cysts guidelines

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">and requirements</div>Does anyone know what the requirements are for a cyst to be placed successfully in a map?

I've got a few areas of a map where I'm unable to place cysts from the commander view, and as far as I can tell there is no reason for it. There is nothing above the cyst except for some faces which are either commander invisible or facing downwards (so they shouldnt interfere right?)

I think this has also only started happening in the last couple of builds.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2012
    I think they should start using an infestation root (using the navigation mesh pathing line), which decreases in width the further you go away from a previous or nearest cyst instead of this sprite circle. It is quite misleading as it doesn't take into account the path between the other cysts and elevations...


    The thing you're running into is probably related to the elevation, which is about 1 meter (maybe 2m) vertical travel, I think...
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited October 2012
    Or try adding another commander camera entity above the problem area.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    thanks :)

    I will try both - the map currenty has no path waypoints and only one camera up quite high, so could be either one.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    I'm pretty sure you don't need to place path way points anymore. (someone correct me if i'm wrong)

    Many patches ago, The commander camera could only pan so far. It only affected huge maps. While im not sure if that is still the case it could be as simple as positioning the camera in the middle of your map. Or just adding another camera entity.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2012
    <!--quoteo(post=1986850:date=Oct 4 2012, 08:01 AM:name=WorthyRival)--><div class='quotetop'>QUOTE (WorthyRival @ Oct 4 2012, 08:01 AM) <a href="index.php?act=findpost&pid=1986850"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty sure you don't need to place path way points anymore. (someone correct me if i'm wrong)<!--QuoteEnd--></div><!--QuoteEEnd-->
    You are correct :P

    The game now needs a pathing_settings entity and will generate a navigation mesh. Mappers don't have to do anything, but still have the option to tweak settings using this entity
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited October 2012
    hmm still no worky :( i will try to copy the affected areas into a new map and see what happens

    edit:

    im going to put this down to a bug.

    I've pasted my room into ns2_sample188, and joined it up to the a room in the southern end of map - and it still doesnt work. I can however drop an armory in a tiny corner of the room, and once i do that, i can suddenly build in most other parts of the room, but not everywhere. wtf lol.

    edit 2:
    i've reverted to an older version of the room and dropping structures works fine. maybe i have made the floor too complicated.
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    edited October 2012
    Are there any props on the ceiling? You have to set those to be commander invisible or they'll just get in the way.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1991095:date=Oct 14 2012, 05:57 PM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Oct 14 2012, 05:57 PM) <a href="index.php?act=findpost&pid=1991095"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are there any props on the ceiling? You have to set those to be commander invisible or they'll just get in the way.<!--QuoteEnd--></div><!--QuoteEEnd-->
    thanks, but tried that too. Infact I've even gone as far to delete the entire walls and ceiling. guess my floor is just too funky :)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2012
    If they are props, are they set to be included in the pathing (properties of prop) . I think it is the default setting, but not entirely sure about that
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1991762:date=Oct 16 2012, 02:50 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Oct 16 2012, 02:50 AM) <a href="index.php?act=findpost&pid=1991762"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If they are props, are they set to be included in the pathing (properties of prop) . I think it is the default setting, but not entirely sure about that<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nope, its all brush work only :(

    I'll post the level file on the weekend with both the new and old versions of the room. If someone can tell me the difference I'll give them a cookie :)
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Turn cheats on and type "nav_debug" in the console, which will let you see the navigation mesh in-game. If this is related to your geometry causing problems with the navmesh, it should become pretty clear.
  • VicVic Join Date: 2010-11-20 Member: 75106Members
    Bug report: Not sure if it's still the case in 223, but both cysts' and drifters' "pathfinding" seems to be blocked by buildings (in the case of drifters, I believe it's blocked by cysts as well). Maybe something you guys want to fix before release.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I designed a hive with steps to the harvester. In previous versions (stopped mapping it somewhere around b199-b202) the cyst chain worked. i began working on the map again in 221 now the cysts do not connect at all, and it costs me twice as many cysts are were used previously to connect to the harvester. I don't know what changes have been made to the cyst/pathing system, but without changing the map, the code has broken it.

