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ZERO
02-27-2017, 07:42 AM
While bots do work on all the maps that have bots on them they often get stuck and do not work very well. The reason for this is due to problems with the navigation files on the maps not covering the entire map. This problem could be solved by creating fully custom navigation meshes for each map using the instructions here: https://developer.valvesoftware.com/wiki/Navigation_Meshes

Below is a list of maps that have bots on them:



ze_blackmesa_escape_final
ze_death_star_escape_v4_3_z
ze_electrical_factory_v1
ze_elevator_escape_jbg_final
ze_Flying_World_v1_2
ze_gods_wrath_v3_8b
ze_icecap_escape_v5
ze_Jurassic_Park_Story_v1 -your going to want a supercomputer to compile this...
ze_mirrors_edge_reborn_v4_2
ze_Parking_v2a
ze_rooftop_runaway2_v4
ze_showdown_v4_1

ze_shroomforest_v4_5
ze_shroomforest2_v1
ze_sky_athletic_v5_final
ze_surf_danger
ze_surf_easy_or_hard_new
ze_surf_facility_v3_pre2
ze_voodoo_islands_v8_cfix2
ze_atix_helicopter_fix
ze_sorrento_escape_v5_fix
ze_titanic_escape_v2_2
ze_undertunnel_escape_b3a
ze_ice_hold_b2
zm_420_beachstrike_b2
zm_desert_fortress_v2
zm_forgotten_town_ri
zm_holdout_mountain_fixed
ZM_Krusty_krab_a3
zm_tx_highschoolbeta7
zm_3_rooms_v3
zm_bridge_run_v1
zm_ocx_orly_v4
castle_redemption_rnk
zm_bumfight_v2
ZM_desprerados
zm_lila_panic_beach_2
zm_420_office_v5
ze_destruction_of_exorath_re3
ze_FFVII_temple_ancient_v3
ze_grand_boat_escape_v1_9
ze_hl2_escape_v3
ze_icecap_derp_unloze_v420
ze_infected_sewers_v6_2
ze_l0v0l_a7 -your going to want a supercomputer to compile this... (80+mb file over 25+min to compile any changes)
ze_rooftop_runaway1_v4
ze_temple_escape
zm_surf_born_1_2
ze_sandstorm_f -your going to want a supercomputer to compile this... (166+mb file over 50+min to compile any changes)
ze_bioshock_v6_2
ze_mountain_escape_v5_zf -(this one needs a lot of manual work, a fucking insane amount)


Complete nav mesh and bot assistant plugin support
Complete nav mesh with advanced logic/manual bounding
Complete nav mesh with advanced logic/manual bounding in progress
Complete nav mesh
nav mesh in progress
needs complete nav mesh


A few of these maps might work 100% fine right now but the majority of these need to have custom meshes created for them. A lot of the ze maps have teleporters so it is not a huge problem trying to connect areas if the bots can not figure it out. Generally though if the nav areas are connected in 1 way it will force the bots to continue to advance and not go back the way they came. You can use this to corrall them into a teleporter. The issue is anything that a bot needs to press a button to trigger. For those areas the bots are not going to advance without being teleported. Most maps teleport players at particualr points so this is not an issue as the bots will be teleported into another area where we have a nav mesh and continue to advance. This is an issue on maps that do not have teleporters. So for those maps I need to know the name of the map, the location of where the bots get stuck and how long befroe they should be teleported past. Then I could create a mod that creates and AOE trigger at these map locations to teleport the bots past after X time so they can still progress across the map.

If anyone wants to work on creating custom nav meshes for any of these maps it would be a huge help and time saver. To test the meshes you can easily create a local game on your system with bots on the map, just set them to knife only and try to have them follow you. The bots can not leave the area defined in the nav mesh so you can easily see if something is missing or not connected.

**********************************HOW TO*********************************

Simply create a server deticated or inagme so you can load up the map. If this is your first time loading the map enter bot_quota 1 so it will generate a nav mesh to start with. Then just join spectate and it is time to start making the mesh bigger.

You need the following commands:
sv_cheats 1 -allows you to edit the mesh
nav_edit 1 -enable editing
nav_mark_walkable -this marks an area the bot can walk on, you should bind this to something
nav_build_ladder -just pint at ladder and run this command to make a ladder, you should bind this to something
nav_generate_incremental -this will generate the new mesh, you should bind this to something. If you have used nav_build_ladder but not nav_mark_walkable this command will not run. So just use nav_mark_walkable somewhere so it will run if your only adding ladders.
nav_select_invalid_areas -this clears your selection of the newly added mesh areas after running nav_generate_incremental, you should bind this to something.

