Another builder - UG227

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sektor2111
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Another builder - UG227

Post by sektor2111 »

Primary lab prototype it looks like it was successfully created. I checked script from NavigationPoint class which UnrealGold 227 has. It's pretty much entertaining, for UT we don't have a simple NavigationPoint with extra-properties as an add-on. In exchange we can use some natives for creating paths EXACTLY how we need and compatible with UT after saving map from UT and filtering extra bytes. ReachSpecs data are remaining in map available for UT devs but created by... HUMAN BEING.
Initial "PathsLinker" builder which I never solved now it comes to reality and... I'll add more wrapping - including for a "removal" of a reachspec - in fact it's about editing it... This is what works so far

Code: Select all

final function GeneratePath(NavigationPoint N1, NavigationPoint N2)
{
	local int i, j;
	local int RIdx;

	if ( N1 == None || N2 == None || RFlags == 0 || CRadius == 0 || CHeight == 0 )
	{
		log ("Cannot create a null reachSpec, please specify all path parameters.",'SpecGenerator');
		return;
	}
	for ( i = 0; i < 16; i++ )
	{
		if ( N1.Paths[i] > -1 )
			continue;
		else
		{
			N1.Paths[i] = N1.GenReachSpec(N1,N2,VSize(N1.Location-N2.Location),CRadius,CHeight,RFlags,False); //Yeehaaaw !
			RIdx = N1.Paths[i];
			break;
		}
	}
	for ( j = 0; j < 16; j++ )
	{
		if ( N2.upstreamPaths[j] > -1 )
			continue;
		else
		{
			N2.upstreamPaths[j] = RIdx;
			break;
		}
	}
}
I'm not having a clue why we don't need such a "smart" node, not for mapping, but for properly editing/creating a reachSpec...
Edit: I got here a small paths network RED because I specified 20×40 Collision requirements and a single jumpy connection... entirely done point by point manually and later I linked NavigationPointList. So far it works in UT perfectly...
ManuallyAddedSpecs.png
ManuallySpecs_XCView.PNG
Here I've done more lab test-crashes for BOT's function findViewSpot from state Hunting, if that is called outside of "hunting" it will crash game, also if FallingState gets called a lot, it does a recursive crash, crusher nodes have been replaced for doing/testing a normal game - it works.
DM-AJ_Test.7z
(193.25 KiB) Downloaded 14 times
Here is what I've done. You can figure what happens at pressing button "paths rebuild" from UT Editor - go figure differences. Here are only 22 reachSpecs.
Note:
Nice Unreal Gold Assets can do a great thing for UT... but I don't know how much can do UT for Unreal Gold...
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sektor2111
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Posts: 6403
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: Another builder - UG227

Post by sektor2111 »

Perhaps some people are asking for a manual paths connector/modifier. I think this is a sort of primary version which I used so far...
https://hofgamingclan.com/forums/viewto ... =453#p2966
Friends are calling it PATHSLINKER, so far it uses functions from UnrealGold 227h - tested, supporting even simple stock UT maps and I used it accordingly.
Capabilities:
- creating reachSpecs on demand between user defined OR captured and self-defined two nodes N1 N2;
- modifying a reachSpec - must know index - MapGarbage, has such features;
- deleting a reachSpec - - || -;
- immediate response and log.
Others:
- script generators which I used in patch plugins - not removed because I might need them for guidance and/or future modifications.

For future adds into Navigation Network it's needed disconnecting and remapping "NavigationPointlist", task doable with MapGarbage having an update for Month May 2020 over here:
https://hofgamingclan.com/forums/viewto ... 2967#p2967
MapGarbage works now in all UT Editor(s) 436 440 and... :pfff: 469 BETA DescribeSpec whatever warning instead of a log and execution blocked, and also it works in the same UGold227h helping previous posted toy.

Here I'm working doing one type of task per session: disconnecting > one session, adding new reachSpec > another session, modifying flags data > another session. I'm not adding objects over those referenced for deletion - sometimes this is not healthy... I think...
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sektor2111
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Re: Another builder - UG227

Post by sektor2111 »

Certain things were unclear to me - I tested that distance thing..., so I went to do some fine tuning at PathsLinker, testing paths will acquire collision data for recommending usable values in any potential reachSpec linking two tested Navigation Points using Editor environment - this is not equal to Game Environment but... it might help as a... pathing hint. I'll try to get it done as soon as possible (document editing)...
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sektor2111
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Re: Another builder - UG227

Post by sektor2111 »

After doing some experiments in a map with paths executed with Editor devs not XC devs, I completed this PathLinker for doing changes in such maps taking an account PrunedPaths which previously weren't in account, builder was addressing simple and clean Paths done using XCGE Assets (v24 mainly).
From now on we can do tweaks (paths removals or adds) in original UT devs as long as PrunedPaths previously not taken in account, are now remapped correctly for preventing to screw up a plain original Path-Net because All reachSpecs indexes must be updated after a removal of a reachSpec not only plain Paths[x] and upStreamPaths[x].
Here is the link:
https://hofgamingclan.com/forums/viewto ... 3131#p3131
Content:
- U package with builder;
- BMP icon for editorres folder;
- a PDF document with explanations.
Future MapGarbage version will have integrity checker also updated for PrunedPaths, and... it will have some new stuff added which I needed in editing process.

I'm posting this here as OFF-TOPIC because this PathsLinker builder won't run in UT, but maps adjusted with this toy can be used without issues in UT as long as reachSpecs are common assets used by both Engine versions UGold UT - if you know what you do with paths. The problem in UT is that we don't have any access or options at these things and then... we are using "home-made" builders, "young" builders but extremely useful for me.
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