Re: Button code is still f*cked up... -
09-07-2004
@ KWo: The version with button probs, but good navigation was the dll from June, 26. The one with less button probs, but changed navigation is from July, 8. (I'm too lazy to go to the other PC to get the exact version numbers right now).
@ sPlOrYgOn: In theory, this is fine. However, bots cannot brake down from high speed to zero and perform 90° turns. They move a bit like cars; if their speed exceeds a certain limit, they won't be able to follow sharp curves the way they ought to. Especially when running downstairs, bots will gather very much speed - too much to perform a 180° turn without problems, unless it's properly waypointed (short distances, small radii). From my waypointing experience, I can anticipate where a bot will have problems following waypoints and place nodes and connections acordingly. The staircase in question worked perfectly; I tried it with the old dll, and the bots didn't even touch the walls in the staircase and hardly had problems in the other narrow areas of the map! With the new dll, they had loads of problems even though all connection went right through the middle of doorways etc, in a 90° angle, and with all radii set to zero! According to what you said, lowering the radius to zero should make my bots stick exactly to the waypoints, but they don't do that. There must be something else that causes problems. Maybe their turnspeeds are somehow limited while navigating? Or does their speed make them react too late when realizing that they just reached a node?
Anyway, whatever you change: Please bear in mind that changing the bots' navigation could render ALL waypoint files out there pretty much useless, as waypoints would have to be adapted to the new way those bots navigate!
If you can change this radius thingy (which I don't regard as an inherently bad idea at all!) without making all good and thoroughly made waypoint files look like shit, then I will be the last one to protest. The way it is now, however, doesn't convince me at all.
Besides, I think that a rather natural-looking navigation through open areas can be reached (at least to a fair degree) by placing a dense and well thought-through pattern of waypoints... you see, the bots' navigation has always depended on the waypointer's abilities.

Roses are #FF0000, violets are #0000FF // all my base, are belong to you.
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