DE_DUST:
Quote:
Originally Posted by SoUlFaThEr
the Dust CT Target crate-jump thing was something I chose to leave out of my version...for exactly that reason......
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Hm, depends. I tried de_dust and commanded a bot around with debuggoal. I noticed that at one bombspot (CT spawn area) the jump onto the second crate stack indeed fails regularly. But the waypoints are strange there, anyway. One node is half inside of a crate... ???
But at least a part of this nice jump series might be repaired - I'm gonna give it a try! At the other bombspot, at the first crate stack -viewed from the big wooden gate- the bot jumps too far right, bouncing into the upper crate and falling down. I dunno if I can fix that, but I'll try. The second stack is fine. (1.5)
I don't know the 1.6 version yet; my Steam has commited its second suicide in 3 days... >
CS_OFFICE
Quote:
Originally Posted by SoUlFaThEr
from your description of Office.....those arent my waypoints.....the ones being used on Austins bot server run perfectly from all angles.....
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Nope. Those are TAZ's - I tested them and found everything to be true. And good news: I'm positive it can be fixed.
DE_INFERNO
I totally agree with SoUlFaThEr - leaving a dummy goal WP at the point where I started is something that happened to me more'n once... However, I discovered it during my tests - that's why I keep testing... 9_9
DE_PIRANESI
PMB, I don't blame you for getting lost in there - what a maze! However, at a first walkthrough I couldn't find any wrong connection, just one or two tiny areas that aren't waypointed at all. Gotta playtest that one thoroughly. Oh, wait- I just saw I had LightNinja's WPs (from E[POD]Bot). Those look great. You meant the ony by TAZ, I s'pose? I'm gonna try...
CS_HAVANA
Hm, I have Xtender's waypoint for this map - haven't spectated a botmatch there for ages, but from what I saw the WP looks 99% great, 1% ok.
Quote:
Originally Posted by SoUlFaThEr
T-Wrecks.......i am giving you full permission to edit my Official-map waypoints for this new bot that needs a waypoint covered map.
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Thank you, SoUlFaThEr. I feel really honoured - wow! However, in those podbot.zips that I keep d/l'ing from PMB's thread, your WPs aren't included. Where can I get them? Or wouldn't it be better just to stick with the ones that come with the podbot.zip (mostly TAZ's work)? They cover (almost) the whole map, and there are just those bugs to correct... Anyway, I'd really be interested in trying e.g. your cs_office waypoint. And the other ones as well...
Btw, I'm currently making a new set for as_tundra...
1. There was one unwaypointed ladder.
2. In the building at the CT spawn area, there's a hole in the roof which you can use to seek quick refuge inside the building if somebody gave you hell while you were camping on the roof - only the WP's were missing...
3. Another hole like this at the far end of the map, in the T building behind the tank - also unusable for the bots
4. Some (albeit either small or unimportant) areas were unwaypointed - that's fixed now.
5. I added some neat jumps and team-specific camp waypoints.
6. Now the VIP can go down that steep ramp toward the tank.
7. Although more of the map is covered with WPs, the node count has slightly decreased. One reason is that I partly tried SoUlFaThEr's concept of loooong connections, especially in that long tunnel... hope you don't mind, SF
Expect upload here by tomorrow.