I ended up fixing some more issues with that GUI.
A
word of caution about using this stuff in races. If I were GGG, I'd be saving the path traversal map of everyone playing (since there's not
that many people doing races) and checking over them afterwards. People using maphacks or this tool to get to the next area would stick out like a sore thumb. While it's questionable how much data they'd want to accumulate before actually banning someone they thought was cheating, you should be really careful nontheless.
This is especially true of the new Descent races, as no one knows the layouts beforehand. I could probably get them all + the new Act3X/4 stuff in the client using an emulator, but I like to be surprised. I had checked out a few areas in Act 3 before it was released, but it's much more satisfying seeing the real thing when it's live and experiencing it for the first time.
I think if you are going to use this in races, you should probably turn off map-hack and greatly limit the use of pathfinding. Perhaps only using it as a guide to find waypoints if you can't find one in a reasonable amount of time. Otherwise, you are progressively risking more and more if you are going for a top tier prize. I won't actually be using my project when I race simply because I enjoy the non-standard races as-is. Also, their "let's kill off random people feature", aka desync, certainly adds to the suspense when you are playing without any cheats on
.