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Re: Let go off auto-waypointing?
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evy
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Default Re: Let go off auto-waypointing? - 19-06-2004

Stefan

Last CVS version is MUCH better regarding the selection of goals and paths. Really

On the other, when trying to waypoint a new map, I still find some issues/suggestions:

1) doors seem to prevent finding neighbours (probably because the tracehull function detects a door 8o and assumes that it is a wall)... I was unable to put a path between each side of a door in cs_siege and es_cell due.

1.bis) a similar issue would be a 'breakable' between two nodes, if tracehull detects a breakable, it should anyway establish a neighbour

2) the limit of 80 nodes per meredian is not enough... I made some test, and numbers like 100 or 120 are common on some maps. The attached NodeMachine.h has increased the limit to 120 for NODES_MEREDIANS

3) the attached NodeMachine.* is also checking for other goals like VIP rescue zone. There are also 2 ways to find the hostage rescue zone

3.bis) what about adding goals for pre-dropped weapons like on some maps fy_iceworld, ... ? I will try anyway to do it and see what happens

4) cosmetic 8D the comments in BotShouldDuck are a simple cut & paste of BotShouldJump and therefore are quite misleading

5) the debug bitmap has been rescaled a little to avoid placing points just at the border of the bitmap

6) last point, the attached ChatEngine.cpp contains some more code to work with accute letters (I'm French speaking ): basically it removes all accent from letters and make the sentence comparison without being case sensitive

NB: the attached DumpNodes & DrawNodes are a little sexier (like drawing the axis & meredians, ...)

Hope it helps you to continue your EXCELLENT job

-eric
Attached Files
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File Type: zip evy.zip (38.1 KB, 75 views)
  
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