Re: Screenshots
Posted: Sun Feb 16, 2020 2:51 am
Some bunnytrack WIP.
Is this playable?
The larger of the two maps at that link is the same size and date as the original 2011 map and so IS the original, unaltered map.EvilGrins wrote: ↑Sat May 30, 2020 3:56 am MetalFist updated the links on a post of his so I can finalize a UTDM edit · viewtopic.php?p=31348
General points to note and address:sektor's MapGarbage wrote:Specs: ___________________________________________
Specs: FlagBase0 - Paths[0]=15 ->FlagBase0 --->PathNode88 RFlags=Walk =1 Dist=529
Connected: FlagBase0 to PathNode88.
NoReachFrom: FlagBase0 to point 0 which means InventorySpot55
Specs: ___________________________________________
Specs: FlagBase0 - PrunedPaths[0]=10 ->FlagBase0 --->PathNode47 RFlags=Walk =1 Dist=861
ShortcutConnected: FlagBase0 to PathNode47.
Specs: ___________________________________________
Specs: FlagBase0 - Paths[1]=14 ->FlagBase0 --->PathNode76 RFlags=Walk =1 Dist=526
Connected: FlagBase0 to PathNode76.
NoReachFrom: FlagBase0 to point 1 which means InventorySpot13
Specs: ___________________________________________
Specs: FlagBase0 - PrunedPaths[1]=11 ->FlagBase0 --->PathNode58 RFlags=Walk =1 Dist=854
ShortcutConnected: FlagBase0 to PathNode58.
Specs: ___________________________________________
Specs: FlagBase0 - Paths[2]=17 ->FlagBase0 --->PathNode92 RFlags=Walk =1 Dist=94
Connected: FlagBase0 to PathNode92.
NoReachFrom: FlagBase0 to point 2 which means InventorySpot12
Specs: ___________________________________________
Specs: FlagBase0 - PrunedPaths[2]=18 ->FlagBase0 --->InventorySpot28 RFlags=Walk =1 Dist=433
ShortcutConnected: FlagBase0 to InventorySpot28.
NoReachFrom: FlagBase0 to point 3 which means InventorySpot11
Specs: ___________________________________________
Specs: FlagBase0 - PrunedPaths[3]=16 ->FlagBase0 --->PathNode91 RFlags=Walk =1 Dist=964
ShortcutConnected: FlagBase0 to PathNode91.
NoReachFrom: FlagBase0 to point 4 which means InventorySpot10
Specs: ___________________________________________
Specs: FlagBase0 - PrunedPaths[4]=12 ->FlagBase0 --->PathNode62 RFlags=Walk =1 Dist=526
ShortcutConnected: FlagBase0 to PathNode62.
NoReachFrom: FlagBase0 to point 5 which means InventorySpot9
Specs: ___________________________________________
Specs: FlagBase0 - PrunedPaths[5]=13 ->FlagBase0 --->PathNode72 RFlags=Walk =1 Dist=523
ShortcutConnected: FlagBase0 to PathNode72.
:
Specs: No NavigationPoint heads to FlagBase0as shown in list. If a route passes through, it won't be usable.
sektor's MapGarbage wrote:UnReachableNodes: FlagBase0 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase1 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode187 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode110 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode133 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot31 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot32 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot33 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot34 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot35 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot36 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot37 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot38 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot39 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot40 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot41 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot42 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot43 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot44 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot45 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot46 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot47 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot48 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot49 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot50 looks much over ground for normal Human Size, check it
UnReachableNodes: Here we have 0 points skipped, 25 Navigation Points which are too high and 356 good ones.
CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 6 pieces.
CTFReport: For Team 1 = 5 pieces.
VoidCheck: --- Void placement report ---
VoidCheck: Light19 looks placed into void.
VoidCheck: Light31 looks placed into void.
VoidCheck: Light32 looks placed into void.
VoidCheck: Light116 looks placed into void.
VoidCheck: Light117 looks placed into void.
VoidCheck: Light118 looks placed into void.
VoidCheck: SpecialEvent0 looks placed into void.
VoidCheck: Boulder6 looks placed into void.
VoidCheck: 8 actors look placed into void, check those.
NumReachSpecs: ---------------------------------------
NumReachSpecs: This map has 1364 ReachSpecs shown as direct paths in Navigation Network.
NumReachSpecs: Also this map has 1783 ReachSpecs as shortcuts aka PrunedPaths in Navigation Network.
NumReachSpecs: These are not visible in Editor but they are used by Pawns.
NumReachSpecs: After calculation we have 3147 ReachSpecs.
NumReachSpecs: Technically this map is overloaded and this is not that healthy for A.I.
I noticed that, the other was an adaptation for something called "RocketBoost" that I'm unfamiliar with. I think he updated pathing in that one but left the original as is.
Be a shame too because the UTDMW & UTDMT on that map color-wise really work well there.Metalfist wrote:Sat May 30, 2020 7:40 amMaking bots work properly has always been a nightmare in UED. I wouldn't know how to fix it.