Pathfinding, question to devs - Page 2

Pathfinding, question to devs

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Forboding Angel
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Re: Pathfinding, question to devs

Post by Forboding Angel »

Peet wrote:
AF wrote:<images that do not actually represent pathfinding issues>
They most certainly do (well 3/4ths of them anyway).

Edit: Smoth, I haven't done much testing in this area, but what little I have done with the heatmapping parameters seems to really help with unit <-> unit interaction. More on this later when I feel like I know more what I'm talking about.
Last edited by Forboding Angel on 14 Jan 2011, 03:11, edited 1 time in total.
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Peet
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Re: Pathfinding, question to devs

Post by Peet »

Not one of those is a pathfinding issue.
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Forboding Angel
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Re: Pathfinding, question to devs

Post by Forboding Angel »

I beg to differ. THis was a HUGE issue with builders:

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Peet
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Re: Pathfinding, question to devs

Post by Peet »

Shall I reiterate? That is an issue but not a pathfinder issue. That problem is caused by units being pushed not obeying movement restrictions properly. Not really related to pathfinding.
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Forboding Angel
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Re: Pathfinding, question to devs

Post by Forboding Angel »

How are builders getting stuck inside what they are building not a pathfinder issue? Moreover, the same thing used to happen when moving builders through a row of buildings (solars for example). The builders would go all retarded and get themselves stuck. Regardless, whatever. Perhaps you could bring yourself to contribute more to the discussion than:
<images that do not actually represent pathfinding issues>
Which is not helpful at all, and just causes an argument about dumb stuff that doesn't matter anymore anyway.

Edit: ack, you ninja edited me before I posted this so my reply might not make 100% sense in the new context.
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Peet
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Re: Pathfinding, question to devs

Post by Peet »

Well ok, I apologize for obviously spouting irrelevant meaningless nonsense and derailing this informed discussion. Now if you'll excuse me, I have to call a plumber because of the plumbing issues I am having that are elucidated by this image:
Image
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smoth
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Re: Pathfinding, question to devs

Post by smoth »

TheFatController wrote:I have the output of this code, fixed all of the instances where a units footprint was bigger than its movedefs in BA in 7.20 but there's still a few things to fix but there's nothing major that should mess up pathfinding and the mismatches mostly affected Sea and T3.

t1 vehicles and kbots were never affected by this.
Wow, how did I miss that, sorry ftc. Glad to see you got around to testing it, removes one more variable from the list of issues :)
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Forboding Angel
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Re: Pathfinding, question to devs

Post by Forboding Angel »

When I have some more relevant issue on how to set heatmapping dependent on unit footprint I'll post back with the results. I firmly believe that we have the ability to make the current pathfinder quite win, just none of us knows quite how to do it yet.
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AF
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Re: Pathfinding, question to devs

Post by AF »

A lot of these pathfinding fixes have been made via these pushing and other unit movement things, as were many of the broken things, to ignore them then to state the pathfinder was broken is hypocritical and ignorant.

One of the largest issues with unit movement is a holdover from incomplete OTA support, allowing us to build things inside factories, or move units through even.

Has your commander ever decided the quickest path from A to B involves walking through the middle of a kbot factory? Even while its busy building things? Has an AI ever built buildings inside kbot factories within range? Its happened to me! Where's the pic of the kbot factories with the moho metal makers built inside them when you need it..
zerver
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Re: Pathfinding, question to devs

Post by zerver »

I think pathfinding improved quite a bit with .7

Only thing I dislike is that it has become more difficult to build stuff on the other side of an obstacle, such as an overhang. Commander always wants to walk around unless already in build range. I guess this is a natural side effect of the fixes for units that did try to drive through stuff. GJ Kloot.
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smoth
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Re: Pathfinding, question to devs

Post by smoth »

An open path is available through factories if the yardmap permits. I use this in grts to use enemy hangars as cover and a pathway into an enemy base
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knorke
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Re: Pathfinding, question to devs

Post by knorke »

I firmly believe that we have the ability to make the current pathfinder quite win, just none of us knows quite how to do it yet.
Problem is, moddevs can only guess what are good parameters for heatmapping etc.
Imo providing good parameters for stuff like this should be done by the pathfinder dev(s). Afterall, they probally know best and what use is a nice pathfinder if nobody knows how to use it?
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AF
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Re: Pathfinding, question to devs

Post by AF »

smoth wrote:An open path is available through factories if the yardmap permits. I use this in grts to use enemy hangars as cover and a pathway into an enemy base

I dont oppose that, although construction shouldnt commence until the factory footprint is clear to prevent units getting stuck.

What I do oppose is building structures inside your factories or enemy factories that was never intended.
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smoth
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Re: Pathfinding, question to devs

Post by smoth »

AF wrote:What I do oppose is building structures inside your factories or enemy factories that was never intended.
widget/gadget?
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knorke
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Re: Pathfinding, question to devs

Post by knorke »

i guess you want more yardmaps types then?
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Forboding Angel
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Re: Pathfinding, question to devs

Post by Forboding Angel »

Oh for the love of god, yardmaps are totally controllable in bos/cob. The *A stuff doesn't close the yardmaps when the factory is building which is a problem with that unit's script, not spring.
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AF
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Re: Pathfinding, question to devs

Post by AF »

We already have the necessary yardmaps from OTA, they just arent implemented correctly in spring, its not a bug in CA scripts, heck my screenshots demonstrating it predate both CA and BA, using original SJ XTA
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AF
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Re: Pathfinding, question to devs

Post by AF »

e.g:

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AF
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Re: Pathfinding, question to devs

Post by AF »

e.g.2

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FLOZi
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Re: Pathfinding, question to devs

Post by FLOZi »

TA behaved exactly the same way iirc.
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