After running nav_generate_incremental it can take a LONG time to process and is dependent on your computers speed. You game may say it is timing out, this is normal do not try to exit the program just keep it running and it will finish eventually. After running nav_select_invalid_areas after nav_generate_incremental runs you should consider the nav file completed in its current forum. You can backup this file ect at this time without exiting the game. BTW the files are located in "Steam\SteamApps\common\Counter-Strike Source\cstrike\maps"

You can test your finished nav file with a bot. Yea they are still going to be glitchy. It is important that the areas are connected, you will see the number of connections when your in the edit mode. IF an area has no connections there is no way to get out of it. It is possible to make 1 way connections to fine tune things like elevators and teleport things or to force a bot to continue to advance. Please reference the valve command guide for how to do this.

ZERO
02-27-2017, 07:43 AM
Oh if you do decide to start working on a given nav mesh please post in here and I will mark your name next to it so that multiple people do not try to work on the same nav at the same time. I also plan to start working on one this week.

I'm a zambi
02-27-2017, 04:05 PM
Let me just say ...


[RADIO] I'm pinned down
[RADIO] I'm pinned down here
[RADIO] I'm pinned down
[RADIO] Help I'm pinned down

ZERO
03-15-2017, 07:35 AM
Ok I have gotten 1 map finished, I have also posted a guide for how to do this the easy way. Also the completed mesh has been updated on the server.

ZERO
03-15-2017, 08:01 AM
There will be times you are adding areas and they do not get processed. You may need to build the are more slowly for it to work. Sometimes this might mean needing to declare just 1 walkable area at a time when processing to force it to accept the change. This is useful for trying to declare roofs and other areas it does not want to accept.

ZERO
03-16-2017, 01:20 PM
wow my laptop can not take the complex maps like voodoo it takes like 15-20min to compile each change and you got to do that for like every single room and individually for the top of every box ect. You do not think of this as a large map but it is not so much about how big the map is but more like how many things like boxes there are to jump on and how complex the areas of the map are. Hopefully my big computer can compile faster so I can still finish this one today.

Diesel
03-16-2017, 07:43 PM
Rip voodoo

ZERO
03-16-2017, 08:18 PM
Note that bots are still going to be glitchy on some of these maps without manual optimizations and application of manual logic for how to jump between some locations and even a plugin to just teleport them further up or past some things.

With that said the ability for the bots to actually try to get to you should create a real challenge on these maps once they have a full nav mesh and should make playing on an empty server a lot more fun.

Diesel
03-16-2017, 10:59 PM
Id love to help however i lack both the knowledge of computers and well a decent computer

ZERO
03-19-2017, 09:51 AM
It took all day yesterday and this morning to get 2 more maps done... but there has been a lot of progress. I want to get them all done asap so that it will be easier for people to seed the server.

I'm a zambi
03-20-2017, 04:19 PM
Note that bots are still going to be glitchy on some of these maps without manual optimizations and application of manual logic for how to jump between some locations and even a plugin to just teleport them further up or past some things.
Does glitchy include their radio spam? I still haven't found a way to mute them ingame. Also, I'm not sure if there's a toggle for this but the HP based speed text spams up the chat and makes it impossible to use text to communicate with others on the server.

(I haven't been on ZMod for over a week or two so it could be that those are already fixed; they're just some things that I've been meaning to bring up but hadn't gotten around to)

- - - Updated - - -

Oh hey I'm finally over 1000 posts, lol

ZERO
03-21-2017, 05:53 AM
Does glitchy include their radio spam? I still haven't found a way to mute them ingame. Also, I'm not sure if there's a toggle for this but the HP based speed text spams up the chat and makes it impossible to use text to communicate with others on the server.

(I haven't been on ZMod for over a week or two so it could be that those are already fixed; they're just some things that I've been meaning to bring up but hadn't gotten around to)

- - - Updated - - -

Oh hey I'm finally over 1000 posts, lol

That is very strange because I have set:

"bot_chatter" = "off"

I do not hear them, do you hear them on every map?

I'm a zambi
03-21-2017, 11:36 AM
hmm, maybe something's bugged on my end then? I haven't been on ZMod for a couple of weeks so that could be it too but if the setting was 'off' before then, then I have no idea.

As far as maps ... when it was happening it seemed to be pretty hit-or-miss, I know I was getting it on atix heli and mirror's edge, can't recall any others.

ZERO
03-21-2017, 12:28 PM
OK might be that I fixed that from the time you played last. There has been a lot of updates in the last 2 weeks.

ZERO
03-23-2017, 09:20 PM
Half way there!

ZERO
03-28-2017, 08:21 AM
I have been managing to get a few maps done each day so hopefully not too long before all of them are finished.

ZERO
04-21-2017, 11:28 AM
Finally finished!