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About the VISTABLE
I want to ask is there a way to save somewere this vistable because on the bigger maps while this vistable is initializated the lag of CS is very big. In this way the vistable will be loaded from a file and will not lag CS. And some other question - For what is this vistable? What it actualy do? I still don't understand for what is and how to use it in the E[POD]bot coding.
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Re: About the VISTABLE
hm, just calculate the vistable when adding the waypoints and then store it with your waypoint file ... havnt had lagging problems that way.
you can use the vis table to find cover places, for supressing fire, for guarding locations, etc. pp. It's quite useful to have a nice bitfield class here, you might wanna look that up in the joebot xp sources. |
Re: About the VISTABLE
Do you mean visdata? Visdata is a bit field that shows what is and is not visible from any given leaf. You need it.
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Re: About the VISTABLE
I think he's not referring the the visdata in the bsp, but to vistables for waypoints
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Re: About the VISTABLE
That's the first thing I changed when I've been working on podbot. I added code to save/load the waypoint vistables inside a separate file (this was not to alter the waypoint format). Maybe Splorygon even improved stuff since. Anyway, look in the pod-bot_mm source code, I'm sure you'll find tons of interesting stuff for you :)
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Re: About the VISTABLE
well I changed it to calculate the Vistable at the map start (just when the ServerActivate() is called) at once, not "sliced" like Count Floyd has been doing.
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Re: About the VISTABLE
Thanks you guys. I will try to do what I can. But I still don't understand how to use this vistable. Can you give me examples whit C++ code to see how actualy to use the vistable.
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Re: About the VISTABLE
A little code snippet from detecting where supressing fire could be put on. This could of course be done using thousands of traceline, but this'd for sure cause lags.
Code:
// look if we can see some of the nearby waypoints to the enemy Code:
g_Map.m_Waypoints.setVisibleMask(&BFBVisible,iNearBomb); |
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