awww man, does that mean i have to recompile the routes even if i did little to the lnd itself
well kinda, you only need to recompile if you do things such as planarlink or add/delete nodes, if you dont recompile after doing this all sorts of wierd things happen (mostly crashes)
to this respect, nodefiles and their routes have a shared header, each time you save a nodefile (.lnd) it changes its header so the game knows the routefile doesn't belong to it anymore. it also has a 'compiler' version number, so if a dll goes out with a new compiler code it can let you know you need to recompile.
movenode is slightly different, since it doesn't change the nodefile enough to require a recompile, but atm it still changes the header and asks you to recompile when you save. Ive just not got round to changing this, since when moving nodes Ill do it in one sitting, moving nodes, adding/removing bots with botdebug on to test, then when Ive finished recompile it and have a final test. Since no-one else was apparently messing with the routes it didn't seem that important.
Ive been debating for a while whether to remove the compile code from the dll, I wanted to add a progress indicator, but had problems last time I tried so it never got done. (similar to the origonal mfc app and not updating the window). next time I come onto the routecode ill have a play and see what works best.
regarding the fog, I like it, but in order for it to work well its probably best importing the code into the exe (or maybee, like you said, maybee you fancy writing some scripts for the maps that we go out with now?) - (fog support was built into 1.6 but it also broke the dedicated server, so I recently had to disable it).
Yes I believe it is scriptable, and was orignally part of CGF, from the source
// try to read preferences from file action\cgf\fog\<mapname>.fog
// format for file is:
// // format: mapname density fogtype red green blue
should be some more details on the CGF site.
how am i supposed to figure the xyz values?
yeah this is a bit of a nightmare, basically I've been doing it by finding another node then using that to work out which direction to move it. but you've just inspired me to add 'pushnode' and 'pullnode' which will push and pull a node towards and away from you by a given amount. Ill also fix it so 'findnode' works when your a ghost.