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IDProjectCategoryView StatusLast Update
0005272Spring engineGeneralpublic2016-12-03 19:09
ReporterSkasi Assigned ToKloot  
PrioritynormalSeverityminorReproducibilityhave not tried
Status resolvedResolutionfixed 
Product Version101.0+git 
Fixed in Version103.0 +git 
Summary0005272: Units can take highly inefficient path
DescriptionSometimes units take a very inefficient path. I am not sure about the exact cause, but there's been buildings and cliffs between the unit and its destination.

The screenshot 726 attached shows a unit called "Warrior" that is selected and located on the left edge of the screen. It just exited the factory that is also located near left edge (the one with "ETA: 0:12" above it). The red lines with arrows show very roughly which path this unit takes. Other Warriors built before it have taken the same path.

This red path seems very inefficient compared to the blueish lines I have drawn on the screenshot.
Additional InformationReplay and additional info available at http://zero-k.info/Battles/Detail/418289
Engine version: 101.0.1-411-ga3bb590
Direct link to replay: http://zero-k.info/replays/20160605_193502_Kappa_Basin_101.0.1-411-ga3bb590%20develop.sdfz
Screenshot was made 8m 29s into the game. Observation was already possible on other units from the same factory a few seconds sooner.
TagsNo tags attached.
Attached Files
screen00726.jpg (Attachment missing)
screen00714.jpg (Attachment missing)
Checked infolog.txt for Errors

Relationships

related to 0004911 resolvedKloot pathfinding issues on IsIs Delta, probably on some others 

Activities

Skasi

2016-06-09 16:17

reporter   ~0016417

I have attached another screenshot that shows a different pathing problem in the same game. In it a Warrior took a more efficient path into the general direction of its move command. However, before arriving the unit got "pathing-stuck" as it kept running into this cliff.

Forboding Angel

2016-06-13 22:38

reporter   ~0016437

I can confirm. It doesn't happen that often, but it does happen.

Adding this helped, but it didn't solve the issue entirely:
--Fix for bad movement in 102
        --https://springrts.com/phpbb/viewtopic.php?f=12&t=34593
        local md = uDef.moveDef
        if (md.type ~= nil) then -- all non-flying units
            Spring.MoveCtrl.SetGroundMoveTypeData(uID, "turnAccel", uDef.turnRate)
        end

hokomoko

2016-06-13 22:48

developer   ~0016438

Forb this is an entirely different issue

Code_Man

2016-07-15 18:56

reporter   ~0016510

In s44, on 1944_titan when infantry are ordered to go near the inside edges on the hills they often tend to move back and forth, its extremely annoying.

Kloot

2016-12-03 19:09

developer   ~0016927

0005411 was probably a duplicate of this, fixed upstream.

Issue History

Date Modified Username Field Change
2016-06-09 16:13 Skasi New Issue
2016-06-09 16:13 Skasi File Added: screen00726.jpg
2016-06-09 16:14 Skasi File Added: screen00714.jpg
2016-06-09 16:17 Skasi Note Added: 0016417
2016-06-09 16:47 hokomoko Relationship added related to 0004911
2016-06-13 22:38 Forboding Angel Note Added: 0016437
2016-06-13 22:48 hokomoko Note Added: 0016438
2016-07-15 18:56 Code_Man Note Added: 0016510
2016-12-03 19:09 Kloot Assigned To => Kloot
2016-12-03 19:09 Kloot Status new => resolved
2016-12-03 19:09 Kloot Resolution open => fixed
2016-12-03 19:09 Kloot Fixed in Version => 103.0 +git
2016-12-03 19:09 Kloot Note Added: 0016927