See here on Agony it seems they added the extra mis-formed step as an after-thought;

and in deck16][ the corridors just would'nt line up towards the Elevators;


any glitches in the default maps you've noticed?
Iirc Steve Polge was specifically drafted to work on bot AI. Having them to rely on pre-placed pathing may have been a result of assault maps or simply bots not behaving as intended when they learned a map without things. Not sure how indepth solutions for it have to be but I image it to be pretty heavy on realtime processing and the engine melted enough PCs back then.Leo(T.C.K.) wrote: ↑Sun Oct 23, 2022 10:17 pm Yea...the pathing tends to be tricky and it doesn't help it behaved differently across versions and UT changed a lot of version numbers thorought developement.
Either way I believe it was a mistake by Steve Polge and co. to rely on pathing. There were bots made for quake that automatically learned the maps (not his reaper bot iirc), but even with Unreal they experimented early on with automatic stuff for example monsters used to hide behind geometry without needing paths in version 0.83 for example. But then the game was rewritten half a year later and made less native code oriented and that's when the AI started to be more basic and relying on unrealscript and navigation points more.
It is kind of a flaw in design really and I just don't get what the appeal is. Though it can get worse to the other extreme. I remember having to set up waypoints for custom half life bots like pod bots etc. Because otherwise they kept running into walls like retards. So Steve Polge is definitely not the worst one in this lol....
Assault wasn't a thing until botpack, so at the very least couple of months after Unreal's release in summer of 1998. He got in to work on Unreal on the monster AI at first but because Epic saw ReaperBot for quake. The bots for Quake that used to learn paths themselves, it only needed to learn it once then it saved it to a config file or something, and Unreal used to do this on old "alpha/beta" versions before the big rewrite in 1997. Of course since Steve joined Unreal the plan was to make bots as well and at first they were part of the player code, not even separate pawns. If there was no player to posess the playerpawn the AI automatically took over the player's pawn...that's how it used to work. that is long before release and before Assault was even thought of.Swanky wrote: ↑Wed Oct 26, 2022 5:20 pmIirc Steve Polge was specifically drafted to work on bot AI. Having them to rely on pre-placed pathing may have been a result of assault maps or simply bots not behaving as intended when they learned a map without things. Not sure how indepth solutions for it have to be but I image it to be pretty heavy on realtime processing and the engine melted enough PCs back then.Leo(T.C.K.) wrote: ↑Sun Oct 23, 2022 10:17 pm Yea...the pathing tends to be tricky and it doesn't help it behaved differently across versions and UT changed a lot of version numbers thorought developement.
Either way I believe it was a mistake by Steve Polge and co. to rely on pathing. There were bots made for quake that automatically learned the maps (not his reaper bot iirc), but even with Unreal they experimented early on with automatic stuff for example monsters used to hide behind geometry without needing paths in version 0.83 for example. But then the game was rewritten half a year later and made less native code oriented and that's when the AI started to be more basic and relying on unrealscript and navigation points more.
It is kind of a flaw in design really and I just don't get what the appeal is. Though it can get worse to the other extreme. I remember having to set up waypoints for custom half life bots like pod bots etc. Because otherwise they kept running into walls like retards. So Steve Polge is definitely not the worst one in this lol....
Automatically merged
Weird guess here, but remember, this is more than 200 years into the future, right? So some scientists might have created an invisible 'damage-proofing' material, that was applied to all Liandri owned Tournament arenas. That might be a great explanation to why even the Ultima Protos never can totally destroy an arena, and only just exude some rocks, and then the walls rebuild themselves.