Precalculating path costs

Precalculating path costs

Discuss maps & map creation - from concept to execution to the ever elusive release.

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fbo
Posts: 75
Joined: 27 May 2006, 20:42

Precalculating path costs

Post by fbo »

Whenever I try a new mod/map combination, Spring has to do something very time consuming called "Calculating estimate path costs" which seems to be cached ( in the maps/paths directory ).

Is there a chance to precalculate those paths costs in batch mode?

fbo
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

MTR +1 Woot!!!
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

someone make a patch
esteroth12
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Joined: 18 May 2006, 21:19

Re: Precalculating path costs

Post by esteroth12 »

fbo wrote:Whenever I try a new mod/map combination, Spring has to do something very time consuming called "Calculating estimate path costs" which seems to be cached ( in the maps/paths directory ).

Is there a chance to precalculate those paths costs in batch mode?

fbo
its a lot faster in the next version...
NOiZe wrote:someone make a patch
its already done! :P
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Precalculating path costs

Post by Tobi »

esteroth12 wrote: its a lot faster in the next version...

its already done! :P
Where does this info come from? Can you give me a link to the revision in which the map estimating was optimized? I'm pretty sure it's a hoax... :roll:, I don't remember seeing anything about this in SVN log.

And give me a link to the patch too :wink:
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

well... it seems faster in the test... it may just be the new version of XTA
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Erom
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Post by Erom »

Screw MTR, this sucker is like WTR.
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Min3mat
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Post by Min3mat »

it deserves to be, 3D pathing eats your computer alive and isn't exactly perfect!
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Pathing in the new version is a lot better it seems, so is the rendering process. Can't figure out what exactly has changed, but it's muchly different.
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

So Fbo, just incase you havent picked it up from these guys, this has already been implemented into the next spring. Many other members have complained about it just like you.
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fbo
Posts: 75
Joined: 27 May 2006, 20:42

Post by fbo »

Does this mean, when I use the lates svn, it will be faster?

I just wantet to try that, but I got this:

Code: Select all

g++ -o build/rts/Game/GameHelper.o -c -O1 -pipe -march=pentium4 -fvisibility=hidden -pthread -D_REENTRANT -DDIRECT_CONTROL_ALLOWED -D_SZ_ONE_DIRECTORY -DNO_CLIPBOARD -DNO_AVI -DNO_LUA -Irts -Irts/System -I/usr/include -I/usr/include/GL -I/usr/include/freetype2 -I/usr/include/SDL -I/usr/include/python2.4 rts/Game/GameHelper.cpp
rts/Game/GameHelper.cpp: In destructor 'virtual CGameHelper::~CGameHelper()':
rts/Game/GameHelper.cpp:55: error: no suitable 'operator delete' for 'CGameHelper::WaitingDamage'
rts/Game/GameHelper.cpp: In member function 'void CGameHelper::Explosion(float3, const DamageArray&, float, CUnit*, bool, float, bool, CExplosionGenerator*)':
rts/Game/GameHelper.cpp:114: error: no suitable 'operator delete' for 'CGameHelper::WaitingDamage'
rts/Game/GameHelper.cpp: In member function 'void CGameHelper::Update()':
rts/Game/GameHelper.cpp:641: error: no suitable 'operator delete' for 'CGameHelper::WaitingDamage'
rts/Game/GameHelper.cpp:696: confused by earlier errors, bailing out
scons: *** [build/rts/Game/GameHelper.o] Error 1
scons: building terminated because of errors.
make[1]: *** [all] Fehler 2
make[1]: Leaving directory `/SCR/ta/spring-svn-0'
make: *** [build-stamp] Fehler 2
I'm not really a C++ guru. Does anyone know, what to do to make spring build on my linux machine?

fbo
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I would love to run a utility overnight to path the 200 maps I have on my HD for all the mods I have...
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

have you paid attantion? the next version of spring is faster... and there is no utility to prepath maps...
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Neddie
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Post by Neddie »

esteroth12 wrote:have you paid attantion? the next version of spring is faster... and there is no utility to prepath maps...
You still haven't backed up that assertion with a link or any evidence, so I dismissed it. Speculation is for the mod and AI forums, not the map forum!
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Min3mat
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Post by Min3mat »

its been said a _lot_ recently. if i was you i'd believe it ^^
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

or you can download the new version of spring and test it yourself... :\
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fbo
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Joined: 27 May 2006, 20:42

Post by fbo »

esteroth12 wrote:or you can download the new version of spring and test it yourself... :\
That's what I did, but I'm unable to successfully build it :-(
Lord JoNil
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Joined: 28 Dec 2005, 03:20

Post by Lord JoNil »

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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

It's very nice to link the Windows installer, but fbo is a Linux user so he can't use that. :-)

About the compile error, maybe you can drop a message about it on the mailinglist: http://lolut.utbm.info/cgi-bin/mailman/ ... ring-linux
Lord JoNil
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Joined: 28 Dec 2005, 03:20

Post by Lord JoNil »

oh, sorry. :oops:
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