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Re: What are you working on?

Postby jitspoe » Sun Mar 02, 2014 8:20 am

Still working on AI stuff. It would go a lot faster if I could focus...

I've made progress on dynamic waypoint placement. Basically, it observes player movement and places waypoints while they're on the ground up until a hardcoded limit. Once the waypoint limit is reached, it "randomly" deletes and reconnects existing waypoints, favoring removal of waypoints that are clustered together (no sense keeping a bunch of waypoints that are right next to each other).

It actually... works a little better than I expected:

Image

Image

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3 shots of the same area as I've walked around it a bunch with a waypoint cap of 100.
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Re: What are you working on?

Postby goldenboy » Sun Mar 02, 2014 9:27 am

Very good, jitspoe. That looks useful.

Being an obsessive-compulsive level designer, I'd still place mine by hand, but this is very impressive.
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Re: What are you working on?

Postby toneddu2000 » Sun Mar 02, 2014 2:32 pm

great work, jitspoe. Do you plan to release the code open source? I could really use it a dynamic waypoint system
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Re: What are you working on?

Postby jitspoe » Mon Mar 03, 2014 12:54 am

goldenboy wrote:Very good, jitspoe. That looks useful.

Being an obsessive-compulsive level designer, I'd still place mine by hand, but this is very impressive.

That's all well and good when you're working on a new level, but if you're just a player who wants to fire up one of a thousand preexisting levels and play with bots, something a bit more dynamic is in order, I think.

toneddu2000 wrote:great work, jitspoe. Do you plan to release the code open source? I could really use it a dynamic waypoint system

I actually have the source up on the sf.net cvs here:

http://paintball2.cvs.sourceforge.net/v ... all2/bots/

Be warned that it's still very early WIP/prototyping code, so it's super messy, and half the functions don't get used or don't work correctly. Feel free to try to salvage some of it, though. ;)

Most of what you'd need for dynamic waypoints is in bot_waypoint.c
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Re: What are you working on?

Postby toneddu2000 » Mon Mar 03, 2014 11:23 am

wow, thanks for the link,jitspoe.
That's all well and good when you're working on a new level, but if you're just a player who wants to fire up one of a thousand preexisting levels and play with bots, something a bit more dynamic is in order, I think.
This isn't the only case. Imagine you want to design a game where levels are randomized every time you restart them (there could be a dungeon -like but even a city environment like game, it's irrelevant): in this case a solid dynamic waypoint system is required to give credibility to AI.
thanks again
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Re: What are you working on?

Postby frag.machine » Mon Mar 03, 2014 1:52 pm

Impressive work, jitspoe. I haven't seen the code yet, but I imagine that would be feasible to adapt the standard AI QC builtins to use this waypoint network, so already existing mods could take advantage of the better navigation, right ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: What are you working on?

Postby jitspoe » Mon Mar 03, 2014 3:29 pm

toneddu2000: With a randomly made world, I think you'd be better off with pre-placed waypoints on each playable prefab area. The method I'm doing requires that the player actually traverse the space, so AI would not be able to navigate until the player walked there. Of course, you could still use my logic for auto-connecting nearby waypoints and just have waypoints procedurally scattered around the map.

frag.machine: This is being developed with Quake2 as a base, so I'm not sure how difficult it would be to support Quake1.
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Re: What are you working on?

Postby ceriux » Mon Mar 03, 2014 4:03 pm

Working on monsters for an android app called minimon he's 176 tri's

Image
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Re: What are you working on?

Postby toneddu2000 » Mon Mar 03, 2014 4:41 pm

jitspoe wrote:Of course, you could still use my logic for auto-connecting nearby waypoints and just have waypoints procedurally scattered around the map
Yeah, that's what I meant.
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Re: What are you working on?

Postby jim » Thu Mar 06, 2014 1:40 am

jitspoe: Seems like a good/fast way to insert the waypoints.

ceriux: You could scale the 2nd edge loop above the eyes bigger, so it would appear rounder..

--

Some HUD graphics.. (the mid part wasn't from ingame screenshot). Will improve placement of stuff later with CSQC, but otherwise have it look something like this:
Image

Banana Container.. going to improve this one a bit, as the other one got more detailed. Was thinking it would get some dark grey things in it like the other one.
Image

Tomato Juice Blender.. this is the other one:
Image
zbang!
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Re: What are you working on?

Postby Spirit » Thu Mar 06, 2014 10:48 am

Those look awesome!
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Re: What are you working on?

Postby qbism » Thu Mar 06, 2014 5:36 pm

Hud and models look low-res/pixely, so I have to ask if that unfiltered appearance will remain in game?
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Re: What are you working on?

Postby jim » Thu Mar 06, 2014 8:38 pm

Thanks :)

I'll leave the no/filtering up to the user. I'll probably try to have default setting for it "gl_nearest_mipmap_linear".
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Re: What are you working on?

Postby leileilol » Fri Mar 07, 2014 12:08 am

for OA I made a cvar that slows down the game with a huge for loop that is amplified by on-screen rendered indices.

Pointless for gaming maybe, but there is a use for it in mappers for map optimization to find choking points in areas since r_speeds is not illustrative enough. and boy does OA have a lot of places that slow down
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Re: What are you working on?

Postby hogsy » Sun Mar 09, 2014 3:52 am

More work towards the Linux port of OpenKatana.

Image

Other than some obvious bugs, everything's working now :D
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