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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Tomislav463 Agent

Joined: 25 Aug 2017 Posts: 3
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Posted: Sat Aug 26, 2017 5:00 am Post subject: Hello Its Me Again |
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Hi
I am editing archives and have blocked off some of the corridors. However when I remove the preset paths to prevent guards walking through the walls, it causes my setup to crash on load. Would anyone know why it's doing this, and possibly a solution for this issue?
Thanks |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sat Aug 26, 2017 8:37 am Post subject: |
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You need a 100% connected set, you probably disconnected it. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Sat Aug 26, 2017 10:47 am Post subject: |
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I've had that happen to me before. Also, if you have a bad connection (only one way, not both), it could crash once a character goes near the area. I have more experience with Perfect Dark on this subject, but it is extremely similar. |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Sat Aug 26, 2017 4:23 pm Post subject: |
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SubDrag wrote: | You need a 100% connected set, you probably disconnected it. |
Is there a way to disconnect a set without breaking it? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sat Aug 26, 2017 4:42 pm Post subject: |
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A set must be fully connected. So to have disconnected sets, each set would have to be a different number. It's not easy to do if existing, but for new levels, it's possible to make multiple sets. |
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pavarini 00 Agent

Joined: 07 May 2015 Posts: 479
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Posted: Sat Aug 26, 2017 4:51 pm Post subject: |
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Alright thanks. Are there any proper tutorials for writing new navmesh? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
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Posted: Sat Aug 26, 2017 5:53 pm Post subject: |
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Not an updated one. Your best bet is really just use i and keep making them, and never, ever disconnect one. Or if a second region, make sure make it a new set, then i on pad, then spot on floor to keeping making. In general, pretty easy in GE. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sun Aug 27, 2017 11:45 am Post subject: |
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The reason sets require being connected together is because the "path networks" are also used by the AI to find things: players, other characters, objects, etc. This is why they always for a sort of web inside of rooms, even though they don't pace or walk around in those places.
The path network simplifies the search algorithms by a lot. It seems like the game crashed, but if you allow it to run for a long time you'll see you really will (eventually) update a frame. When actor one can't find thing two on the network, they resort to a different fallback algorithm for searching that relies on tile-by-tile, room-by-room method that works in exponential time.
It has practical application and you have undoubtedly triggered it if you've ever lured enemies into a nook or someplace fairly off-map. The overhead isn't bad if you're only a few tiles away, in line-of-sight, and within a room or two.
(It was fun when we discovered this. Archives MP sim test, in line-of-sight of a guy, took over a minute and a half to update a single frame.)
Subsets in the path network group together regions in an effort to make the path algorithm more efficient. You search within the current group, then the super group, then any super group above that one until either you find a hit or have to fall back to the super-slow method. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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