am, edited 1 time in total.

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Neon_Knight
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Location: Junín (BA - Argentina)

Re: PathsMaker

Post by Neon_Knight » Mon May 09, 2022 3:06 pm

Going to take this one for a ride. Thank you!
OldUnreal U1v227/UTv469 Localization Project coordinator/spanish language maintainer - Unreal Wiki
ProTip 1: anybody using the phrase "I'm a True Fan and You're Not!" is an obnoxious, self-centered, egotistical, elitist, narcissist douchebag.
ProTip 2: anybody who uses the "Royal We" when making a demand wants to pass their own opinion as everyone else's.
ProTip 3: Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
ProTip 4: If the Duke Nukem Forever fiasco wasn't enough of a lesson, perfectionism leads to nothing positive. Don't be afraid of releasing a buggy product. Even the most polished product has its flaws.

Buggie
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Joined: Sat Mar 21, 2020 5:32 am

Re: PathsMaker

Post by Buggie » Mon May 16, 2022 11:54 am

- Avoid place spots in air.
- Proper handle loop with jump shortcut.

Updated in first post: viewtopic.php?f=5&t=15041

Buggie
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Joined: Sat Mar 21, 2020 5:32 am

Re: PathsMaker

Post by Buggie » Thu Aug 04, 2022 11:47 am

- Eliminate dependency for Botpack. Now can be run in Unreal.

Updated in first post: viewtopic.php?f=5&t=15041

Automatically merged

- Some small tunes and improvements.

Updated in first post: viewtopic.php?f=5&t=15041

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TankBeef
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Re: PathsMaker

Post by TankBeef » Sat Aug 06, 2022 3:08 am

Hey Buggie, just want to thank you. The latest version is much better. Well done. :gj:

Buggie
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Re: PathsMaker

Post by Buggie » Sun Aug 07, 2022 3:08 am

- Use exists path nodes for check coverage (not place useless nodes anymore) in mode for small close maps.

Updated in first post: viewtopic.php?f=5&t=15041

Buggie
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Re: PathsMaker

Post by Buggie » Tue Aug 23, 2022 9:24 am

- Fix bugs.
- Better debug.

Updated in first post: viewtopic.php?f=5&t=15041

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sektor2111
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Re: PathsMaker

Post by sektor2111 » Thu Aug 25, 2022 5:23 pm

I don't think I'll use this in forever...

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Warning: Property PF_AutoVPan of Class Core.IntProperty not found
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....
This is what Editor.log was printing when this builder is loaded. I don't think I want to edit maps with Editor in this state.

Edit: And bellow is a piece from Editor.Log printed by 469b...
Spoiler
Show

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Warning: Property PF_AutoVPan of Class Core.IntProperty not found
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Gustavo6046
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Re: PathsMaker

Post by Gustavo6046 » Fri Aug 26, 2022 2:06 am

@sektor2111 That sounds like it's unrelated to the function of PathsMaker.
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. This also applies to mod authoring. If you become a skilled or notable mod author, you will find people propositioning you to implement their ideas. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

Weapon of Destruction

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sektor2111
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Re: PathsMaker

Post by sektor2111 » Fri Aug 26, 2022 5:23 am

sektor2111 wrote:
Thu Aug 25, 2022 5:23 pm
... Editor.log was printing when this builder is loaded ...
BECAUSE it was compiled with references to unknown properties for stock UT and it contains such properties... unknown even for 469b.
I'm fascinated because YOU told me about memory corruptions and such - this is not my doing... My PathsChecker was compiled using Engine, Editor and nothing else concerning any Texture or Sound or anything. Of course this is not a major issue, just a note, because I'll turn it back to 436 compatibility.

Edit: It looks like issue has been solved.

Buggie
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Re: PathsMaker

Post by Buggie » Sat Oct 01, 2022 8:14 pm

- Better handle big maps.
- Extends limits.
- Fix few issues.
- Open mode now take in account min distance.
- Some other improvements.
- Debug mode work for open mode too.

Updated in first post: viewtopic.php?f=5&t=15041

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sektor2111
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Re: PathsMaker

Post by sektor2111 » Sun Oct 02, 2022 9:10 am

Observations - stage operated
A copy of DM-MaleVolence with all paths and PathNodes deleted was a subject for probing this update.
Every single item was connected properly, but I don't get the point of adding PathNodes over inventories almost in the same place.
MaleVolence_Probing.PNG
In end, map looks very well pathed, even better than original...
Original stage is like here:

Code: Select all

LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] 		= 10.
LostData: ReachSpecs missing from upStreamPaths[0-15] 	= 2.
FixedWithSuccess: ReachSpecs successfully attached 	= 12.
FixFailures: ReachSpecs attaching failures - probably no place = 0.
LostData: ________________________________________________________________
After using this toys it turns into...

Code: Select all

LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] 		= 6.
FixedWithSuccess: ReachSpecs successfully attached 	= 6.
FixFailures: ReachSpecs attaching failures - probably no place = 0.
LostData: ________________________________________________________________
Less errors which means a better Network which can be turned into Zero errors after polishing a bit several spots.
Ranking this tool with 5 stars because:
- does a better job than original "Paths Build";
- it's X times faster than "Paths Build" which is spending ages for generating a misery.
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