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For Austin... and all others, of course!
1 Attachment(s)
Well, I just finished checking my WP for de_museum, and here it is! Have fun and let me know if you find bugs etc.
--- Note: This is a WP designed for Pierre-Marie's PodBot plugin, tested on CS 1.5. I'm going to post the whole bunch of waypoints I made, but Austin wanted to have this one for a start, so here it is- straight out of the factory. The next WP in this thread will be cs_assault_upc (as requested by Austin). All WPs posted here will still be included in the WP pack, so if you don't want to d/l WP by WP, you can wait for the pack and be sure to get 'em all. |
Re: For Austin... and all others, of course!
1 Attachment(s)
Here we go, WP for cs_assault_upc as requested by Austin and promised by me...
This time I had a good WP made by TAZ for an old PB version (V6) to use as a basis - since the WP seems to have been made at a time when the jump connection wasn't invented yet, I added a few nice jumps and did some minor readjustments and improvements. You'll like the bots jumping over the gate in that iron fence facing the larger exit of the warehouse and the nice jump path that uses the lamp over the small door on the other side of the hall as one station (btw, bots can now even camp on this lamp ;) ). Have fun - for other details see above. |
Re: For Austin... and all others, of course!
Great work T Wrecks! Keep it up! :)
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Re: For Austin... and all others, of course!
That's exactly what I'm spending this weekend with - although it's really nice outside, at least here.
Btw, I liked your old avatar pic better than this... uh... "doomy" one. ;)Maybe I'll start a poll in the Off-Topic forums for people to vote on which avatar pic you are to use in future :P Nah, I think not really. Oh, and I'm trailing off topic. back to this thread: As I said, I won't post many WPs until the whole lot is done. If anybody cares to see some WIP screenshots, I might post some, though. Just let me know... |
Re: For Austin... and all others, of course!
Tx BKA, I will try them out and let you know what I think of these two.
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Progress so far
Hello everyone!
Here's a list of the maps I finished checking and debugging the waypoints for: as_alps as_coast as_iraq as_palace (these roofs are made for walking, and that's what bots will do...) as_rising_sun (4 connections in this level took me several hours to fix... >:( ) cs_175bikini (found a way to avoid the ladder bug, fixed/added some jumps) cs_52sevilla cs_52villabacho (Before, the WP was good. Now it's better... ;) ) cs_afghan cs_aldi2k cs_attack cs_arabstreets (some very neat additions, lots of cleanup) cs_assault_upc (already posted) cs_attack cs_bankrupture cs_beersel-f cs_beirut (an 800+ nodes monster, the WP to rule them all...) de_52andalusia (rooftops are cool) de_52leon (totally new, a whole new experience...) de_52spania (some fixes) de_karachi01 (already posted) de_museum (already posted) as_rising_sun, cs_arabstreets and cs_beirut kept me busy for a looong time each, because there were some extremely tricky connections that kept resisting and just wouldn't work. I had to change some of them 8 times (save, quit, restart, check again... and again... and again... etc.) before they finally worked. cs_beirut with its ledges, rooftops, walls and jumps was mabye the most complex and difficult waypointing task I ever faced, but it ought to be worth the work (I hope). The next maps shouldn't be that difficult, and I hope I'll be able to make some faster progress, but you never know... |
Re: For Austin... and all others, of course!
Really high quality waypoints.
How about a waypoint pack of this quality for the default maps ? |
Re: For Austin... and all others, of course!
Hmmm... generally I'm never against making waypoints, but do you think it's necessary for the CS default maps? AFAIK, the waypoints that were included in the original PB 2.5 release (most of them done by TAZ and/or Count Floyd himself) were very, very good. I'd be hard-pressed to find any possible improvements. All I can remember right now is one single bug concerning a jump waypoint in cs_militia. It occurs when bots are trying to jump onto the roof from that pile of crates at the little side door, where the grate to the garage is. But I'll have a closer look at them tomorrow. Sometimes waypoints work quite well but leave out a lot of possibilities.
More tomorrow, I'm too tired right now. |
Re: For Austin... and all others, of course!
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BKA, I didn't know that. In fact I don't even know what waypoints I am using for all of my maps. (waypoint confusion, waypoint disorganized H_LL!). What I think would be very helpful to me and most everyone else is to create a "Very high quality waypoint pack for the default maps." It doesn't matter if we use the original wps that shipped with POD 2.5 or not. YOU, obviously are a great waypointer and know which ones are great and not so great. We need to tap into your knowledge and GET ORGANIZED! Could you round up the best of the best for the standard maps, fix what ever problems and then send a zip over. I will put up a page on my web site or BU can host them. Also we need to get together and start a thread on what we need to do to create the "next generation" version of the 2.5 waypoint editor. I will code it but I want to do some design first and getting the most people involved is helpful as far as new ideas go. (Hey just saw you started the thread already, thanks!) P.S. PM, As if you didn’t already have enough, here is one. When I paste DOS text into this board, text ending with 0x0D 0x0A it double spaces. If I first convert the text to unix style ending in just 0x0A (I think) it space fine. Any chance we can get a dos to unix conversion going on all reply text? :) |
Re: For Austin... and all others, of course!
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:'( ... |
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