Have a few questions regarding XC_Engine and getting it running with 469b/c?
Which version do I use? And how to get the Paths Builder working in UnrealEd?
Once Paths builder is installed is there a way to remove all existing paths and replace with nice tidy ones from XC?
Or do I need to remove ALL existing Path Nodes and rebuild from scratch?
XC_Engine and UT99 436/469 Paths Builder setup
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XC_Engine and UT99 436/469 Paths Builder setup
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Re: XC_Engine and UT99 436/469 Paths Builder setup
XC does not alter navigation points (it places InventorySpot actors as usual).
Build the paths first and see if they're good, you'll likely need to move a few nodes here and there due to the XC builder's behaviour.
v469c does not have a working XC_Engine version yet (i'm working on this)
So if you're on v469b, use XC_Engine 25b
Build the paths first and see if they're good, you'll likely need to move a few nodes here and there due to the XC builder's behaviour.
v469c does not have a working XC_Engine version yet (i'm working on this)
So if you're on v469b, use XC_Engine 25b
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Re: XC_Engine and UT99 436/469 Paths Builder setup
Nice. Are you looking at building this directly into UnrealEd at some point?
I'll install to 469b later today and try this XC_Engine_25b
Worked like a charm.. fired up a couple of maps and the bazillion green lines were reduced to only a few..
Good stuff!!
I'll install to 469b later today and try this XC_Engine_25b

Automatically merged
Good stuff!!
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Re: XC_Engine and UT99 436/469 Paths Builder setup
436 and XC v24 were doing good optimizations in overcrowded spots. In exchange I wasn't happy without "ScanRange" whatever what it was in v21. Some of those long jumps were bugging navigation. But... I think right now I can suppress longer unwanted paths without a problem allowing only plain good ones.
Several bugs also can be removed. For me this one is nice and good to go.
Several bugs also can be removed. For me this one is nice and good to go.