19 Jan 13, 08:40PM
(This post was last modified: 19 Jan 13, 08:49PM by VonDrakula.)
The sound was there I just added the code to play it.
What is broken specifically? This is just experimental, WIP stuff and I do expect that I have some bugs in there but it would be more helpful to know what exactly you are referring to ;)
The code that generates waypoints tries to be conservative and avoid generating paths that lead to collisions, so yeah, sometimes there are missing paths, that's why I included the wpxtest command. It can be worked around by setting wpxautodrop to 1 and adding waypoints "manually".
The C++11 features I am using are the "auto" keyword and lambda functions, "auto" can be easily replaced and lambdas replaced with functor classes. Yeah, and replace nullptr with NULL. I used lambdas because the code is more concise this way. I'll try and make a compatible version when I have some time.
(19 Jan 13, 07:28PM)Felix-The-Ghost Wrote: I loaded it on ac_aqueous with wpxautogen on and wpxautodrop 0 and the CLA successfully at least gets to RVSF base. I loaded a few other maps and most of the time get "could not find waypoint near flag" error.
Picking up weapons is cool though I wish it were optional in a way besides avoiding the pickups.
Even if that feature in itself isn't added the thought of putting a weapon pickup itself into a map is interesting.
Did you add the bots doing voicecoms too or was that an existing feature?
What is broken specifically? This is just experimental, WIP stuff and I do expect that I have some bugs in there but it would be more helpful to know what exactly you are referring to ;)
(19 Jan 13, 08:29PM)Luc@s Wrote:(19 Jan 13, 05:45PM)VonDrakula Wrote: [...]
Thanks !! It seems great. I didn't have time to test it though (jut gave a look to the code and your article).
The AI code is broken. We definitely need to work on it;
@Felix: it's based on 1.2.0.0 beta (at least that's what i understood reading the article).
(19 Jan 13, 07:28PM)Felix-The-Ghost Wrote: I loaded it on ac_aqueous with wpxautogen on and wpxautodrop 0 and the CLA successfully at least gets to RVSF base. I loaded a few other maps and most of the time get "could not find waypoint near flag" error.
Picking up weapons is cool though I wish it were optional in a way besides avoiding the pickups.
Even if that feature in itself isn't added the thought of putting a weapon pickup itself into a map is interesting.
Did you add the bots doing voicecoms too or was that an existing feature?
The code that generates waypoints tries to be conservative and avoid generating paths that lead to collisions, so yeah, sometimes there are missing paths, that's why I included the wpxtest command. It can be worked around by setting wpxautodrop to 1 and adding waypoints "manually".
(19 Jan 13, 07:08PM)Felix-The-Ghost Wrote: I read your blog. I'll have to try this out when I can. Excellent work. Would it be possible to make a C++ compatible version (by rewriting the hypothetical wheel of the C++11 functions)?
Append: I get the no mono font specified error when swapping binaries. And is this based on the 1.1.0.4 code?
Append: Just read the readme. Sorry :P
The C++11 features I am using are the "auto" keyword and lambda functions, "auto" can be easily replaced and lambdas replaced with functor classes. Yeah, and replace nullptr with NULL. I used lambdas because the code is more concise this way. I'll try and make a compatible version when I have some time.