1. Post #81
    metromod.net
    _Chewgum's Avatar
    April 2010
    2,216 Posts
    I don't see nodes (alt pushed). Can anybody help?
    Did you generate them?

  2. Post #82
    Ra3ani's Avatar
    November 2009
    5 Posts
    Did you generate them?
    Yes, the commands are working. But when i push alt nothing happens.

  3. Post #83
    ZombiesWillKill's Avatar
    November 2010
    101 Posts
    NOOB QUESTION. How do I actually use this?
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  4. Post #84
    MoronYard
    _nonSENSE's Avatar
    May 2010
    1,266 Posts
    If you don't know how to use it, I doubt you have an actual use for it...
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  5. Post #85
    ZombiesWillKill's Avatar
    November 2010
    101 Posts
    Actually, how do you install?
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  6. Post #86
    King Flawless's Avatar
    July 2010
    1,625 Posts
    Actually, how do you install?
    Read the post above your post
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  7. Post #87
    taste the salty dong
    Remscar's Avatar
    September 2009
    1,822 Posts
    -snip-
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  8. Post #88
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    When requiring it, I get "gm_navigation: Missing IFileSystem interface." Any ideas why?
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  9. Post #89
    Gold Member
    Spacetech's Avatar
    January 2006
    510 Posts
    When requiring it, I get "gm_navigation: Missing IFileSystem interface." Any ideas why?
    I recompiled gm_navigation and gm_astar to fix the error. Redownload the DLL for the fix.
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  10. Post #90
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    Thanks!
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  11. Post #91
    Grocel's Avatar
    October 2008
    1,249 Posts
    Is there a chance that we get the Nav:FullGeneration() threaded?
    Also if you try Nav:Save(filename) in a folder that don't exist yet it fail to save instead of creating the folder.

  12. Post #92
    Gold Member
    Spacetech's Avatar
    January 2006
    510 Posts
    I updated the module with a fix for the Nav:RemoveNode(node) function.
    After that function is called all of the node ID's will update which fixes many errors/crashes.
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  13. Post #93
    MadDog986's Avatar
    March 2008
    304 Posts
    Thanks for this great module! I'm working on making a better AI for non-noded maps.

    A weird issue ive come across though.

    (simple code)
    Code:
    print("test")
    
    FoundPath, Path = Nav:FindPath()
    
    print(Path[1]:GetPosition())
    console outputs:
    Code:
    test
    gm_navigation error: Not a function: 0
    -269.0000 -92.0000 4612.0313
    As you can see it outputs the position just fine... so i'm not sure what is causing the module error.

  14. Post #94
    Gold Member
    Spacetech's Avatar
    January 2006
    510 Posts
    Thanks for this great module! I'm working on making a better AI for non-noded maps.

    A weird issue ive come across though.

    (simple code)
    The module tries to get a reference to the lua function Vector() so that it can create lua vector object's faster. That error happens when it fails to get the reference, it will then use a fallback method so it will still work.

    I'm not quite sure what would cause the reference to fail. I could hide that message if it happens too often.

  15. Post #95
    MadDog986's Avatar
    March 2008
    304 Posts
    I'm not quite sure what would cause the reference to fail. I could hide that message if it happens too often.
    I spent at least 3 hours last night trying different things and i kept getting this error.

    Its probably because i'm using SetStart and SetEnd to often.

    Would it be possible to modify the module to allow something like FindPath(StartPosition, EndPosition) for quicker lookups? The idea is a SNPC could use FindPath(self:GetPos(), self:GetEnemy():GetPos()) and use SetLastPosition in a think.

  16. Post #96
    MadDog986's Avatar
    March 2008
    304 Posts
    Is there a way to generate more nodes without having to reset?

    In other words, could i generate nodes at one spot, then move away and generate at another spot?

  17. Post #97
    MadDog986's Avatar
    March 2008
    304 Posts
    Spacetech could you please add a method for disabling nodes?

    The idea is if there is a prop above a node, it can be disabled so FindPath can work around moving objects.

