I didn't mean to drop off the face of the earth! Consider this community property now! Feel free to strip out the trial version text! I'll try to get around to compiling a new version without the trial text and post it up for everyone. This should compile with Visual C++ .net.
Sorry that I have to keep it short for now. Time's been pretty limited since I got my job. I'll see what I can do about the trial text.
Cheers! - Bret
Re: EZ-Path - now open source!
[Re: clone45]
#44682 07/21/0509:3907/21/0509:39
Ok! I uploaded the most recent build of the .dll here: Download Here (http://www.gamebeep.com/freebies/ez_path_dll_only.zip)
This should be a good working version with the node based pathfinding and no trial version text! You'll still want to have the other .zip file handy for the documentation.
Cheers! - Bret
Re: EZ-Path - now open source!
[Re: clone45]
#44684 07/30/0518:5407/30/0518:54
Hello I've encountered another problem . After some testing it seams that the pathfinding routine ignores static models. This is bad because all my levels are made out of static models. Is there anyway to bypass this?
EDIT: Hello I did find a workaround by using blocks with their faces set to none but this is far from ideal.
You're correct. The EZ-Path initialization routines ignore models when linking together the nodes. I'm afraid that if your level is built out of static models, it's not going to work. I also apologize for not having the time to persue changes to the code at the moment. I'm simply too busy!!
Sorry again, - Bret
Re: EZ-Path - now open source!
[Re: clone45]
#44688 08/05/0515:2008/05/0515:20
Hey Bret, Did they fire you from that job yet so you can get back to this plug-in? Seriously, this is brilliant, I hope you or someone with some programming know-how continues to refine this plug-in (or work it into the IntenseAI being developed).
Has anybody figured out how to get the 6-25-05 release to not error out on pf_smooth_turn? I think the solution above (moving the plugin) was simply falling back to the old demo dll within the directory. Have function names changed in the new version or is there a bug in the latest compile?