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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0005272 | Spring engine | General | public | 2016-06-09 16:13 | 2016-12-03 19:09 | ||||
Reporter | Skasi | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | minor | Reproducibility | have not tried | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 101.0+git | ||||||||
Target Version | Fixed in Version | 103.0 +git | |||||||
Summary | 0005272: Units can take highly inefficient path | ||||||||
Description | Sometimes 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 Information | Replay 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. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Skasi (reporter) 2016-06-09 16:17 |
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 (reporter) 2016-06-13 22:38 |
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 (developer) 2016-06-13 22:48 |
Forb this is an entirely different issue |
Code_Man (reporter) 2016-07-15 18:56 |
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 (developer) 2016-12-03 19:09 |
0005411 was probably a duplicate of this, fixed upstream. |
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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 |