Quote:
Originally Posted by sacripan
On my servers, we play no official maps.
I have the same problem with offical map as de_dust (the exemple)
|
You mean - You need to place more than 1023 waypoints for de_dust?
There is something completly wrong with waypointing understanding by You. You have to know one thing - in some corridors/tunnels small area routes - there should be only one path for bots (no paralel paths). The bot code is trying to search the shortest path according to 2 componenets of length - 3D geometrical length and "danger collected to Waypoint where bots got hurt (danger length). If there are paralel paths in some small areas - even if bots get killed 100 times in a row in that area - they still probably can find some "shortest" way there (because some of waypoints from that area didn't collect any bot's damage yet). So they will keep trying to use the same way all the time instead go some longer way around some danger places. In big open areas there is no reason to place waypoints in shorter distances than those coming from autowaypointing 240/250 (I don't remember right now the right value). Higher density of waypoints in such areas is pointless - bots will not work/walk better with such waypoints. The best school waypointers like SoUlFaThEr, [BKA] T Wrecks, Bluesman and others - they were tending always to place lowest possible number of waypoints for the map, also because higher amount of waypoints needs more CPU power - depanding also of how many bots You have there). If You are playing only with 4 bots - You probably cannot see how much it is affecting the game performance on the server, but with the same pwf file and 30 bots on the server - You can see how much it is affecting if there is many, many waypoints (probably even if Your PC machine has some i7 Quad Core 3000 GHz CPU).
Quote:
Originally Posted by sacripan
But with linux, we play well the last beta release.
|
That's good - I need to ask
PauliusBa to tell me more about his configuration.
Quote:
Originally Posted by sacripan
It's just a big bug for try the waypointing and test the waypoinst with a map on listenserver.
|
What is the bug - I didn't get it? What You cannot test with waypoints on a listenserver?
Quote:
Originally Posted by sacripan
And why there is the flag no_hostage on official camp waypoint of official de_dust.pwf. It's a bomb map!
|
From that what I remember the flag no_hostage is automatically added to any camp waypoint while adding it, so if the bot has hostages it doesn't decide to go to such waypoint. Since - like You noticed - de_xx maps are bomb maps - there is no hostages at all on such maps - so that flag is not affecting bots behavior at all. That flag affects only those bots they are traveling on the map with hostages. So even on cs_xx maps - if the bot comes without hostages, that flag is not affecting him.