    This needs to be fixed or maps are going to be very boring with their hive-harvester placement.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1992176:date=Oct 16 2012, 08:15 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Oct 16 2012, 08:15 PM) <a href="index.php?act=findpost&pid=1992176"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Turn cheats on and type "nav_debug" in the console, which will let you see the navigation mesh in-game. If this is related to your geometry causing problems with the navmesh, it should become pretty clear.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you very much! im getting a whole lot of brown in my room, so the navmesh is telling the game that its a no go for buildings.

    Now for the next question - is there a way to adjust it?

    and now does the navmesh work out where you can/can't build, now that i've seen this there are quite a few little spots that I would also like to change through out the map.

    (sorry if im asking obvious things, if there is some documentation relating to this im happy to read it).
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1992482:date=Oct 16 2012, 09:34 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Oct 16 2012, 09:34 PM) <a href="index.php?act=findpost&pid=1992482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I designed a hive with steps to the harvester. In previous versions (stopped mapping it somewhere around b199-b202) the cyst chain worked. i began working on the map again in 221 now the cysts do not connect at all, and it costs me twice as many cysts are were used previously to connect to the harvester. I don't know what changes have been made to the cyst/pathing system, but without changing the map, the code has broken it.

    This needs to be fixed or maps are going to be very boring with their hive-harvester placement.<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1992705:date=Oct 17 2012, 09:44 AM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Oct 17 2012, 09:44 AM) <a href="index.php?act=findpost&pid=1992705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thank you very much! im getting a whole lot of brown in my room, so the navmesh is telling the game that its a no go for buildings.

    Now for the next question - is there a way to adjust it?

    and now does the navmesh work out where you can/can't build, now that i've seen this there are quite a few little spots that I would also like to change through out the map.

    (sorry if im asking obvious things, if there is some documentation relating to this im happy to read it).<!--QuoteEnd--></div><!--QuoteEEnd-->

    You should both experiment with the pathing_settings entity to attempt to improve your navmeshes. In fact, I would recommend copying the pathing_settings entity from an official map to start with, and adjusting the settings from there if there are still problems.

    Soul_Rider, is this an issue you are having with a starting hive? Maps are now required to have a designer-placed cyst chain between the hive and the harvester, but I can't remember what build that arrived in.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1992722:date=Oct 17 2012, 09:51 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Oct 17 2012, 09:51 PM) <a href="index.php?act=findpost&pid=1992722"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should both experiment with the pathing_settings entity to attempt to improve your navmeshes. In fact, I would recommend copying the pathing_settings entity from an official map to start with, and adjusting the settings from there if there are still problems.

    Soul_Rider, is this an issue you are having with a starting hive? Maps are now required to have a designer-placed cyst chain between the hive and the harvester, but I can't remember what build that arrived in.<!--QuoteEnd--></div><!--QuoteEEnd-->


    thank you good sir!
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1992722:date=Oct 17 2012, 11:51 AM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Oct 17 2012, 11:51 AM) <a href="index.php?act=findpost&pid=1992722"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Soul_Rider, is this an issue you are having with a starting hive? Maps are now required to have a designer-placed cyst chain between the hive and the harvester, but I can't remember what build that arrived in.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks Insane.

    It is and I was totally unaware of that change. Could anyone tell me how to place a designed cyst chain between the hive and harvester?

    I will experiment with the nav_mesh and pathing settings too. :D
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited October 2012
    also one more question :)

    where do all of you devs hide your entities? im having trouble finding them in the map - and there is no easy way (that i can think of ) to find it other than looking around:S

    EDIT: FOUND IT!
    path_settings was in the ready room nexy to the big red ns2_rules entity

    EDIT 2: THANKS AGAIN! copying the mineshaft path_settings has fixed the issues :)
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1993111:date=Oct 18 2012, 05:21 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Oct 18 2012, 05:21 AM) <a href="index.php?act=findpost&pid=1993111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks Insane.

    It is and I was totally unaware of that change. Could anyone tell me how to place a designed cyst chain between the hive and harvester?

    I will experiment with the nav_mesh and pathing settings too. :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    You can place cysts from the entity menu. To use them as a starting chain make sure that "startsBuilt" is set to true and "onlyexplore" is set to false (otherwise the cysts will only work in Explore Mode). If you're unsure about spacing, I would suggest creating an optimal cyst chain in-game and then copying that arrangement in the editor. You'll need to do this for every Tech Point that aliens are able to spawn at.

    schkorpio, glad to see that's solved your issue.
Sign In or Register to comment.