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SuperTraceWalk updated!

 
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sat Jun 07, 2008 8:28 pm    Post subject: SuperTraceWalk updated! Reply with quote

Here you go, an update to SuperTraceWalk, the ever awesome derivate of TraceWalk testing, with lots of useful updates. Here's straight outta the readme:

Code:
Update 7/6/2008: Updated with the following features:

- Time limited calculation! Significantly increases performance
- No airborne stairstepping to match Quakes behavior
- Better goal matching, with option to use old behavior
- Supports regular SV_PlayerPhysics without modification
- Swimming!
Optional features supported when uncommented:
= Quakes WaterMove to match water friction speeds better
= CheckWaterJump to jump out of water
= Windtunnels (NOTE: use at own risk, as PUSH_ONCE is not supported. Then again, I've never seen a Quake map use that)


Have fun and enjoy!
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Sun Jun 08, 2008 5:16 am    Post subject: Reply with quote

Hell yeah, the godsend for bot development Wink
Nice work dude (assuming it all works! HEHE)
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Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Sun Jun 08, 2008 7:57 am    Post subject: Reply with quote

awesome... it's nice to see someone still working on quake AI.
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sun Jun 08, 2008 8:20 pm    Post subject: Reply with quote

I really should have made the client in the example mod use the physics used by STW only to demonstrate how accurate it is, but wanted to make a release instead of hacking that in. Can be done without hacks ofcourse, if you modify SV_PlayerPhysics, which I didn't want to do for the sake of plugin-ness. I use this sort of qc physics for all my FPS games made in DP.
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