@ Evy, yes i am interested in any source!
About the nodes, the only check that can fail is:
- distance
- trace_hull
most likely the 2nd in this case.
I am already around the 'camp at start' problem. But not everything is fixed yet. I will update the source asap so you can update it too with CVS.
I don't know if it is possible to create RBN files out of BSP files using some navmesh technique. Atleast, when i spoke to PMB about this he said that it was not that easy.
EDIT:
in reply to Evy's numbers...
1) there is some code , that i have removed now temporarily that makes bots move when there is only 1 or a few nodes. You can see f_wander_time (or fWanderTime) being set. When this is set, theb ots will NOT use nodes to navigate. THey can just walk forward into any direction and roam around.
3) ladders are easy. THey are nodes, as normal ones, with a BIT flag set , and that allows them to 'float'. Then they are connected to nodes that are only very close ones and also vertically different, horizontal they can differ a bit. There is not much different in the connecting and such, only but that they are connected with point_hull (like traceline).
4) the heuristic is not that hard in path_think(), neither in path(). Its a simple score system i have yet to balanceout. I already changed things for the next source update.