XC_Engine megathread
Re: XC_Engine megathread
Ended up doing a lot more for the Route Mapper.
https://github.com/CacoFFF/XC-UT99/comm ... 7e6a3b6fe2
Some notable differences to FerBotz's mapper:
- A reference pawn is ALWAYS required.
- More than one starting point (anchor) can be specified.
** Extremely useful to determine who's closer to a target as well as giving a pawn multiple choices in his first node to visit.
- Enhanced start anchor finder when no start anchor is given.
** Allows small pawns to select path placed higher than they can touch, preventing them from getting stuck. (pupae, predator, or bots in ramps/stairs)
- Paths are discarded via pawn's usability flags (ex: non-players can no longer visit bPlayerOnly paths)
- Weight sorting algorithm vastly improves path calculation times (up to 10x faster).
- EndPoint support, flagging a NavigationPoint as EndPoint will make the mapper immediately stop once best route to EndPoint is found (making it even faster).
- Up to three different UnrealScript callback versions, crash safe.
- RouteCache builder works on any type of NavigationPoint array, including dynamic array.
================
Edit: another notable thing that went unnoticed by me.
https://github.com/CacoFFF/XC-UT99/issues/9
https://github.com/CacoFFF/XC-UT99/comm ... 7e6a3b6fe2
Some notable differences to FerBotz's mapper:
- A reference pawn is ALWAYS required.
- More than one starting point (anchor) can be specified.
** Extremely useful to determine who's closer to a target as well as giving a pawn multiple choices in his first node to visit.
- Enhanced start anchor finder when no start anchor is given.
** Allows small pawns to select path placed higher than they can touch, preventing them from getting stuck. (pupae, predator, or bots in ramps/stairs)
- Paths are discarded via pawn's usability flags (ex: non-players can no longer visit bPlayerOnly paths)
- Weight sorting algorithm vastly improves path calculation times (up to 10x faster).
- EndPoint support, flagging a NavigationPoint as EndPoint will make the mapper immediately stop once best route to EndPoint is found (making it even faster).
- Up to three different UnrealScript callback versions, crash safe.
- RouteCache builder works on any type of NavigationPoint array, including dynamic array.
================
Edit: another notable thing that went unnoticed by me.
https://github.com/CacoFFF/XC-UT99/issues/9
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Re: XC_Engine megathread
The be sure to have a default one if mapper is "forgetting" to charge something here.Higor wrote:A reference pawn is ALWAYS required.
Here... is advisable a configurable fallback... Man, gimme a floor check please in walk/jumps specs, I want mobile bridges to work as should without other SpecialCost in Uscript - because UScript is SLOW.Higor wrote:Allows small pawns to select path placed higher than they can touch, preventing them from getting stuck. (pupae, predator, or bots in ramps/stairs)
Re: XC_Engine megathread
The route mapper is a runtime function to search paths (unrelated to paths builder), the reference pawn is the path finder prototype that can fail to meet some of the path network's conditions as originally intended in FindPathToward.
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Re: XC_Engine megathread
Ahah, now it sounds interesting...Higor wrote:The route mapper is a runtime function to search paths (unrelated to paths builder),
Tell me more, where is that pawn defined ? How is the concept ?
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Re: XC_Engine megathread
I've been digging for some free space in an old machine (where I did attachment MH map for mapping 3072 contest), a few GB are available there but that's not the main subject. I went ahead to deploy XC_EngineV23... when a surprise suddenly has popped up, it doesn't work because of some XC_Core reasons. I'll stick with V21 where I have Range control at mapping paths... and I'll update the rest of builders later.
When this XC won't be any more compatible with my machines I'll take a break from testing/using it for an undefined time. I do not have plans to buy computers because I need money for another personal purpose. After that *maybe I'll buy a machine ONLY if those "geniuses" will have fixed CPU problems (Spectre family and MeltTown here), else I won't throw money for a newer the same sh!t-yard but at a higher speed. Or maybe mobile devices are going to be more smart than clever (actually they are flawed too), offering emulators or whatever options...
When this XC won't be any more compatible with my machines I'll take a break from testing/using it for an undefined time. I do not have plans to buy computers because I need money for another personal purpose. After that *maybe I'll buy a machine ONLY if those "geniuses" will have fixed CPU problems (Spectre family and MeltTown here), else I won't throw money for a newer the same sh!t-yard but at a higher speed. Or maybe mobile devices are going to be more smart than clever (actually they are flawed too), offering emulators or whatever options...
Re: XC_Engine megathread
Map listing overhaul for both game menu and mapvotes.
No more crashes and super fast.
No more crashes and super fast.
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Re: XC_Engine megathread
I need to try this... and evilgrins if he have more maps than me in my UT folder
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Re: XC_Engine megathread
Stupid question: Will mapvotes load faster if you have XC_Engine on your client, but the server you are playing on doesn't have XC_Engine installed server side?
Re: XC_Engine megathread
No, but for next release even if you're connected to a client, your Practise Session menu won't take forever (or crash) when loading the map list.
Although, since the internal map list building is a XC_Engine addon, said addon will be disable when you're connected to a server, so there won't be any special sorting done.
Added a major milestone for next build, which is related to the netcode.
https://github.com/CacoFFF/XC-UT99/milestone/1
Completinig this would turn UT99 server's replication code better than all Unreal Engine 3 games'.
The biggest improvement of this would be the maximization of tickrate (120) without hurting gameplay or data usage.
Although, since the internal map list building is a XC_Engine addon, said addon will be disable when you're connected to a server, so there won't be any special sorting done.
Added a major milestone for next build, which is related to the netcode.
https://github.com/CacoFFF/XC-UT99/milestone/1
Completinig this would turn UT99 server's replication code better than all Unreal Engine 3 games'.
The biggest improvement of this would be the maximization of tickrate (120) without hurting gameplay or data usage.
Re: XC_Engine megathread
what's the true number limit to load maps for every gametype within ut with no crash?
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Re: XC_Engine megathread
Not sure, I have like about 10 so far!darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?
Re: XC_Engine megathread
I hope that's not true lolChamberly wrote:Not sure, I have like about 10 so far!darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?
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Re: XC_Engine megathread
Actually, about 20 including the default.darksonny wrote:I hope that's not true lolChamberly wrote:Not sure, I have like about 10 so far!darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?
Re: XC_Engine megathread
What higor is doing here this could be solved in some future? thats very limited :/ I could load 100 maps per gametype except dom moreover I exceed the limit I get crashChamberly wrote:Actually, about 20 including the default.darksonny wrote:I hope that's not true lolChamberly wrote:Not sure, I have like about 10 so far!darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?
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Re: XC_Engine megathread
I mean 20 gametypes. I do have nearly 500 UT maps or so, just a guess.darksonny wrote:What higor is doing here this could be solved in some future? thats very limited :/ I could load 100 maps per gametype except dom moreover I exceed the limit I get crashChamberly wrote:Actually, about 20 including the default.darksonny wrote:I hope that's not true lolChamberly wrote:Not sure, I have like about 10 so far!darksonny wrote:what's the true number limit to load maps for every gametype within ut with no crash?
While I do use XC_Engine at the moment and doesn't get the crash, but with so many BT vs CTF ones are a bit lag-slow but it's fine. Because in CTF, it load all CTF prefixes including the bunnytrack maps that also falls under using CTF prefix (CTF-BT*).