  18. Post #98
    Gold Member
    Spacetech's Avatar
    January 2006
    510 Posts
    Spacetech could you please add a method for disabling nodes?

    The idea is if there is a prop above a node, it can be disabled so FindPath can work around moving objects.
    Done.
    Added Node:IsDisabled()
    Added Node:SetDisabled(bool)
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  19. Post #99
    MadDog986's Avatar
    March 2008
    304 Posts
    Thanks for the addition!!! I was able to get a fully working SNPC follow me around section of a map.

    I will work on getting something released soon but here is a video i came up with (ill get a full version of fraps soon for longer video).


    In the video you will see a prop that im moving around (with color alpha low so i can see the npc). I created a tool to allow me to add/edit/delete nodes and show the path of the NPC in real time. The white are active nodes, and the yellow are "disabled". The red is the path calculated by FindPath.

    I still have some improvements to be made but it sure beats the stock npcs.
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  20. Post #100
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    "gm_navigation: Missing IVEngineServer interface" - happens on the beta. I don't know if you have beta but it's something to look out for.
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  21. Post #101
    Nexus435's Avatar
    July 2010
    1,461 Posts
    "gm_navigation: Missing IVEngineServer interface" - happens on the beta. I don't know if you have beta but it's something to look out for.
    Caused by a new interface version. Try compiling with a redefined version.
    Code:
    #define INTERFACEVERSION_VENGINESERVER	"VEngineServer022"
    Edited:

    Here, I uploaded a new version. The only change is the redefine. http://www.mediafire.com/?3k9f1d7tde8ms0j

    If it doesn't work, tell me the error and upload the beta's engine.dll and I'll get a corrected update.

  22. Post #102
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    Caused by a new interface version. Try compiling with a redefined version.
    Code:
    #define INTERFACEVERSION_VENGINESERVER	"VEngineServer022"
    Edited:

    Here, I uploaded a new version. The only change is the redefine. http://www.mediafire.com/?3k9f1d7tde8ms0j

    If it doesn't work, tell me the error and upload the beta's engine.dll and I'll get a corrected update.
    http://filesmelt.com/dl/server1.7z

    gm_navigation: Missing IVEngineServer interface.

    Looks like the new engine version is VEngineServerGMod021

    Edit: I have no idea how to change it though, can you compile a dll?
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  23. Post #103
    Nexus435's Avatar
    July 2010
    1,461 Posts
    http://filesmelt.com/dl/server1.7z

    gm_navigation: Missing IVEngineServer interface.

    Looks like the new engine version is VEngineServerGMod021

    Edit: I have no idea how to change it though, can you compile a dll?
    Here: http://www.mediafire.com/?i5dhj6whwbnvwlk
    Had to change VFileSystem to version 019 as well.
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  24. Post #104
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    Here: http://www.mediafire.com/?i5dhj6whwbnvwlk
    Had to change VFileSystem to version 019 as well.
    Works! Thanks.

  25. Post #105
    Gold Member
    Guewen's Avatar
    February 2010
    46 Posts
    Hi,


    How to make the plot is not sticking to the wall?
    because the NPC is found to block




  26. Post #106
    Grocel's Avatar
    October 2008
    1,249 Posts
    You will have to loop through the table of nodes and to check with TraceHull if they are blocked. If they are blocked then you can remove them. But I think it would be better if we could enter the size of the NPC in the path finding function.
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  27. Post #107
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    Broken again with the beta update.

    "Gatekeeper: failed to initialize (pServer is NULL)"

  28. Post #108
    Grocel's Avatar
    October 2008
    1,249 Posts
    Gatekeeper
    Wrong thread? Also Spacetech is aware of the breaking of gm_navigation, once he said to me that he will fix it when the beta is out.
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  29. Post #109
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    Whoops, yeah, guess that's broken too. They both don't work

  30. Post #110
    Gold Member
    Delremos's Avatar
    June 2007
    150 Posts
    In the beta again: (like Disseminate said)
    GMOD 13 posted:
    gm_navigation: Missing IFileSystem interface
    I don't really know how to check what version the interface is, or anything like that, but it would be great if someone could take a stab at getting this up and running again.

