I checked 417 and it was sticking in the ground so obviously a problem. (I wondered why bots were taking the long way around to get out of the bay.) I checked 17 and it was obviously too high, though the bots were just bypassing it so it didn't make any difference.OjitroC wrote: ↑Thu Apr 01, 2021 10:06 amThanks for the updated version. A couple of pointshee wrote: ↑Thu Apr 01, 2021 6:22 am I am glad that some of you are finding the hidden stuff. There is a new version at ensle.org where I have removed all of the lights in the void and fixed the dark spot near the left red lift.
The bump open and navigation points: I am not sure that is a problem. I tested the paths extensively by leading or following the bots through the various paths.
1 Revised versions of maps should have a different name to the original version - you can add a suffix like 1 or ][ or rev, etc - so that there are no mismatches;
2 Of the two pathnodes with no incoming connections, PathNode417 looks to be quite important as it will force bots to use one particular route. PathNode17 is not very important in terms of routes but since it has no incoming paths it is 'useless'. If you use the Editor in 469b, right click on Pathnode417 and you will see that the white arrows indicate that it has several paths leading from it but no paths leading to it.
So anyway a new version (1.2) has been uploaded that finally gets rid of all those annoying black spots. Thanks for the input.
A reminder to all. The minimum number of bots is 32 [addbots 16]. Even with that I sometimes have a hard time finding them. It is a big area. It is also nice to have at least one other human player so you can have dogfights with the jets otherwise the human player has a definite advantage. Actually, if you have the bots turned up high, the jet is not as much as an advantage as you might think.