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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
![:mellow:](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#7510 Posted 29 November 2016 - 03:01 PM
Hendricks266, on 29 November 2016 - 02:47 PM, said:
![:)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
It'd better be. Since there isn't a whole lot going on
![:mellow:](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
#7511 Posted 01 December 2016 - 09:09 AM
![Posted Image](http://oi65.tinypic.com/2ajz8us.jpg)
to work alongside my expansion (PNG Sprites) ?
![Posted Image](http://oi68.tinypic.com/2ajdx50.jpg)
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
![Posted Image](http://i.imgur.com/z3DBTkg.png)
been frankenspriting again, decided to play around with some dn64 stuff, always really dug its weapons.
#7516 Posted 06 December 2016 - 05:05 PM
![:lol:](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
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
![Posted Image](http://puu.sh/sIXqJ/61234a6f5a.png)
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.
![Posted Image](http://puu.sh/sJgfg/6e831deac4.png)
This post has been edited by Striker: 09 December 2016 - 08:40 AM
#7520 Posted 10 December 2016 - 03:45 PM
![Posted Image](http://i.imgur.com/pxvLIBY.jpg)
#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
![Posted Image](https://forums.duke4.net/public/style_emoticons/default/wub.gif)
#7523 Posted 12 December 2016 - 09:58 AM
Loke, on 12 December 2016 - 08:49 AM, said:
![Posted Image](http://i.imgur.com/miK97IY.png)
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.
![:lol:](https://forums.duke4.net/public/style_emoticons/default/cool.gif)
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
![Posted Image](http://i.imgur.com/NJrBecp.png)
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.