Maintaining Jambi

Mephilles
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13 February 2017 - 19:08 EST
#1
Okay I have the permission of xtcmen to keep maintaining jambi and fix bugs and do some tweaks. What I want and need now is a list of all map bugs and stuck spots that you know and can find.

Also as you know in Organ Donation, Bay Wing and Gravity there is a grating in the ceiling where aliens can hide behind and is invulnerable. I want to change that so you can shoot through those gratings but I want to ask you guys for your opinion on that.

So do you want spots for aliens to be invulnerable in those areas or do you want me to change that?

Btw I will not put some random changes in. This is only to fix bugs and maybe change stuff if people think that some stuff could be improved.
Knox
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13 February 2017 - 20:30 EST
#2
I vote leave the invulnerable hiding spots. The gravity and the bay wing ones can be boosted into if marines really wanted to go after the alien hiding there. And I assume Organ as well but not entirely sure.

In any case, an alien hiding their is an alien out of play and not much different from hiding in a vent that marines can't access easily.
Keats
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13 February 2017 - 21:14 EST
#3
You probably know about these but I will post anyway.

The marine minimap doesn't show other players or structures for me. (I assume it's because of https://forums.unknownworlds.com/discussion/comment/2260410/#Comment_2260410 but I haven't tried that myself.) If there is a way to fix this without me having to change map zoom that would be cool.

This might be a game bug: an armory in the Oxy/Transfer doorway frequently blocks pathing until the map is reset.
Tyr
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14 February 2017 - 05:20 EST
#4
Two stuckspots that come to mind are in Pipe, on both sides of the powernode on the nortside. In the middle of the darker squared areas. I've seen so many fades get stuck there consistently.
Bicsum
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14 February 2017 - 05:56 EST
#5
Right off the top of my head I member a spot on the ceiling in waste recycling 5 meters south of the TP. Got stuck there when blinking multiple times.



antou
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14 February 2017 - 07:45 EST
#6
Onoses can jump inside the bay wing vent.
Mephilles
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14 February 2017 - 08:28 EST
#7
So far I have fixed the stuck spots in pipe, the transfer vent and stuck spots in electrical.

@Keats the minimap bug also happens on mesh (with a different value though) and I have no idea why. The moment I figure that out I will fix it on jambi aswell

@Antou is that a bug or a feature :P
Tyr
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14 February 2017 - 08:46 EST
#8
You might want to take a look at the hole in the wall in west gravity, and if necessary expand it. Plenty easy to get stuck there as well.
Sardine
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14 February 2017 - 11:16 EST
#9
make the doorways to oxy slightly wider or taller to prevent complete armory blocking
BauerJankins
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14 February 2017 - 12:51 EST
#10
dont change anything else about the map... maybe the thing bruno suggested, for pathing purposes only. dont know if that's possible without expanding the doorwas too much tho
http://i.imgur.com/hr1ud2u.png
Mephilles
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#11
I don't intent to make the door wider. I don't think I can fix the pathing issues without making the door too wide.

I am just fixing stuck spots and other bugs.

If wished for replacing some textures and props to make the map look a bit better is also possible
Tyr
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15 February 2017 - 08:15 EST
#12
Mephilles says
I don't intent to make the door wider. I don't think I can fix the pathing issues without making the door too wide.

I am just fixing stuck spots and other bugs.

If wished for replacing some textures and props to make the map look a bit better is also possible


Also, if you come out of the skylights-grav vent(grav side), in the roof on the opposite side where it comes down like a wall there is some missing textures.
Mephilles
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15 February 2017 - 09:04 EST
#13
screenshots would help sometimes but in this case I think I know what you talk about
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15 February 2017 - 09:39 EST
#14
Also fix the non commander invisible ceiling in Organ pls.
Mephilles
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15 February 2017 - 10:35 EST
#15
Mephilles says
screenshots would help sometimes


If you are talking about that grating that is not invisible in the ceiling than I have fixed that already
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15 February 2017 - 10:40 EST
#16
nice
Mega
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15 February 2017 - 13:06 EST
#17
1) Can you fix that Aliens can kill Marines in the pub vent from above without going into the vent.

2) Can you fix that The cyst chain is not working into oxy as soon as there was a armory block
(i know its not the maps fault its the thing that these armorys not get properly removed from ns2)
BUT if its fixable plz fix.
Mephilles
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15 February 2017 - 13:22 EST
#18
1.) yes can do

2.) It is a game bug and not a map bug. I could fix this by widening the doorway but then oxygenation would play differently and would be harder to hold for marines. This is effecting game balance already and I don't feel comfortable doing changes like that unless I know that the majority of the NSL community would agree to that.
Golden
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15 February 2017 - 22:29 EST
#19
Try expanding the oxy location mesh beyond the doors
Mephilles
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16 February 2017 - 05:11 EST
#20
do you mean the location entities which would expand the range of the power node in oxy or are you talking about the pathing mesh, which is vital for the cyst routes?
antou
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16 February 2017 - 08:34 EST
#21
Mephilles says
antou says
Onoses can jump inside the bay wing vent.

@Antou is that a bug or a feature :P

Well considering the vent is half as tall as an onos... I'd say bug :) . Onoses can jump in but can't hit marines in most parts of the vent.
Deck
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18 February 2017 - 09:45 EST
#22
So the verdict is to not change oxy to fix the pathing issue of the cysts because people like the armory block way to play the map? Is there anyway meph we can try different things to try to fix the pathing..like perhaps theres holes in the wall near the opening that make it more open but a marine can't go through. I don't know the solution, was just wondering if there's different things we can try that might fix the pathing issue, but wouldn't change how the map is played.
Golden
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18 February 2017 - 11:14 EST
#23
Mephilles says
do you mean the location entities which would expand the range of the power node in oxy or are you talking about the pathing mesh, which is vital for the cyst routes?


The location entities. My assumption has always been that the armory in the doorway breaks the pathing mesh because the pathing meshes are autocreated by fitting the location entities. If the Oxy location entity extends PAST the doorway, then there should never be a problem. This would also have little effect on building power in the area since noone builds stuff in areas near the doorways on Coolant or Transfer(?) power.
pSyk
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18 February 2017 - 12:30 EST
#24
Did you try changing the values of the pathing_settings entity?

Try the pathing_settings entity used in descent. Maybe even reduce tile size to 32.
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18 February 2017 - 13:57 EST
#25
Nerdish says
Did you try changing the values of the pathing_settings entity?

Try the pathing_settings entity used in descent. Maybe even reduce tile size to 32.

Wouldn't this affect the whole map?
pSyk
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18 February 2017 - 22:50 EST
#26
Yes. I just checked the map with nav_debug. Pathing seems ok.
Does this bug happen on both exits of oxy ?
The right exit has a very thin pathing mesh and even some unneeded pathing on the ceiling.
Please remove the doorframe prop and the prop above the exit from pathing and try again.
(maybe you have to add a floor face to compensate for the missing door floor part)
Mephilles
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19 February 2017 - 08:16 EST
#27
@nerdish yes I came up with the idea of changing the values yesterday already but did not have the time to test it yet.

@golden pathing mesh and location entities are completely independant from each other afaik

EDIT: Just tested the changes in pathing values I did. Seems to work now and shouldn't screw up the rest of the pathing.
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19 February 2017 - 10:44 EST
#28
You can also manually edit the nav mesh and make it a bit wider.
Mephilles
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#29
ofcourse I can but it's a cheap way of doing and so I refuse to do it :D
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#30
I don't understand your reasoning.
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