sweet235
sweet235
> Otherwise you are wasting your efforts: the tweaks will be wiped out next time the navgen logic is updated And that is why I am forced to read every...
Here is what I said on IRC (and not for the first time): ``` i have said it before and i will say it again it is not true that...
> Can you give an example of the "tweaks"? Like you are making some changes to the code, generating the navmesh, and then dropping the code? I do, of course,...
Another example is the cell size, here: https://github.com/Unvanquished/Unvanquished/blob/master/src/shared/navgen/nav.cpp#L1034 By increasing the cell size slightly, one can create complete navmeshes for huge maps, while keeping the bot movements reasonable.
Not only on parpax, and not only alien bots. This is specified in the default behavior, here: https://github.com/Unvanquished/Unvanquished/blob/master/pkg/unvanquished_src.dpkdir/bots/default.bt#L11 (and below for humans). The condition is: ```numUsersInTeam == 0 || numOurBuildings(...
Maybe simply removing this exception is the most intuitive thing to do from a user perspective. We would still be able to make the bots build if there are no...
There is a fourth option: - Require the additional condition that no user on their team is currently a builder But then, a few days ago, I was watching a...
Yes. Our bots are a little more useful than they used to be. But for them to be effective, some commands by users are required. I thought that losing spawns...
> Don't they know how to use vote kick? Some know it, some do not. Also: votes are rather slow. The actual delay consists of: - Time until someone notices...
You could set `cg_drawPosition` to 1 for making screenshots like this one. It helps a little in reproducing. On topic: sometimes, new alien buildings get destroyed if an egg's spawn...