About the nasty pathfinding

About the nasty pathfinding

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Caydr
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Joined: 16 Oct 2004, 19:40

About the nasty pathfinding

Post by Caydr »

67b2 or whatever the last non-linux builld was, it had really good pathfinding IMO. But now it's realllly nasty. Stuff gets stuck in silly places. Everyone knows about the problem so I don't need to go into detail. Can a dev or someone "in the know" say something about when this situation will be resolved? I haven't had any time for Spring this last couple months; had no idea pathfinding was this bad until I played EE the other night and my constructor dude got stuck trying to walk past a plasma turret. There were no other obstructions, just a plasma turret in the middle of nowhere, and he got stuck. Eww. It's like realizing this girl is willing to talk to you, and actually has been watching you for as long as you have been watching her, but she's moving away in 2 weeks. And you just know she'll meet someone better and stick with him instead, the little skank.

(That was actually really deep. Think about it. You're waiting so long for something good, it arrives, then it sleeps around and gets a rash and you don't want to play with it anymore)
Sheekel
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Joined: 19 Apr 2005, 19:23

Re: About the nasty pathfinding

Post by Sheekel »

Caydr wrote:gets a rash


:shock:
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Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Re: About the nasty pathfinding

Post by Flint »

Caydr wrote: little skank.
:shock:
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

The pathfinding engine is the same. It just seems stickier then before. It needed a rewrite then and it needs one now.

Oh and :shock:
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

yeps some pathfinding is broken.

usualy units get very stubborn trying to push some building *sigh*
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Well, if a peewee bonks his head to a build enough times, he will get so confused, he might get lucky and miss the building. Then he thinks he can walk through building so bonks onto the next one.

Indeed it's odd that in 0.67b2 the pathfinding was better then the current.
Maybe it's because something of it was replaced for the Linux build.
There are some updates in the SVN that reveals the pathfinding should be better on the next release.
el_muchacho
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Joined: 30 Apr 2005, 01:06

Post by el_muchacho »

OTOH it seems to me that the current release is less CPU intensive. Maybe I am wrong.
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Caydr
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

el_muchacho wrote:OTOH it seems to me that the current release is less CPU intensive. Maybe I am wrong.
I don't care if it makes my computer explodes, I want back the good pathfinding we used to have. As it stands, this bad pathfinding has made me pretty much write off playing spring until it's improved.
wazzledoozle
Posts: 22
Joined: 11 Dec 2005, 00:58

Post by wazzledoozle »

In the latest releases it also seems that building units frequently get stuck under structures...
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