opponent pathsWhile working on the Necropolis port I had to put together an opponent path convertor from TDR2000 to C2.
TDR uses a hierarchy of splines with various transformation matrixes and rule files. These don't translate too easily to list of nodes and paths that C2 uses.
I thought I'd best brush up on my C2 knowledge by reading
C2Scientist and
Econobrick's awesome Track Tutorials (Original
here, Mirrored
HERE (767KB)) and discovered they quote me on the subject of opponent paths! So - assuming that I was wrong - I've decided to reinvestigate opponent paths.
Here is an excerpt from JunkYard.txt (the first Junkyard Race):
40, 5, 0, 255, 0, 255, 1.0, 0 // Section #51
17, 98, 0, 255, 0, 30, 1.0, 1 // Section #52
3, 46, 0, 255, 0, 255, 0.5, 1 // Section #53
47, 46, 0, 255, 0, 255, 1.0, 1000 // Section #54
46, 48, 0, 255, 0, 255, 1.2, 1 // Section #55
49, 48, 0, 255, 0, 255, 1.0, 0 // Section #56
See the final digits? 0, 1 and 1000? I'm pretty sure that 1 defines the main race, 0 are shortcuts or routes back to the main race. But what does 1000 mean? I knocked together a little visualiser (2D) for opponent paths, here's a peek:

The dashed, bisque coloured lines are 0.
The solid light blue lines are 1
Thin, solid, orange are 1000
And thin, solid, red are 1001.
What do these last two path types mean?!
If you have read this far hoping for some sort of answer you're out of luck. I have absolutely no idea what they do but I'm going to find out!
Hopefully this will lessen the pain of no recent TDR ports. I am still working on them! Catch you soon, Errol out.
UPDATE May 27th, 20:49I'm pretty certain that 1001 does nothing special, it is only used in three files (junkyard.txt, junknet.txt and junkyard_mission.txt) and is replaced by 1000 in the other two junkyard maps. Replacing every path type with 1001 causes C2 to crash though.
1000 is weird. It has the same crash issue that 1001 has but it is used quite happily otherwise. Based on its usage in the various maps it seems to signify some sort of jump/gap. A node that requires the AI to have a specific speed before attempting it? I'm going to shelve this for now and will revisit it later once I have some projects out of the way. Errol out!
Commenting is now closed
I was thinking that perhaps the 1000 and 1001 paths are used for different kind of opponent difficulties. A better opponents uses these paths perhaps?
Perhaps they also change the behaviour of the opponent, for instance that it cannot catch any air and will stick to the ground ( see that yellow corner there near the large open sewer)
it could also be that these were used for the position of the cops, although they never made it to the final game.
Maybe if you use the same technique for different tracks there is something to be derived? I sure am interested