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by Godde
11 Mar 2012, 14:05
Forum: General Discussion
Topic: Tech Annihilation and other thoughts
Replies: 80
Views: 11631

Re: Tech Annihilation and other thoughts

Subforums are also somewhat descriptive.
http://springrts.com/phpbb/viewforum.php?f=47
by Godde
01 Mar 2012, 05:07
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

Would it be expensive to check for unpassable terrain between the unit and where the next waypoint would be if the current was skipped? If it wasn't so expensive or it would only be done when the unit is skipping waypoints "far away" it could improve the pathing as the unit would not skip ...
by Godde
01 Mar 2012, 04:55
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

About units being inside eachother. gerOpelblitz(truck), gerpuma(vehicle), kingtiger(tank) can all pass through eachother in S44. Infantry get pushed around by the vehicles though.
In ZeroK fleas push around Goliath.
by Godde
01 Mar 2012, 04:36
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

Image
Would it be possible that units would choose the shortest path in a situation like this?
by Godde
29 Feb 2012, 00:31
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

Tanks can drive through eachother in S44. In ZK they cannot. How do you make them bounce off eachother? I already told you how. How do you make the tanks drive through the other units? FPSing or is it possible to make units ignore pathing around other units? It is just a function of relative mass (...
by Godde
28 Feb 2012, 21:46
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

Now it doesn't skip waypoints at all when driving straight which cause them to go back and forth on the spot if they can drive backwards or making a circle everytime it passed its waypoint.

Tanks can drive through eachother in S44. In ZK they cannot. How do you make them bounce off eachother?
by Godde
27 Feb 2012, 16:55
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

Yeah... True. So... this idea then. When the unit is moving straight, not turning. It shouldn't skip waypoints like in 85(it propably skip waypoints abit but not much I guess). When the unit is turning it should skip waypoints if the waypoints are within 180 degrees in the direction of movement. Way...
by Godde
26 Feb 2012, 23:13
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

I advocate that waypoints shouldn't be skipped so far ahead and that they shouldn't be skipped at all if they are above 90 degrees on the sides of the unit in the direction of movement You got it backwards of what I intended. Now when the waypoints are behind the unit it will skip them. Even when a...
by Godde
26 Feb 2012, 12:15
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

Nice!
by Godde
23 Feb 2012, 23:23
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

F2 view doesn't show where units can go.

When I have debug view and /cheat on it lags alot of me when I zoom out. Propably because of all the squares that has to be drawn.
by Godde
23 Feb 2012, 23:21
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

It seems as if small features cause too much path blocking. http://springrts.com/phpbb/download/file.php?mode=view&id=7028&sid=53153f388978f34fd5258221ece64900 Large buildings and features don't seem to cause this. Could the unit be set up the wrong way or have s44 set up a special rule for ...
by Godde
23 Feb 2012, 18:41
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

Units with high speed, low turnRate and high turnInPlaceSpeedLimit will have trouble pathing through zigzag path but that happens with regular pathing aswell. If "waypoints" wouldn't be so moved away so far it wouldn't be that much trouble i guess. I think it initially were put into place...
by Godde
17 Feb 2012, 21:24
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Re: Feedback on QTPFPS pathing

In 208 when drawing line commands units will use different paths when going from 1 square to the next square. Small groups of infantry doesn't make circles when they are moving and you give them new commands. However when you got large groups, some of them usually make a circle. This could propably ...
by Godde
15 Feb 2012, 15:57
Forum: Engine
Topic: Feedback on QTPFPS pathing
Replies: 28
Views: 5142

Feedback on QTPFPS pathing

Tested in both 85 and latest develop 148 with Spring 1944. This is like non-cardinal pathing. :D And it makes units able to use small paths much more easily. However when you draw a line draw command all units in the same square will use the same path to the square they are going to. http://springrt...
by Godde
15 Feb 2012, 00:01
Forum: Engine
Topic: Some questions about pathing in latest develop - 148
Replies: 4
Views: 781

Re: Some questions about pathing in latest develop - 148

It seems abit silly to me that infantry in S44 should have turnInPlace=0 in order to not slow down when changing direction And what would a good alternative that simultaneously preserves normal turnInPlace=1 behavior be? I tested Spring 82.7 again and infantry doesn't slow down so much there. They ...
by Godde
14 Feb 2012, 21:01
Forum: Engine
Topic: Some questions about pathing in latest develop - 148
Replies: 4
Views: 781

Re: Some questions about pathing in latest develop - 148

http://springrts.com/wiki/Modrules.lua

system = {
pathFinderSystem = 1;
},

QTPFPS
http://springrts.com/phpbb/viewtopic.php?t=27351
Old news apperently. I'm trying it out with Spring 1944.
by Godde
14 Feb 2012, 08:56
Forum: Engine
Topic: Some questions about pathing in latest develop - 148
Replies: 4
Views: 781

Some questions about pathing in latest develop - 148

Spring 85.0.1-148-g69df6ab develop Most testing done in Spring1944. Narrow paths are still hard to find for the pathfinder when pathing at long distances. I tried this on TheRockFinal near the middle south hill that got a long curved narrow path up on the hill. http://springrts.com/phpbb/download/fi...
by Godde
12 Feb 2012, 16:50
Forum: Help & Bugs
Topic: Unit behavior on rally point
Replies: 22
Views: 5309

Re: Unit behavior on rally point

How do you make the tanks drive through the other units? FPSing or is it possible to make units ignore pathing around other units? That would be cool.
by Godde
12 Feb 2012, 11:23
Forum: Help & Bugs
Topic: Unit behavior on rally point
Replies: 22
Views: 5309

Re: Unit behavior on rally point

I've noticed this aswell. When you have alot of units they will go abit of zigzag before going straight. I think it is because of heatmapping. Like if you have a group of tightly grouped Peewees some will start to move in the opposite direction of the command you just gave them. Default heatmapping ...

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