Some pathing fail not finding a way

Some pathing fail not finding a way

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Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Some pathing fail not finding a way

Post by Godde »

Problem:In this game my units from my kbot lab stopped moving beetween 2 craters from the tenth minute and onwards. They were stuck until I gave them a move order close to them.
Notice the waypoints in the 12 minute that I gave the kbot lab. It weren't until I gave the factory several waypoints beetween the 2 craters that they could move out on the map successfully at the 15th minute.
I also noticed that units around the map got stuck near craters every now and then.

Analysis: I have noticed before that units have been unable to find a path through forests or narrow gaps if the order were given far away from the path.
It seems as the pathing doesn't account for all small paths when pathing over long distances. Now long distances seems to be about 500 elmos or something.
20110430_000713_AavikkoV2_0.82.7.sdf
Map:AavikkoV2
Game:NOTA v1.65
Spring engine v0.82.7.1
(3.13 MiB) Downloaded 9 times
Edit:It is pretty easy to reproduce and you have to give an order somewhere closer than roughly 1000 elmos(1weapon range equals 1 elmo?) away from the unit to get it unstuck.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Some pathing fail not finding a way

Post by SinbadEV »

Have you tried to duplicate the issue with games other then NOTA? There are definitely some pathing issues persisting but a number of them are due to poorly configured/inconsistent something somethings in the unit/movetype something somethings... The game-devs are more likely to comment/help if the issue is affecting their game too, so that's a bonus.
Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: Some pathing fail not finding a way

Post by Godde »

SinbadEV wrote:Have you tried to duplicate the issue with games other then NOTA?
I had to find another spot and try other units since NOTA hammers have different slope tolerance than other OTA mods equivilants. I used Flash and Scorcher instead.
SinbadEV wrote: There are definitely some pathing issues persisting but a number of them are due to poorly configured/inconsistent something somethings in the unit/movetype something somethings... The game-devs are more likely to comment/help if the issue is affecting their game too, so that's a bonus.
I think it might affect all games. What kind of poorly configured/inconsistant stuff would do this modwise?
Attachments
screen00099.png
Zero-K v0.8.6.1
Scorcher
(1.82 MiB) Downloaded 1 time
screen00098.png
BA 7.20
Flash
(1.85 MiB) Downloaded 1 time
screen00097.png
XTA 9.66
Flash
(1.61 MiB) Downloaded 1 time
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