12-06-2013, 07:41 PM 
		
	
	
		Is your AIDevelopement branch ready to test? I'd like to see how much has the Mob AI improved.
	
	
	
	
	
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					New AI for Mobs
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		12-06-2013, 07:41 PM 
		
	 
		Is your AIDevelopement branch ready to test? I'd like to see how much has the Mob AI improved.
	 
		
		
		12-06-2013, 11:41 PM 
		
	 
		You can test it already, but agressive mobs won't do anything because they don't have a target anymore.
	 
		
		
		12-07-2013, 02:46 AM 
(This post was last modified: 12-07-2013, 03:16 AM by SamJBarney.)
		
	 
		Yeah, its not fully ready yet. I'm still designing out how its all going to work in the little bits of time I have right now. Also, if anyone can think of a way to simplify down cBehaviorPathToPosition so its not as computationally heavy, let me know. 
		Download: https://github.com/tigerw/MCServer-Autou...eserver.sh Name your MCServer folder 'mcserver' (lowercase) and download it to the same directory as the MCS folder. Then just bash updateserver.sh when necessary. 
		
		
		12-07-2013, 04:38 AM 
		
	 
		?????
	 
		
		
		12-07-2013, 05:05 AM 
		
	 
		Hmmm?
	 
		
		
		12-07-2013, 05:42 AM 
		
	 
		Thanks. Though I shouldn't have to rename my folder; macs by default run on a case-insensitive filesystem.
	 
		
		
		12-07-2013, 06:18 AM 
		
	 
		That script only downloads binaries, and mac binaries are not built on Bearbin's server, so it's pretty useless for you on all levels    
		
		
		12-07-2013, 09:04 AM 
		
	 
		ah. ok.
	 
		
		
		12-07-2013, 03:09 PM 
(This post was last modified: 12-07-2013, 03:27 PM by SamJBarney.)
		
	 
		So anyone got any thoughts on how to streamline the Pathfinding code? I can only get up to 100 or so entities before the Deadlock detection thread kills the server, so the Pathfinding really needs to be streamlined. Its kinda getting frustrating. | 
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