>>> VERSION 0.4.1 IS OUT <<<No big changes for the end user, but interesting stuff for map makers.
- Now you can setNpcTask(NPC_TASK_STAY, instance); and tell the NPC to stay at a given point! What if the point is a mobile payload? Boom, payload escort scenario! Protip: the PathPoint object is made for that
- New events! NPC now has NPC_EVENT_SENTRY_BUILT, and EventManager gets PLAYER_EVENT_SENTRY_BUILT and PLAYER_EVENT_SENTRY_DOWN!
- You can now safely add alarm events, and they get cleared up! All alarm events are safe to use with EventManager, and NPC can use all alarms except 0, 1 and 5!
The documentation will be updated tomorrow to reflect that.
Didn't test much, I just grabbed the previous zip, and replaced the source and the exe. Let me know if something's wrong.
More internal changes:
- Refactored the movement AI
- Updated aim AI: the aim randomizer, and the medic target selection
About the optimisations, removing sockets seems one of the easier things to me
There is probably some hidden issue I don't think about but ripping out all network related stuff sounds fairly straight forward.
I was thinking it would mostly be trouble because of all standard input, INPUT_STATE and all that. But actually it's probably fairly easy to replicate, since I already somewhat do that for NPC input. We'll see, I suppose.
The physics on the other hand sounds impossible (to do correctly) because it will behave different from the main game while it's kind of the point that it's the same. I do think you could get the most performance gains here though. As for AI, was that node system / navmesh thing ever done in tempest bots? I think that's the only way to make them do less collision checks (= less lag) without making them dumber.
I'd be okay with losing a bit of accuracy in favour of speed, because it's up to the scenario maker to decide whether the map should use simplified physics or vanilla physics. And if the player manages to break into walls by detojumping at incredible hihg speed from a very specific angle, it doesn't matter if it's gamebreaking, it's a solo mod. If anything, it gives purpose to speedrunners.
Orpheon got something to work at some point, but I have no idea if the code was ever published. Back in the day I wanted to pre-generate a mesh of PathPoints, but never got to implement it. That will probably be a lot of work, if I do end up coding it.