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Re: de_dam_final & cs_pipeline waypoints
hey all, first thanks for working on some waypoints for de_dam_final, if i had time and pod-bot i would have made some myself, awhile back now i used to make waypoints (for cs central 2 mappack etc)
This level is no diffrent than any other cs level, apart from the large entity count (over 400) but that should not effect the bots in any way. The doors are all normal and nothing is diffrent about the spawn locations to any other levels. Im guessing the problem is due to the more complex than average routes and construction of the level, i've not tried out podbot 2.6, if it's anything like 2.5 im glad i didnt make some ;) Anyway, thanks again and play it online! :D it's more fun that way. |
Re: de_dam_final & cs_pipeline waypoints
Look who's here... THE 2d-chris! Welcome to BU, dude! =)
Ooooh, but you should really try PODBot 2.6mm! I contrast to PB 2.5, bots choose totally varied routes now (not just the shortest ones!). Of course, there are still bugs to fix, but all in all, the bot rocks! What's even nicer for guys like me is that the waypoint editor is totally different from PB 2.5. It gives better control of everything and is sooo easy to use - there are no more than 3 console commands left, the rest is menu-controlled and can be bound to any key you like. Connections are now added / removed by pointing at a node and hitting whatever key you have bound for that purpose. The max. distance for automatically made connection can be selected, and automatic connections can even be turned off completely. By the way, I waypointed the CSCentral-Mappack for PB 2.6mm, hehe... I remember your WPs for PB 2.5, though. Used to play with them before I started making my own. ;) And I have played de_dam online (was kind of a sniperfest, though), but not the final version. When I saw that the final version was finished, I d/l'ed it immediately, but it seems you changed quite a lot. And I liked the comments displayed on screen when you turn on noclip and fly to a very high position: "Great view here, isn't it?" :D Well, glad you made it here. :) |
Re: de_dam_final & cs_pipeline waypoints
click my sig :D
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Re: de_dam_final & cs_pipeline waypoints
Hey wrck, which maps are in the current pack? I'm a sucker for custom maps and quite up to date, that's why I won'd blindly d/L a pack that's likely to contain many maps I already have... but I'm always open to new good custom maps, especially cs and as, because nowadays 70% of all maps seem to be de. Could you list the map names here? TIA! ;)
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Re: de_dam_final & cs_pipeline waypoints
Maps Included: cs_ignis2 - cs_pipeline - de_arboretum_v4 - de_dam de_iridium - de_plaka - de_relinquished |
Re: de_dam_final & cs_pipeline waypoints
Ah, good I asked. I already got cs_pipeline, de_dam, de_arboretum and de_plaka.
Gotta d/l the other ones, though. Thanks for posting the list! =) Btw, quite a typical pattern here: 2 cs_maps, 5 de_maps. Good that Carp is about to release a new cs-type map. Check it out as soon as it's ready, it might be an addition for your pack! |
Re: de_dam_final & cs_pipeline waypoints
kewl stuff, i'll try out the new podbot tonight, im guessing it works with cs 1.6 (steam) ;)
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Re: de_dam_final & cs_pipeline waypoints
Yes, it does. Win and Linux, 1.5 and 1.6.
The aiming code needs some work (bots sometimes ignore each other), and the button code is flawed. Apart from that, you should enjoy quite a good gameplay and rock stable performance. Happy fragging! ;) |
Re: de_dam_final & cs_pipeline waypoints
>BKA< T Wrecks, Bots worked great in cs_pipeline after I found the fix for the num_for_edict Error: Bad Pointer bug. Currently dealing with a mp.dll crash. ahggg.
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Re: de_dam_final & cs_pipeline waypoints
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