GSH wrote:Last time tunnels were changed, it seemed to work great, then things blew up months later. You're welcome to make a recy variant to change things and get them into the public's hands for testing before going into a public beta.
I know I did submit some modified tunnel assets into 1.3 proper a few years ago that allowed AI to properly use the big tunnel networks. The problem was I had to change the classlabel on the hi-side entrance from terrain to i76building which broke maps that used the old version of the tunnel entrance.
The tunnel defs I posted for fbdowe and ibrecy have been implemented in VSR for at least a year now and exhibit no problems.
Last edited by Zero Angel on Thu Nov 14, 2013 10:18 pm, edited 1 time in total.
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
Those fixed tunnel entrances are in fact in game as different numbered tunnels and can be used. I've swapped the old ones out for them in a few maps so far (not stock maps).
Vlad- I don't believe anything changed between 1.3.6.4n and 1.3.6.4y in the pilot code. A position difference of a few millimeters can cause the pathing system to give radically different results. Ken did change the lower-level pathing code to return more stable -- i.e. fewer resyncs or bad data -- results when the pathing system thought you just can't get there from here.
I more than 30 times experimented it and came to the same results. (Which it is visually visible on video). You can simply try to test.
The behavior of pilots became simply awful in the conditions of battle, pool can become the reason of that the pilot won't sit down in the turrel which was snaipered.
For me The most important that scion lost a trap from a reverse side of doter.
General BlackDragon wrote:Why can't we just fix the stock assets instead of making new ones that only 1-2 people know about?
First, the tunnels as they were prevented the AI from entering most of the time due to the lack of tunnels, possibly a preference and design intent in how they were used on some maps.
Second, tunnel changes, from what I hear, are fiddly as hell for binary BZNs.
Yeah, the classlabel change to the hi-side entrance ODF necessitated renaming only that one ODF for backwards compatibility. The ideal thing to do after that would have been to have the editor's object list point to the new ODF as the old one is deprecated -- and actually I think that was done.
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep