What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#7501 Posted 28 November 2016 - 09:11 AM
I remember toying around with it but couldnt do shit
#7503 Posted 28 November 2016 - 12:42 PM
Mblackwell, on 28 November 2016 - 10:26 AM, said:
That is right. So it was acceptable my mods. Some bots are able to operate doors but that does not affect the shape of sectors too much. I am still working on a way to get it working more naturally for more oddly shaped sectors. It works like this:
-Get start sector
- Get destination sector
- Build path of sectors connecting from start to destination (using rules like: max go up this much, max go down this much, walls can't be blocking, don't walk on lava).
- Remove sectors that are not required (sometimes a path is found that could be shorter, could still use some improvements)
- Calculate the center of each sector and store for navigation (this is where improvements could be made, a big sector with a small hole in the center would cause a bot to walk into the hole oops!)
#7504 Posted 28 November 2016 - 01:54 PM
Mblackwell, on 28 November 2016 - 10:26 AM, said:
Would that make a difference? Unless there's some kind of database calculated at map load..
How computationally intensive is the code?
This post has been edited by Micky C: 28 November 2016 - 01:54 PM
#7505 Posted 28 November 2016 - 11:27 PM
#7506 Posted 29 November 2016 - 12:56 AM
Mblackwell, on 28 November 2016 - 11:27 PM, said:
I am recursively going through all walls and nextsectors this part can get heavy in big maps with lots of sectors to process. I have tried using it in a few smaller maps but did not notice any hiccups even with the bots using the path finding when needed to. I think I can speed up this process a bit I am looping through the walls and doing a recursive call for the next sector of that wall. But since there is no stack I had to implement one in an array (to keep track of which wall I was looking at). But recently I discovered a powerful undocumented feature of EDuke the for loop iterators (seriously why is there no wiki page for these guys?! I just stumbled upon them by sheer coincidence). If these can be nested in recursive functions I can get rid of quite a bit of nasty code and potentially speed up things as well.
Edit: Is there a way to profile the scripting? Or at least a way to see how long the scripts took to execute? That way I could see if there is any noticeably difference when the pathfinding is executed.
This post has been edited by Jaap: 29 November 2016 - 12:58 AM
#7507 Posted 29 November 2016 - 01:13 AM
Jaap, on 29 November 2016 - 12:56 AM, said:
The great thing about wikis is that anyone can edit them.
Jaap, on 29 November 2016 - 12:56 AM, said:
getticks
#7508 Posted 29 November 2016 - 09:56 AM
Hendricks266, on 29 November 2016 - 01:13 AM, said:
Something like this?
gamevar usedpathfinding 0 0 gamevar starttics 0 0 gamevar totalticks 0 0 // before everything onevent EVENT_PREWORLD { setvar usedpathfinding 0 getticks starttics } endevent // after everything onevent EVENT_WORLD { getticks totalticks subvarvar totalticks starttics ifvare usedpathfinding 1 { redefinequote 254 Total ticks %d used pathfinding } else { redefinequote 254 Total ticks %d did not use pathfinding } qsprintf 254 254 totalticks echo 254 } endevent
Max tics: 1 (both with and withouth path finding)
#7509 Posted 29 November 2016 - 02:47 PM
#7510 Posted 29 November 2016 - 03:01 PM
Hendricks266, on 29 November 2016 - 02:47 PM, said:
It'd better be. Since there isn't a whole lot going on
#7511 Posted 01 December 2016 - 09:09 AM
to work alongside my expansion (PNG Sprites) ?
This post has been edited by TURBOKID: 01 December 2016 - 11:34 AM
#7514 Posted 02 December 2016 - 12:48 PM
#7515 Posted 05 December 2016 - 04:07 PM
been frankenspriting again, decided to play around with some dn64 stuff, always really dug its weapons.
#7516 Posted 06 December 2016 - 05:05 PM
This post has been edited by Mark.: 06 December 2016 - 05:12 PM
#7518 Posted 07 December 2016 - 06:29 AM
Here is a stream of myself and my friends being complete and total goofballs and playing the new "Roidmatch" game mode, and some other stuff. Credit goes to Minigunner for the the DNF-style Devastator.
StrikerDM is coming along well, but I really wish I knew what I could do to help motivate and support the development of the newer netcode... Working with the OldMP branch is becoming a nightmare due to the lack of some much-needed features of the later EDuke32 builds. (Lack of Screentext, missing certain events that I need, etc.)
This post has been edited by Striker: 07 December 2016 - 12:04 PM
#7519 Posted 08 December 2016 - 03:42 PM
New scoreboard. Didn't like the frag bar. I know the plasma ammo is overlying the ripper ammo, just wasn't sure how to replace the HUD graphic without having to rewrite the entire HUD.
Edit: Gib trails! Looks and feels very Quake 3-like.
This post has been edited by Striker: 09 December 2016 - 08:40 AM
#7520 Posted 10 December 2016 - 03:45 PM
#7521 Posted 11 December 2016 - 04:10 AM
CruX, on 10 December 2016 - 03:45 PM, said:
Top part of the weapon looks weird, but red lights
#7523 Posted 12 December 2016 - 09:58 AM
Loke, on 12 December 2016 - 08:49 AM, said:
Weird, it looks both as if you were inside a huge ship AND out in the open O_o
After seeing how well you played your cards on Ep2 I can't wait to see more of yer work in Ep3 ^^
#7525 Posted 12 December 2016 - 03:15 PM
Animations by TeaMonster. She will be appearing in our HH remake which is still going slowly but surely. If all goes right we will have a few more HRP babe replacements. They are in the mod now but we'll save those for the release. We don't want to blow the wad.
This post has been edited by Mark.: 12 December 2016 - 03:18 PM
#7526 Posted 12 December 2016 - 03:31 PM
#7527 Posted 12 December 2016 - 04:26 PM
// Bewbieeees !!!
This post has been edited by RichardStorm: 12 December 2016 - 04:26 PM
#7528 Posted 12 December 2016 - 05:44 PM
This post has been edited by brullov: 12 December 2016 - 05:52 PM
#7530 Posted 12 December 2016 - 06:07 PM
has a pretty epic death when it dies.