Re: [Adonthell-devel] Pathfinding in 3rd dimension

2012-08-19 Thread Kai Sterker
On Mon, Aug 6, 2012 at 10:33 PM, Kai Sterker kai.ster...@gmail.com wrote: On Mon, Jul 23, 2012 at 8:58 AM, Kai Sterker kai.ster...@gmail.com wrote: Pushed the latest pathfinding code, with a few open issues resolved and at least generally in a clean state. Still not done completely, though.

Re: [Adonthell-devel] Pathfinding in 3rd dimension

2012-08-06 Thread Kai Sterker
On Mon, Jul 23, 2012 at 8:58 AM, Kai Sterker kai.ster...@gmail.com wrote: Pushed the latest pathfinding code, with a few open issues resolved and at least generally in a clean state. Still not done completely, though. Going up stairs also works now, although not perfectly. There are instances

Re: [Adonthell-devel] Pathfinding in 3rd dimension

2012-07-23 Thread Josh Glover
On Monday, July 23, 2012, Kai Sterker wrote: On Mon, Jul 23, 2012 at 10:09 AM, Josh Glover jmg...@gmail.comjavascript:; wrote: You can use it, but worldtest might be the better option for now. Ok, makes sense. How would the adonthell program differ from worldtest? Just by not hard-coding

Re: [Adonthell-devel] Pathfinding in 3rd dimension

2012-07-23 Thread Kai Sterker
On Mon, Jul 23, 2012 at 10:24 AM, Josh Glover jmg...@gmail.com wrote: Ok, makes sense. How would the adonthell program differ from worldtest? Just by not hard-coding the loading of the player and NPC? I thought a bit about the possible options we have and I see two ways how it could work in

Re: [Adonthell-devel] Pathfinding in 3rd dimension

2012-07-23 Thread Josh Glover
On Monday, July 23, 2012, Kai Sterker wrote: On Mon, Jul 23, 2012 at 1:37 PM, Josh Glover jmg...@gmail.comjavascript:; wrote: I like the idea of a global executable. Yeah, it's probably the better solution. There's still room for customization in the Python script that gets called.

Re: [Adonthell-devel] Pathfinding in 3rd dimension

2012-07-15 Thread Kai Sterker
On Sun, Jul 8, 2012 at 4:34 PM, Kai Sterker kai.ster...@gmail.com wrote: Committed my first changes to the pathfinding code. It's basically some code cleanup, better test and a few small improvements to get it working with the test map. To see stuff in action, run ./path_test -g

[Adonthell-devel] Pathfinding in 3rd dimension

2012-07-03 Thread Kai Sterker
Y'all, having finally warmed up, I'll be looking into one of the remaining issues needed for WE: making pathfinding aware of the 3rd dimension. So far it only works for ground level pathing, but Redwyne Inn will have cellar, first and second floor at least, with NPCs walking around on either