XC_Engine version 24 full

Higor
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Re: XC_Engine version 24 full

Post by Higor » Mon Aug 19, 2019 5:39 am

FV_Scout is a lazy attempt to prove minimal emulation of the native path builder.
In the end 'DefinePathsFor' does that in a far more complete fashion... although you have little to no control over the details.
I didn't put much thought into it, and those defaults may be bad altogether. Now I can't even remember if it's 19,37 or 17,39 without opening at the editor and looking at the default properties.

You can always increase the last step of the scout to 20,40 in your code.
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sektor2111
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Re: XC_Engine version 24 full

Post by sektor2111 » Mon Aug 19, 2019 6:06 am

Code: Select all

	UnPath.h: Path node creation and ReachSpec creations and management specific classes
	Copyright 1997-1999 Epic Games, Inc. All Rights Reserved.

	Revision history:
		* Created by Steven Polge 3/97
=============================================================================*/

#define DEBUGGINGPATHS  1 //1 to put path info in log
#define MAXMARKERS 3000 //bound number of turn markers
#define MAXREACHSPECS 3000 //bound number of reachspecs 
#define MAXCOMMONRADIUS 70 //max radius to consider in building paths
#define MAXCOMMONHEIGHT 70
#define MINCOMMONHEIGHT 48 //min typical height for non-human intelligent creatures
#define MINCOMMONRADIUS 24 //min typical radius for non-human intelligent creatures
#define COMMONRADIUS    52 //max typical radius of intelligent creatures
#define HUMANRADIUS     18 //normal player pawn radius
#define HUMANHEIGHT     39 //normal playerpawn height

//Reachability flags - using bits to save space

enum EReachSpecFlags
{
	R_WALK = 1,	//walking required
	R_FLY = 2,   //flying required 
	R_SWIM = 4,  //swimming required
	R_JUMP = 8,   // jumping required
	R_DOOR = 16,
	R_SPECIAL = 32,
	R_PLAYERONLY = 64
};
Here it's noticeable what does that means a Smart Boss in a map... which it's big and dumb:
UnPath.h wrote: #define COMMONRADIUS 52 //max typical radius of intelligent creatures
This one it's there only for waiting his death unable to follow any enemy because... has no place in reachSpecs...
Here it's and old version, they preserved 1UU by defining 18, Player and Bot has 17 probably for making sure about a good reachSpec. I think in one of builds has been fired a "small path" right next to a PlayerStart and Pawn did not move for a while until wandered out of spot, such a reachSpec doesn't make any sense. If data is smaller than 40×20 probably that reachSpec should be discarded.
Note: Did you see the other limitations ? You, mappers ? 3000 reachSpecs. Are these able to cover map ? No ? Good... :pfff:
Arden and Patrolling Titans ? As you can see (if you have eyes and/or glasses like me) maximal size is 70×70. Do you think it's possible to see a Titan Patrolling ? YES, by setting up DrawScale 0.6 and adding PatrolPoints properly configured letting pawn to adjust dimensions based on it's own code not by you. One of versions which I'm using do works properly at this point.

UT'99 still doesn't have a good PATHING tutorial - not Bot Pathing - nothing is not explaining anything, that's why trash factory keeps working...

Self Attack:
I had to reconstruct a patch plugin conformed with previous one because such a Scout mapping paths has fired a mover switching Start Location right in first second and skipping a big battle... CollisionHook was activated...

Higor
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Re: XC_Engine version 24 full

Post by Higor » Tue Aug 20, 2019 12:50 pm

I realized I should have fixed the duplicate actors bug and the broken navigation chain issues most MH maps have...
But I only came up with that like... 5 days after releasing last build lmao.
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sektor2111
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Re: XC_Engine version 24 full

Post by sektor2111 » Tue Aug 20, 2019 1:09 pm

Higor wrote:I realized I should have fixed the duplicate actors bug and the broken navigation chain issues most MH maps have...
Heavy to Impossible only in UScript that's why I'm waiting your C++ solutions - in current stage is doable but... you are the master with bytes.
I believe chain it's like that:
- check reachSpecs for a None End/Start - reset them;
- rebuild NavigationPointList;
- try to setup connections where spots are good for that.
Fix me if this is wrong.

shockpl
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Re: XC_Engine version 24 full

Post by shockpl » Wed Sep 04, 2019 9:02 am

my mouse cursor leave my game with moves in right side to second monitor
after clicking
game is minimizes itself
to the desktop
please fix it :| lol in build v23 all was fine, for sure not fine but now I cant play in UT with ur XC on two monitors rofl

NOW ITS THE SAME on v23 and v24b
ok I see the problem is on D3D8Drv.D3D8RenderDevice on d3d9 and opengl all is fine, im playing years on d3d8 ... and I dont wanna chenge it :shock:

any suggestions, pls halp

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Re: XC_Engine version 24 full

Post by sektor2111 » Sun Sep 08, 2019 12:28 am

Okay, I did some research/mapping toward Bot Support in said map MH-GardenOfDeath, heavy for default DevPath. I used XC_Editor Adds and spreading nodes (NoLost Actor added for safety). If previous version could work only based on triggers, right now it works using XCV24 in XC_MonsterHunt.
I can confirm 100% that XC_Engine v24 has a superior power in guiding pawns through Navigation Network :gj: . I did not use EventChain any...

Edit: I forgot a detail.
It's about Bot, because human player tester using tools won't find MonsterEnd here, but maybe next version of MHBotyMan will have the dual searching strategy.

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