sweet235
sweet235
By trying this, I did not spot any problems yet.
This is not the solution. Some big maps still do not get complete navmeshes using this.
> Seems wasteful to generate two identical navmeshes But consistent and easy to maintain in the future. We are already generating identical navmeshes for dretch and mantis. If someone tries...
If we added such a flag, it would be a good idea to make the navcons not depend on a bot's class exclusively. Then we could make bots buy jetpacks,...
I like the idea, but I think hiding this in the model config in `res-players` is not appropriate (and very hard to find). Maybe we should simply move this into...
> Actually the same thing (different jump heights) is true for the granger types I tried this. To me, the difference seems big enough to mandate seperate navmeshes, once we...
> Do you have an opinion on whether dretch and mantis need separate navmeshes? Well, the mantis can jump a lot higher, without any preparation. Simply aim at 45 or...
> Yeah but that's not taken into account during navgen. Only the difference in standard jumpMagnitude 250 vs 310. There is the autojump value, which we could make class-specific. But,...
> no navcons in official assets What came first: the chicken or the egg? > this is probably only useful in PvE? Not at all. I let my bots build...
The generation not done as often as the loading. Loading big navmeshes can take some time. But even with all the proposed optimizations, we can only save 3 parts in...