    Edited:

    Not sure, but could very well be "VGModFileSystem019"

    Edited:

    Yeah, VGModFileSystem019.
    http://dl.dropbox.com/u/952291/modul...navigation.zip

  31. Post #111
    CyberGmod Founder PropHuntv2 Home
    Phoenixf129's Avatar
    May 2009
    1,030 Posts
    I'm pretty confused, is this "out of the box" functionality, or is it for developers to mess around with? (After generating nodes. I'm trying to make Pathfinding zombies.)

  32. Post #112
    MadDog986's Avatar
    March 2008
    304 Posts
    I'm pretty confused, is this "out of the box" functionality, or is it for developers to mess around with? (After generating nodes. I'm trying to make Pathfinding zombies.)
    Its for developers.
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  33. Post #113

    May 2011
    15 Posts
    I'm somewhat confused here, how long is it supposed to take to generate the nodes?

    require("navigation")
    
    NAV = { }
    NAV.Mesh = CreateNav(64);
    NAV.Mesh:SetDiagonal(true)
    
    concommand.Add("snav", function(ply)
    	
    	ErrorNoHalt("Creating Nav\n")
    	
    	NAV.Mesh:StartGeneration()
    
    	local StartTime = CurTime()
    	hook.Add("Think", "NavUpdateGeneration", function()
    	
    		if(NAV.Mesh:UpdateGeneration()) then
    		
    			ErrorNoHalt("Generated in ".. string.ToMinutesSeconds(CurTime() - StartTime) .. "\n")
    			hook.Remove("Think", "NavUpdateGeneration")
    			NAV.Mesh:Save("data/".. game.GetMap() .. ".nav")
    			
    		else
    		
    			ErrorNoHalt( "Did Step: ".. string.ToMinutesSeconds(CurTime() - StartTime) .. "\n" );
    			
    		end
    		
    	end)
    	
    end)

    At this point it's been running for about 4 hours and still isn't done.

  34. Post #114
    Grocel's Avatar
    October 2008
    1,249 Posts
    It depends on the map's surface size and the grid size.

  35. Post #115

    May 2010
    1,127 Posts
    Could someone please post some more example scripts? I'm confused by the code used in the example, like it calls functions twice (Set Grid Size?) for an unknown reason, and on the whole it's a very cryptic example script.
    Just a basic pathfinder with no flowery functions that puts the used nodes into a table sorted by closest first would be amazing :)

  36. Post #116
    Grocel's Avatar
    October 2008
    1,249 Posts
    Example addon: http://xp-dev.com/svn/wire_navigator/

    Documentation is in the OP or here: http://xp-dev.com/svn/wire_navigator...umentation.txt

    You would need sure lua knowledge.
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  37. Post #117
    Gold Member
    Delremos's Avatar
    June 2007
    150 Posts
    Just in case anyone wants it, here's a working version for the beta (updated for update 14).
    http://dl.dropbox.com/u/952291/modul...navigation.zip

    Edited:

    Source is in the zip by the way. The new interface name is "VGModFileSystem020".
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  38. Post #118
    Gold Member
    Delremos's Avatar
    June 2007
    150 Posts
    And another update for version 16:
    http://dl.dropbox.com/u/952291/modul...navigation.zip

    Interface name is "VFileSystem019"
    Let me know if there's anything wrong with it.
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  39. Post #119
    Nexus435's Avatar
    July 2010
    1,461 Posts
    I guess garry cant agree on what to name the interfaces lol
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  40. Post #120
    Gold Member
    creec's Avatar
    August 2007
    4,261 Posts
    Decided to have a little comeback on gmod lua by finishing my rts gamemode.
    Got this: gm_navigation: Missing IVEngineServer interface.

    (tried latest file)
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