#gWolfenstein3D

1 messages · Page 1 of 1 (latest)

devout hawk
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What prevents NPCs from working here?

dark herald
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lack of info_node and access to ai_network

devout hawk
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@drowsy crater You work a lot with navmeshes, right?

dark herald
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not to be confused with nextbot navmeshes, those I could add dynamically

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npcs like npc_zombie use the nodegraph and not navmesh

devout hawk
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Sure, I'm using "navmesh" as a generic term here

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nodegraph might be the Source-specific term, I'm not 100% sure on that, I haven't spent much time looking at NPCs

dark herald
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they are two separate things

rugged sentinel
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yeah, navmesh and nodegraph are seperate systems, navmesh aka nextbot superceded the older info node graphs aka scripted/engine npcs (literal naming), a nodegraph is just a bunch of interconnected points, unlike a mesh

hollow flame
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Hey bud, I have an idea; The one thing I think is a must is to add multiple textures to add verity to the rooms. Allowing for more dynamic experience. Great work! Inspired me to work on some procedural stuff too.

dark herald
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im more of a function first type so that has to wait

drowsy crater
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yea totally separate

hollow flame
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Would be worth looking at, solid work dude.

devout hawk
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Do NPC nodegraphs require static geometry?

drowsy crater
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Can't create them via lua

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any way i've seen it done, they're missing functionality, need a restart, need the user to copy a file, rename the extension to .ain, and put it in the right place

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better hope the map doesn't have an .ain file packed into the bsp, because you're just completely fucked in that case

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navmeshes are way way better

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except... nextbot performance is really bad lol

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at least compared to engine npcs