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ensiform

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Everything posted by ensiform

  1. The length is more than SMS or Twitter lol
  2. There's not much reason you need so many characters. Stop with excessive color spam if that's the case.
  3. You would run into issues with JA+ and base clients if altered.
  4. Well it depends on the implementation. It would have to be set up by the mapper in some form. It just depends on which process is used to generate it.
  5. Navigation mesh is what xycaleth showed yes. I would say it's more optimal than waypoints because it's not as rigid. Plus if you think it's unnecessary why it basically the standard of most major engines? Ue3 and 4 use a form of navigation meshes. As does newer versions of source for l4d, cs bots and tf2 bots. Other engines use it too I'm sure. The point is, you can have it be done in a simple command and it wouldn't necessarily be manually placed. Fine tuning will always be something you may have to do it just depends. The A* path system can be used with waypoints and navigation meshes. It's just an algorithm to find the fastest route.
  6. Yes the misc_atst_driveable is completely separate from NPC vehicle code.
  7. Waypoints aren't necessary. The path solver determines the path to take (IE A*)
  8. It's not really an upgrade though Arch...
  9. @@redsaurus tried to fix them for OJK but I'm not sure they're 100% perfect still.
  10. So I have a map fix for an original base map in the form of a .ent file which is supported by OpenJK. How should I proceed with uploading to here? I was thinking a new Map Fixes category would be good fit. But then who is the license? It's basically just the q3map2 exported entity array from the bsp with the fixes applied to the broken door "team" keys.
  11. Check with the new build if one gets made this coming week to see if that works.
  12. Check your My Games folder in user documents. The game writes here and has for the last 3 years now because of program files folder issues, and it allows multiple use profiles to have separate configurations, plus will be saved with modern Windows versions.
  13. Seems to work fine now, unsure. Edit: Interesting, it may be something local nevermind as my current build must have been from a stash.
  14. Nope not a shader tool. PS I would appreciate not using image comments.
  15. The solution is navigation meshes instead of waypoints. With areas for combat/camp instead of points. The bots are tbh worse than NPCs.
  16. HLSL is for D3D not OpenGL. You want to do OpenGL.
  17. A new shader tool would be nice obviously. But it would need to support JKA lighting and both renderers.
  18. CVars meaning you need +set if you intend to have them on launch.
  19. You can try forcing it with r_customWidth and r_customHeight. Not sure I would recommend playing at such a small screen size but heh.
  20. If any force powers are disabled, it disables all of them for bots I think.
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