Thread: Feature Update

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  1. #1
    Administrator Sniper's Avatar  
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    Post Feature Update

    Hi everyone! v4.5 was a pretty good release; we got a lot of things accomplished. More things are on the way, however...

    Progress is continuing on an upcoming patch. We're working on a series of improvements and new features, as well as many bug fixes / tweaks.

    One item I'd like to talk about today is that we've been working on a new navigation system for NPCs. We're replacing Half-Life 1's old path finding system with our own. The feature set of the path finder will be similar to what you might find in a more up-to-date game engine like Unreal Engine 3 or Source.

    The following screenshot shows an outdated development version of the system. It illustrates roughly how the waypoints for NPCs are calculated:

    The new path finding system starts from designated positions on a level, and flood fills the entire map to find walkable space. These points are mapped onto a waypoint grid and all walkable connections are computed. From there, the locations are grouped for fast look-up.

    What does this mean? Well, it means the path finding will be pretty damn fast - servers will see reduced CPU usage. The initial version to be released will be a bare-bones replacement with more focus put towards getting the basic necessities to work flawlessly.

    Though we wont initially be focusing on fancy path finding yet, a small handful of AI enhancements will be included. For example, soldiers will be able to calculate better cover positions and routes, based on the location of nearby enemies. No longer should you see a soldier run towards the enemy when it really wants to run to cover. NPCs will also be able to account for dynamic obstacles, like other NPCs blocking their path.

    After the initial version of our path finder (to be included in an upcoming patch), we will then start formulating plans to incorporate ladders, elevators, jump locations (e.g. Headcrabs jumping into and out of vents), and other suitable enhancements.

    That's all for now...

  2. #2
    Administrator AdamR's Avatar  
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    Re: Feature Update

    Pic very related

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  3. #3
    Rarely Seen Moaby's Avatar
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    Re: Feature Update

    Does this mean that nodes will only be used for flying monsters?

  4. #4
    Game tester Jaf's Avatar  
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    Re: Feature Update

    Sounds great! The npc do really need an update so this is great.

  5. #5
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
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    Re: Feature Update

    Quote Originally Posted by Moaby View Post
    Does this mean that nodes will only be used for flying monsters?
    it wouldnt surprise me if you can use the "filled room" for flying npcs.
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  6. #6
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Feature Update

    I'm all for reduced CPU usage. I hope that dynamic obstacles thing fixes the problem where an ent goes to a place way farther than it needed to go if it's original path is blocked.
    Love,
    w00tguy

  7. #7
    Sniper is a spy! cyberdaemon's Avatar
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    Re: Feature Update

    Quote Originally Posted by Moaby View Post
    Does this mean that nodes will only be used for flying monsters?
    Yea, i want to know too. Does this make info_nodes obsolete? And how much does that change the behaviour of the grunts?
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  8. #8
    Check Model Showcase Thread! Recaldy's Avatar
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    Re: Feature Update

    Quote Originally Posted by w00tguy123 View Post
    I'm all for reduced CPU usage.
    Doubt this'll help me with framerate huh? ._.

  9. #9
    Silencer Lt.JC's Avatar  
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    Re: Feature Update

    Quote Originally Posted by Recaldy View Post
    Doubt this'll help me with framerate huh? ._.
    Why not? I'm sure it can help. I believe the AI is at the moment the main problem for FPS drops. Followed by the HD models and particle system although I think the particles are the minority of the problem.


    @Topic: Sounds really nice, pathfinding is always a problem not only in HL but in almost every 3D game.
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  10. #10
    Registered User generic's Avatar
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    Re: Feature Update

    Looking forward to it. Grunts vaulting over small obstacles and climbing ladders sounds awesome
    Nobody but a fool would go in there!
    What about this guy?
    ...

  11. #11
    Banned CryoKeen's Avatar
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    Re: Feature Update

    Lower CPU! Monster's climbing ladders! Using elevators!? What is this, Sven Co-op 6 !?

