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> NS3 Final Waypoints, waypoint packs for NS3 Final
LordSkitch
post Mar 6 2005, 05:33 AM
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Alright, all I have done so far really is ns_eon, I went to town on it during a match, took around 30ish minutes to do, but for a rough-in I think it's pretty good god damn good.

This post'll obviously grow into a zip as soon as I get more waypoints done.


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-update 3/30-

My latest stock waypoint set, I'm not sure about all of the NS maps, but anything updated after 3/5 should be up to date, and not all of the maps were diddled, so a good deal of them should be fine.. let me know if any of these aren't working...


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-update 5/1-

Got more updates for the waypoints, it's been a little longer than I'd like to have had gone between updates, but none the less, here they are.. oh, and I've added "co_daimos_b5" in there, its just the co_daimos from beta 5, just because it was unsurpassingly better than the NS3 final version... with a big fat stupid elevator in it.


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-update 5/2-

micx1 caught a mistake on my waypoint set, co_pulse was out of date for some weird reason, so I went ahead and up-to-dated it.

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-update 7/17-

There were quite a few maps with waypoint fixes and I kept forgetting to upload it, so I'm uploading it today. spoot.

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-update 10/22-

I've been trying to hold off till 3.1 was released, of course the NS devs stretched that out like gum on a shoe.. so, here's the most current up to date set I have..

CODE
Date - 10/22/05

mapname       date
------------------
ns_agora......2/19
ns_altair.....9/15
ns_ayumi......10/10
ns_bast.......6/8
ns_caged......9/15
ns_eclipse....3/22
ns_eon........3/27
ns_hera.......6/8
ns_lost.......6/21
ns_metal......7/13
ns_mineshaft..1/18
ns_nancy......11/9
ns_nothing....2/11
ns_origin.....9/20
ns_tanith.....9/5
ns_veil.......6/15


co_angst......7/11
co_core.......9/26
co_daimos.....10/8
co_daimos_b5..5/12
co_faceoff....8/6
co_kestrel....5/28
co_pulse......5/2
co_sava.......6/6
co_teabag.....11/8
co_ulysses....6/26



http://rcbot.bots-united.com/forums/index....post&p=7070

Go there for updated waypoints!
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BadLife
post Mar 6 2005, 05:43 PM
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biggrin.gif Any one working on the WichBot waypoints yet unsure.gif
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Cheeseh
post Mar 6 2005, 07:01 PM
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try the old rcbot waypoint convert with the latest rcbot, can't rmember the bloody command cos Ive hardly worked on that in my bot for ages
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Sandman[SA]
post Mar 7 2005, 07:29 PM
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Here's my waypoints for ns_eclipse. Only a few vents that serve strategic importance are waypointed.




[edit 3/9] I made a slight change in the ladder waypoints at triad. [/edit]


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Attached File  ns_eclipse.rcw ( 9.32k ) Number of downloads: 221
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Sandman[SA]
post Mar 9 2005, 04:00 PM
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Hey skitchy, I got a look at your ns_eon wpt and it looked like and the bots perfomed like it took you 30 minutes to make. So I took some time and went over it, almost completely re-doing it. Sorry man, it was quite bad, even for you. Word of advice? Never EVER use a 90 degree bend at an intersection. dry.gif

This one should perform much better but there are still some areas that I may have overlooked. If you see any major trouble areas, please let me know because I haven't had time to actually test it.


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Attached File  ns_eon.rcw ( 10.73k ) Number of downloads: 210
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Sandman[SA]
post Mar 9 2005, 07:48 PM
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Here is my submition for ns_metal. Not much has changed since beta4a from where I have refind these waypoints to the best that rcbot can do ( which is not saying much tongue.gif ) Anyway, I'm afraid that ns_metal doesn't get any better for rcbot then this. unsure.gif


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Attached File  ns_metal.rcw ( 7.73k ) Number of downloads: 194
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Lyran
post Mar 9 2005, 08:40 PM
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Hi SandmanSA.

I'd like to let you know I noticed a potential issue, regarding a ladder waypoint in Ns_Eclipse, for RCBots of course.

I don't have the Ns_Eclipse Minimap with the area names, so I'll try to describe it, it should be easy since that map is very well known.

From Marine Start, take the right entrance. Then, as soon as you can, again, turn right, to the long corridor (the path to the left leads to a Resource Node with two small ladders on its sides). At the end of that corridor, there is a ladder, leading to a Resource Node, on a lower level, and from that Resource Node you can go to the Eclipse Hive.

Well, the ladder there...

I think there is a problem. I played a test game with RCBots (version 1.38), all default settings (such as ladder update time, or something similar). And of course, your latest waypoint for Ns_Eclipse previously posted in this thread.

The RCBots would have trouble climbing it. Nothing more, nothing else. In fact I think I saw no RCBots making it to the upper lever by climbing it completely. According to my test games at least.

I just wanted to let you know mate. Maybe you'd have time to look for that sometime and update it ?

I'd do it myself. But I'm not good at waypointing ladders for RCBots.

Thanks for your time.
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Sandman[SA]
post Mar 9 2005, 09:19 PM
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Yeah, I have seen that to. It's that dreaded rcbot ladder bug. mad.gif They look up when they try to climb ladders but they are moving strait farward. Not up or down, just farward.

