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ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]


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HamletEagle
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Old 12-25-2021 , 06:53   Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
Reply With Quote #31

As I said before, please attach the map so I can run tests.
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Last edited by HamletEagle; 12-25-2021 at 07:01.
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Old 12-25-2021, 10:22
Natsheh
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Natsheh
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Old 12-25-2021 , 10:56   Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
Reply With Quote #32

Quote:
Originally Posted by HamletEagle View Post
As I said before, please attach the map so I can run tests.
Here's the map example.
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Natsheh
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Old 03-03-2022 , 15:40   Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
Reply With Quote #33

Edit : Bad maps ( skybox around the whole map ) would rather not to be used.
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Last edited by Natsheh; 03-18-2022 at 07:44.
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Hellkong
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Old 02-06-2024 , 01:47   Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
Reply With Quote #34

The latest version?
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Natsheh
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Old 02-06-2024 , 12:49   Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
Reply With Quote #35

Quote:
Originally Posted by Hellkong View Post
The latest version?
You can use this one its modified and it has been optimized...
Althought you need to save the data because its takes a while computing random origins around the map...
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Hellkong
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Old 02-07-2024 , 11:42   Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
Reply With Quote #36

Quote:
Originally Posted by Natsheh View Post
You can use this one its modified and it has been optimized...
Althought you need to save the data because its takes a while computing random origins around the map...
It's nicely written, thank you.

Why using engine and fakemeta both?

Last edited by Hellkong; 02-07-2024 at 11:58.
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HamletEagle
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Old 02-08-2024 , 08:56   Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
Reply With Quote #37

Quote:
Originally Posted by Hellkong View Post
The latest version?
The latest version is attached in the main post.

@Natsheh, I do not have time to check your file, but I find it contradictory that you claim it is optimized and at the same time claim it takes a long time to compute the random origins.

My version of ROG, the one from the main post, doesn't require caching, as the computation is very fast. Disabling the "no hidden zones" check (if you do not need it) will also make it much faster than it already is.

I should prepare an update and add a parameter to enable/disable the hidden zones check. In the meantime, if someone wants to do it quick and dirty, you can replace this code block:
PHP Code:
if(CheckPointsForVisibility(RandomOriginClosestOrigin))
{
    
IsVisible true

with this:

PHP Code:
IsVisible true 
(basically, remove the call to CheckPointsForVisibility)
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Last edited by HamletEagle; 02-08-2024 at 09:01.
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georgik57
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Old 02-24-2024 , 05:25   Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
Reply With Quote #38

Can this be used to generate spawns for maps with under 32?
Would eliminate the need for edited maps with 32 slot spawns.
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Hellkong
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Old 02-24-2024 , 17:15   Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
Reply With Quote #39

I tested this with 35hp map, and the spawns in the black hidden zone, not in the valid map, superspawns in the other hand spawns in the specific map

https://tsarvar.com/en/maps/counter-strike-1.6/35hp
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