I agree I'm clueless on why A* performs bad on Tundra. I think that's because the map space is unfarily distributed. At the surface there is a lot of space, hence a lot of waypoints, and all paths are relatively straight. This makes a lot of possible paths for the pathfinder to choose from (since this can't be seen as ONE big path, but a lot of them, like a web). And underground, the passage is only ONE path, and it's so twisted I'm sure it's much longer to walk it than to choose from any other path at the surface. I've been trying to do my best for 2 days to tweak this stupid pathfinder but so far I only succeeded in raising the CPU usage without managing to find the final solution. The playability of this map has greatly improved anyway ; now the VIP alternates all the possible routes at the surface, either on the left or on the right, up the ramp to the rescue vehicle or through the arch, one side or the other of the T building, and sometimes downstairs, but I must say it is very rare. It's a vicious circle anyhow, the more often the VIP reaches the rescue point with these routes, the more likely he'll take them again.
de_dust, however, is now perfect. I play it with modified SoUlFaThEr's waypoints (I added paths up the staircase and on the left of the ramp at the T spawn point and put one or two waypoints more under the tunnel) and the bots alternate routes, either the whole team rushing altogether, or splitting in several squads. The bots spread on the map completely, which is very nice. And the waypoint editor does NOT crash anymore now, I tested it thoroughly : if you manage to make it crash, I make myself a monk.
Here's the changelog:
Quote:
+ Fixed shitloads of crash causes in the waypoint editor. Now when you edit
waypoints, all the bots are frozen. And once you save and exit editing mode,
the map restarts in order to recalculate the visibility table.
+ Made the spawn points display a translucent player model in wP editing mode.
May help waypointers when they want to put one waypoint at each spawn point.
+ Fixed buying code that was stuffed up in CS 1.5 because of the bots not being
able to use the same buy shortcuts as real clients.
+ Miscellaneous (very) little fixes in Austin's waypoint editor.
+ Waypoint editor: now displaying INCOMING path connections in brown (according
to an idea from SoUlFaThEr)
+ Fixed bots taking the hostages only to the last rescue waypoint placed (first
waypoint in the linked list). Now the bots take them to the closest one.
+ Added "autopath on/off" command to toggle automatic pathwaypoint creation.
+ Added "autopath setradius N" command to enlarge/shrink the automatic
pathwaypoint placement radius.
+ Tweaked the A* pathfinder so that the bots pay more attention to dangerous
routes and choose different paths as often as they can
+ Added a console command/podbot.ini file option to tweak the bot's pathfinder:
"danger_factor" (an explanation is provided in the podbot.ini file)
+ Removed obsolete "newmap" command.
+ Denied creation of pathwaypoints from any waypoint to itself.
+ VIP bot will now have a "coward" personality by default (no more VIP rushing
with that ridiculous pistol straight in front of hordes of AK47-armed Ts).
+ Fixed a bug where checking for waypoints validity after modifying them would
unfreeze the bots while still in waypoint editing mode.
+ CT bots now react immediately when they receive the "bomb planted" message
+ CT bots don't decide to camp anymore once the bomb has been planted
+ Fixed bug where bots would not pick up the C4 anymore when they see it
+ Terrorist bots now go and pick up a dropped bomb as soon as they receive the
dropped bomb message and they see the blinking point on their radar (unless
they've been scared off, or another good reason though).
+ Terrorist bots now reevaluate their goal immediately as soon as they receive
the message "someone picked up the bomb".
+ Rewritten player collision code, bots should avoid each other a little better
+ Tweaked some timers so that bots should camp a bit less now.
+ Fixed bug where bots would not alternate their camp directions.
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I'm sorry for the problem of the plugin not reloading, but I really can't reproduce it.
Also I feel worried that you say the bot navigation is worse than before, because honestly I didn't touch anything there ! Are you sure of this ? Can I have a demo if possible (and if you can make the same demo with podbot 2.5 so that I can compare) ? I really don't see what may have gone wrong in the navigation code, but if it needs to be fixed again, I'd be glad to have some reference to compare it to.
There is still a bug with the bots when they decide they are going to camp and another bot reaches their camp point before them. The bots then don't seem to be able to change their mind and keep jumping up and down in front of the occupied camp point, wahey-its-my-camp-point protesting style. This one is a trickier one though.
Uploading the bot as usuals at
http://racc.bots-united.com/releases/podbot.zip
*edit* Feel free to tell me what works and what does not, because I haven't had the time to test each fix individually.