You know what cheeseh, I have found that straffing into a ladder lets you climb it where straffing away makes you decend. So lets try this cheeseh, make the bots turn 90 degrees right when they touch the ladder and straff left to climb or straff right to decend. This way, they don't need to look where they are going on a ladder. But they still need to hop up onto the ladder to avoid getting trapped at the bottom. rolleyes.gif

But I will toy with that ladder a little more. Thx Lyran.
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Sandman[SA]
post Mar 9 2005, 10:57 PM
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And here is ns_hera. Quite a number of changes to this map. I wouldn't agree for the better but thankfully, it's getting a little more bot friendly.


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Attached File  ns_hera.rcw ( 10.85k ) Number of downloads: 198
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LordSkitch
post Mar 10 2005, 06:50 AM
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QUOTE (Sandman[SA)
,Mar 9 2005, 04:00 PM] Hey skitchy, I got a look at your ns_eon wpt and it looked like and the bots perfomed like it took you 30 minutes to make.  So I took some time and went over it, almost completely re-doing it.  Sorry man, it was quite bad, even for you.  Word of advice?  Never EVER use a 90 degree bend at an intersection.  dry.gif

This one should perform much better but there are still some areas that I may have overlooked.  If you see any major trouble areas, please let me know because I haven't had time to actually test it.

What was wrong with it? The bots seemed to have no problem gettin through it on my server... They even wallstucked sexifully... and whats THIS part mean?

it was quite bad, even for you. mad.gif

-edit-

Going to look at the waypoints I did again, they have absolutely no problem negotiating them, the only problems I saw were a few waypoints I should set up as crouch so the marines can get through tunnels, the aliens had 0 problems getting around. Maybe Sandy's drunk.. ph34r.gif
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Sandman[SA]
post Mar 10 2005, 05:58 PM
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QUOTE (LordSkitch @ Mar 10 2005, 06:50 AM)
What was wrong with it? The bots seemed to have no problem gettin through it on my server... They even wallstucked sexifully... and whats THIS part mean?

it was quite bad, even for you.? mad.gif

What's wrong with it? Watch the bots carefully as they get to your close quarters "t junction" waypoints. They either over shoot the turn and get hung up for a few seconds or get confused and start looping back and forth at the intersection.

And that other part was in reference to, I have seen your modified waypoints perform much better then that. dry.gif This one looked like you just got lazy. tongue.gif unsure.gif Try something like this example next time.


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LordSkitch
post Mar 10 2005, 10:42 PM
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I was watchin em, and I mean, they made it from the marine start to all three hives, and from the hives to marine start with absolutely no problems.. I think one time I saw one freak out, but its cause it shot at an alien that bailed and the marine was floating between waypoints.. Whats yer max_path_revs and such set to?

And, granted, it only took 30ish minutes to make the waypoint set.. I've seen a few problematic areas, but not really because of the angle of turning.. As a test, I set up a temp waypoint set on metal like this

user posted image

And a couple other similar permeutations, to test what they would do under extreme angle change, and they negotiated the stuff I threw at em with gusto. I'd say theres gotta be a difference in the configuration, or the versions of RCB we're using or something...
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Sandman[SA]
post Mar 10 2005, 10:48 PM
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QUOTE (LordSkitch @ Mar 10 2005, 10:42 PM)
Whats yer max_path_revs and such set to?

All my rcbot settings are default. This was a fresh install.
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LordSkitch
post Mar 10 2005, 10:54 PM
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CODE
config update_ladder_time 0.0
config max_path_revs 200
config max_update_vision_revs 200
config update_vision_time 0.15
?
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LordSkitch
post Mar 11 2005, 12:24 AM
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Alright, I'm still confused. Where were the bad parts?

eon waypoint demo
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Sandman[SA]
post Mar 12 2005, 06:12 PM
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Here is ns_veil for NS 3.0. This is my proven ( from beta4a ) fast paced and very effective waypoint layout. Rcbots should NEVER get lost or stuck and there are no vents covered in this version. Expect frequent marine start visits by aliens from any hive and fair coverage for tactical marine relocations. Enjoy. biggrin.gif



PS: Unlike the packaged beta5 waypoints dry.gif , rcbot "will" reach every res node now. cool.gif


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Attached File  ns_veil.rcw ( 7.71k ) Number of downloads: 160
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LordSkitch
post Mar 31 2005, 04:51 AM
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New waypoint pack uploaded:

http://rcbot.bots-united.com/forums/index....findpost&p=4626
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Mad_Scientist
post Apr 14 2005, 08:46 AM
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Heres ns_bast not all the tunnels are done I just fixed the problems at the marine base from the waypoint pack at the start of this post.


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Attached File  ns_bast.rcw ( 11.5k ) Number of downloads: 66
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LordSkitch
post May 1 2005, 07:17 PM
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Waypoint pack updated:

http://rcbot.bots-united.com/forums/index....findpost&p=4626
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micx1
post May 2 2005, 07:27 AM
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Hey LordSkitch

Is the date beside the map name the waypoint created date? If so why did the date for co_pulse go from 3/26 to 12/26?

mellow.gif
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