standalone path generator

standalone path generator

Requests for features in the spring code.

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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

standalone path generator

Post by thesleepless »

how feasable would it be to make a standalone path generator that uses the same code as spring that can be called from the lobby?
so while we're waiting for an hour between games we can generate all the path files so we don't need to wait when we're actually about to play the game.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: standalone path generator

Post by lurker »

Or you could just launch spring on the map. And how often do you actually wait that long on a new map?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: standalone path generator

Post by Tobi »

Modify your lobby client so it runs 'spring /minimize /quit 1' while the battle isn't started, or something.

I suppose a commandline option /onlygeneratepath may be nice though.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: standalone path generator

Post by AF »

theres a script.txt tag that makes spring quit after a certain amount of time. Start it minimized and make it quit at 0 and itll load and autoquit in the background
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: standalone path generator

Post by zerver »

Sorry, but the new multithreaded pathing takes no time...
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: standalone path generator

Post by lurker »

That's BS and you know it. I don't care how many cores you have, if it takes 'no time' you're either using too fast of a processor to care anyway, or you need to try a bigger map.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: standalone path generator

Post by Otherside »

Pathing does take time but as a one off thing per map its not neccesary imo to make a standalone path generator.

i path maps 2-3 seconds (big maps) but i got a quadcore 3.6

My laptop is a dualcore 2.4 and it path's in 5-8 seconds (big maps)
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: standalone path generator

Post by thesleepless »

lurker wrote:Or you could just launch spring on the map. And how often do you actually wait that long on a new map?
sometimes it takes quite awhile and by the time i get in game people have already started without me.
for some reason it often generates paths for maps i've already played.
zerver wrote:Sorry, but the new multithreaded pathing takes no time...
great if you have a multicore cpu, not so great if you don't.

i'm using an athlon XP 2000+ and athlon 64 3000+ and it can take more than a minute sometimes.

i might have a play with making a command line option to just generate paths.
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: standalone path generator

Post by BrainDamage »

thesleepless wrote: for some reason it often generates paths for maps i've already played.
paths are tired to the unit's movement types ( dunno if 100% the right term but i think it gives the idea of what it is ), so if the mod changes certain values related to how unit move, the path caches are invalidated

EDIT: taken out unrelevant part of quoted text
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: standalone path generator

Post by lurker »

Psst, there's a reason this forum doesn't bother marking edits in the last post of a thread.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: standalone path generator

Post by zerver »

Make a bat file that starts spring with every map and insta-quits...

Edit: Oh, BTW if pathing really takes that long it might indicate you are trying to play a map that is bigger than your 286SX can handle.
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