XC_Engine megathread

Re: XC_Engine megathread

Postby Higor » Tue Mar 19, 2019 5:15 am

Ended up doing a lot more for the Route Mapper.
https://github.com/CacoFFF/XC-UT99/comm ... 7e6a3b6fe2

Some notable differences to FerBotz's mapper:
- A reference pawn is ALWAYS required.
- More than one starting point (anchor) can be specified.
** Extremely useful to determine who's closer to a target as well as giving a pawn multiple choices in his first node to visit.
- Enhanced start anchor finder when no start anchor is given.
** Allows small pawns to select path placed higher than they can touch, preventing them from getting stuck. (pupae, predator, or bots in ramps/stairs)
- Paths are discarded via pawn's usability flags (ex: non-players can no longer visit bPlayerOnly paths)
- Weight sorting algorithm vastly improves path calculation times (up to 10x faster).
- EndPoint support, flagging a NavigationPoint as EndPoint will make the mapper immediately stop once best route to EndPoint is found (making it even faster).
- Up to three different UnrealScript callback versions, crash safe.
- RouteCache builder works on any type of NavigationPoint array, including dynamic array.


================
Edit: another notable thing that went unnoticed by me.
https://github.com/CacoFFF/XC-UT99/issues/9
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Re: XC_Engine megathread

Postby sektor2111 » Tue Mar 19, 2019 3:25 pm

Higor wrote:A reference pawn is ALWAYS required.
The be sure to have a default one if mapper is "forgetting" to charge something here.
Higor wrote:Allows small pawns to select path placed higher than they can touch, preventing them from getting stuck. (pupae, predator, or bots in ramps/stairs)
Here... is advisable a configurable fallback... Man, gimme a floor check please in walk/jumps specs, I want mobile bridges to work as should without other SpecialCost in Uscript - because UScript is SLOW.
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Re: XC_Engine megathread

Postby Higor » Tue Mar 19, 2019 3:48 pm

The route mapper is a runtime function to search paths (unrelated to paths builder), the reference pawn is the path finder prototype that can fail to meet some of the path network's conditions as originally intended in FindPathToward.
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Re: XC_Engine megathread

Postby sektor2111 » Tue Mar 19, 2019 4:04 pm

Higor wrote:The route mapper is a runtime function to search paths (unrelated to paths builder),
Ahah, now it sounds interesting...
Tell me more, where is that pawn defined ? How is the concept ?
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Re: XC_Engine megathread

Postby sektor2111 » Thu Mar 21, 2019 9:54 pm

I've been digging for some free space in an old machine (where I did attachment MH map for mapping 3072 contest), a few GB are available there but that's not the main subject. I went ahead to deploy XC_EngineV23... when a surprise suddenly has popped up, it doesn't work because of some XC_Core reasons. I'll stick with V21 where I have Range control at mapping paths... and I'll update the rest of builders later.
When this XC won't be any more compatible with my machines I'll take a break from testing/using it for an undefined time. I do not have plans to buy computers because I need money for another personal purpose. After that *maybe I'll buy a machine ONLY if those "geniuses" will have fixed CPU problems (Spectre family and MeltTown here), else I won't throw money for a newer the same sh!t-yard but at a higher speed. Or maybe mobile devices are going to be more smart than clever (actually they are flawed too), offering emulators or whatever options...
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Re: XC_Engine megathread

Postby Higor » Thu Mar 21, 2019 9:58 pm

Map listing overhaul for both game menu and mapvotes.
No more crashes and super fast.
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Re: XC_Engine megathread

Postby Chamberly » Fri Mar 22, 2019 8:45 am

I need to try this... and evilgrins if he have more maps than me in my UT folder :loool:
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Re: XC_Engine megathread

Postby UT Sniper (SJA94) » Fri Mar 22, 2019 8:46 am

Stupid question: Will mapvotes load faster if you have XC_Engine on your client, but the server you are playing on doesn't have XC_Engine installed server side?
Find the Latest player inis https://ooper.000webhostapp.com/ut/newinis/ (2019 version)
My latest UT themed game Spawn Killer 4 Game
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Re: XC_Engine megathread

Postby Higor » Fri Mar 22, 2019 4:14 pm

No, but for next release even if you're connected to a client, your Practise Session menu won't take forever (or crash) when loading the map list.
Although, since the internal map list building is a XC_Engine addon, said addon will be disable when you're connected to a server, so there won't be any special sorting done.

Added a major milestone for next build, which is related to the netcode.
https://github.com/CacoFFF/XC-UT99/milestone/1
Completinig this would turn UT99 server's replication code better than all Unreal Engine 3 games'.
The biggest improvement of this would be the maximization of tickrate (120) without hurting gameplay or data usage.
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Re: XC_Engine megathread

Postby darksonny » Fri Mar 22, 2019 4:45 pm

what's the true number limit to load maps for every gametype within ut with no crash?
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Re: XC_Engine megathread

Postby Chamberly » Fri Mar 22, 2019 5:38 pm

darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?


Not sure, I have like about 10 so far! :mrgreen:
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Re: XC_Engine megathread

Postby darksonny » Fri Mar 22, 2019 5:49 pm

Chamberly wrote:
darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?


Not sure, I have like about 10 so far! :mrgreen:

:ironic2: I hope that's not true lol
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Re: XC_Engine megathread

Postby Chamberly » Sat Mar 23, 2019 7:32 am

darksonny wrote:
Chamberly wrote:
darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?


Not sure, I have like about 10 so far! :mrgreen:

:ironic2: I hope that's not true lol

Actually, about 20 including the default.
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Re: XC_Engine megathread

Postby darksonny » Sat Mar 23, 2019 11:20 am

Chamberly wrote:
darksonny wrote:
Chamberly wrote:
darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?


Not sure, I have like about 10 so far! :mrgreen:

:ironic2: I hope that's not true lol

Actually, about 20 including the default.

What higor is doing here this could be solved in some future? thats very limited :/ I could load 100 maps per gametype except dom moreover I exceed the limit I get crash
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Re: XC_Engine megathread

Postby Chamberly » Sat Mar 23, 2019 8:02 pm

darksonny wrote:
Chamberly wrote:
darksonny wrote:
Chamberly wrote:
darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?


Not sure, I have like about 10 so far! :mrgreen:

:ironic2: I hope that's not true lol

Actually, about 20 including the default.

What higor is doing here this could be solved in some future? thats very limited :/ I could load 100 maps per gametype except dom moreover I exceed the limit I get crash

I mean 20 gametypes. I do have nearly 500 UT maps or so, just a guess.

While I do use XC_Engine at the moment and doesn't get the crash, but with so many BT vs CTF ones are a bit lag-slow but it's fine. Because in CTF, it load all CTF prefixes including the bunnytrack maps that also falls under using CTF prefix (CTF-BT*).
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