XC_Engine megathread
- sektor2111
- Godlike
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- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: XC_Engine megathread
Then I am requesting a boolean variable in newer builder called bUsePruning... I believe it's self explanatory... I have a bunch of maps edits without these bPruned and... Titans Patroling, Warlords Capturing Flags and nothing has exploded in the bathroom... By adding Range option for me this builder will have a value of more than 10 jewels. Maybe you can help with a "manual override" control. Add, Edit, Delete - with required reachSpecs wrapping. I'm 200% sure you can do it. Why Manual Control ? I think I can manage the never mapped anywhere reachflag R_DOOR - I know what is about... and perhaps some monsters won't be so dumb trying to get on unauthorized areas - except "big brained" ones. In some UTCoop, MonsterHunt, MonsterArena we might have a good Bot Support without to make a mess with Monsters leaving their rooms. For me time has come to forget default Paths Builder from UT Editor.
Re: XC_Engine megathread
I may have to solve the monsters + doors issue using the event chain system instead, a simple flag on the reachSpec is not enough to measure the state of a mover that can do anything.
Custom behaviour on paths may require an unrealscript callback, gotta meditate over that.
Custom behaviour on paths may require an unrealscript callback, gotta meditate over that.
- sektor2111
- Godlike
- Posts: 6419
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: XC_Engine megathread
Yes and no depending on combat situation, a closer creature is Hunting - ignoring paths and charging at Player directly, if creature is far away and player is retreating out of sight such a reachflag for a low brained monster will cause a path lock. Condition is if creature cannot open doors (just a bool and nothing with Player doors - they are not very logically connected) won't pass this flag. Majority of doors are BT_PlayerBump and then... flag won't stop a Skaarj to try forcing door unsuccessful but... not all souls are bunching in spot. Of course this is not a real Map situation (not yet...) but I think it worth adding options for future, maybe some people will have a clue what to do and "how to" for guiding Pawns how they want, spreading troopers, smarts on the right, stupids on the left - even switching sides based on... daylight, lol. R_DOOR reachFlag can be used as a timer hint - a pointer - switching happens here between 1:00am 10:00am, changing path property in run-time, not a complete lock but Player Lock or Monster Lock not for everyone like a BlockedPath - of course options here are... countless.
So far I cannot expect a team-work here with some mappers but... maybe in time a bad-ass mapping team will show up and options are good if are ready to use.
Re: XC_Engine megathread
Since v469 includes LibCurl (and Linux has it by default in most setups) I went on to make XC_IpDrv process HTTPS redirects using LibCurl... it was a tremendous success.
Not easily portable to IpDrv due to how XC_IpDrv uses asynchronous downloader+decompressor code, but the possibility is there.
Not easily portable to IpDrv due to how XC_IpDrv uses asynchronous downloader+decompressor code, but the possibility is there.
- sektor2111
- Godlike
- Posts: 6419
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: XC_Engine megathread
Keep in mind those issues at decompressing UZ files, this problem is a critical one as long as nobody can ever play... Last time I wasn't capable to play MA-Crimson due to some "TLabskies.utx" whatever file unable to get decompressed - and heck knows how many are just useless UZ junks. I did not try yet other UZ buffer for the UZ toy which Buggie did... but I disabled redirect for the moment as long as it's not helping anyway - XC_Engine is a sort of redirect after all. Another time will check more, first I need to examine carefully my workstation as long as lasts days it has strange reactions (Power-Source, HDD, Memory, etc. ), but that's another subject.