    I am very much looking forward to this update with this new AI engine, I want to see how they preform on "keen maps" lol

  12. #12
    JOHN FREEMAN OVER HERE!! ShY-GuY's Avatar
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    Re: Feature Update

    Climbing addition reminds me of RTCW. One of the few games that actually have ladder capable npcs
    I love

  13. #13
    Registered User kyle6513's Avatar
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    Re: Feature Update

    this will definitely separate this mod from any other goldsrc mod.

  14. #14
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    Re: Feature Update

    Quote Originally Posted by Lt.JC View Post
    Why not? I'm sure it can help. I believe the AI is at the moment the main problem for FPS drops. Followed by the HD models and particle system although I think the particles are the minority of the problem.


    @Topic: Sounds really nice, pathfinding is always a problem not only in HL but in almost every 3D game.
    AI is done for the most part server side so it would only help with clients fps if you where running a listen server, if it's a dedicated server then it wouldn't really do anything for FPS client side, however it could increase the overall performance of a game server, more so on very npc heavy maps.

  15. #15
    Silencer Lt.JC's Avatar  
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    Re: Feature Update

    Quote Originally Posted by cartman-2000 View Post
    AI is done for the most part server side so it would only help with clients fps if you where running a listen server, if it's a dedicated server then it wouldn't really do anything for FPS client side, however it could increase the overall performance of a game server, more so on very npc heavy maps.
    Hmm sounds reasonable, so it could be better for me for example as I always play on my own listenserver
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  16. #16
    Sniper is a spy! cyberdaemon's Avatar
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    Re: Feature Update

    Can someone answer my question please: Does this make info_nodes obsolete? And how much does that change the behaviour of the grunts? Or any kind of an AI? I bet that if you change the fundamental system for AI, the AI will change as well to some way at least?
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  17. #17
    Sven Coop's very own pet Wonkehcheetah! wonkehcheetah!'s Avatar
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    Re: Feature Update

    I would like to see how dangerous a garg is after the update.

  18. #18
    Administrator Sniper's Avatar  
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    Re: Feature Update

    Quote Originally Posted by cyberdaemon View Post
    Can someone answer my question please: Does this make info_nodes obsolete? And how much does that change the behaviour of the grunts? Or any kind of an AI? I bet that if you change the fundamental system for AI, the AI will change as well to some way at least?
    Info_nodes will be discarded from the game. Mappers will no longer have to place them.

  19. #19
    Rarely Seen Moaby's Avatar
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    Re: Feature Update

    Quote Originally Posted by Sniper View Post
    Info_nodes will be discarded from the game. Mappers will no longer have to place them.
    That is awesome.
    Last edited by Moaby; 20-11-2010 at 03:50 PM. Reason: reasjhfawgehgweghon I editted to edit the edit reason.

  20. #20
    Sniper is a spy! cyberdaemon's Avatar
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    Re: Feature Update

    Quote Originally Posted by Sniper View Post
    Info_nodes will be discarded from the game. Mappers will no longer have to place them.
    So far no map has no navigation meshes or whatever these boxes are called. I assume maps automatically calculate them when they are loaded?
    A well regulated Militia, being necessary to the security of a free State,
    the right of the people to keep and bear Arms, shall not be infringed.

  21. #21
    Administrator Sniper's Avatar  
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    Re: Feature Update

    Yes, everything is automatic.

  22. #22
    Sven Co-op animator, beta tester, halfway decent modeler WAR_Nuker's Avatar
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    Re: Feature Update

    incredible. very good work.

  23. #23
    MOS 6510 @ 1.02 MHz /w VIC-II Cesar's Avatar
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    Re: Feature Update

    Good! Hopefully that means the survivors (monster_scientist) in REO1 won't give the server's CPU a heart attack every second when they spaz around like a headless chicken as soon as the zombie breaks in.

  24. #24
    Sniper is a spy! cyberdaemon's Avatar
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    Re: Feature Update

    Can you also "calm down" the gurnts, so they wont run so often back and forth in map?
    A well regulated Militia, being necessary to the security of a free State,
    the right of the people to keep and bear Arms, shall not be infringed.

  25. #25
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    n

    dling the new update as we speak.
    Hehe

    Anyway - Been a long time playing svencoop.
    I bet it has a few new gaming thrills.

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