Precalculating path costs....

Precalculating path costs....

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Precalculating path costs....

Post by IMSabbel »

...Is something that makes me want to kick my computer in the nutsack. At least since i am trying out mods.

The reason? As surely everybody noticed, it is needed whenever the mod is changed. And it takes a minute on some maps on my a64....

It it possible to at least make the option of creating pathcosts for every mod installed (a GB is 50cent today....)?

Also appreciated would be a "precalc all" option in the taclient. Having it doing the precalc once for an hour when you are doing something else would be SO much better than having it when trying to play games (which results in the "did he drop?" game)...
User avatar
Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

Acctually you missed the perfect idea entirely. Why overwrite another mod's calculation? Why not keep it in a seperate file?
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Well, thats what i meant: Keep one set of pathdata for each mod.

i just wondered, btw, if there is any potential improvement for the pathfinding in the making.

Right now, units still get stuck easily on some map. (for example, construction vehicles wont find the way down to the shore on shoretoshore at all without manual guiding to the right spot...
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Also... maybe a progy should be written that does the parthfind OUTSIDE the game, so you can run it on a map you just got while everyones chatting, or better still, the client will check if you have it already and then run it in the background if not.
Its surly just a case of ripping out the code from the game?

aGorm
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

well... what a lot of people seem to do, is do it themselves... you know, go to the lobby, and path while they wait for everyone else to be ready... but if spring can take command line parrameters that could overide the settings chosen, you could basically open the thing in a 320X240 windowed mode with all extra's turned off with a script that basically only has one player so gives the game over screen right away...
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

or someone could do what i said, which would make it more user friendly... remember people not as devoted as us will not want to bother doing it manuly. Also, would you seriosly rather do it like that then not have to worry about it again??

aGorm
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Actually I don't get why path generation is mod-specific. Is there any way the mod can influence map properties that affect the path finding?
Last edited by jcnossen on 06 Sep 2005, 15:52, edited 1 time in total.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Every mod has its own pathtypes defined in movedata.tdf. But making a suffix to the pathfile with the modname to avoid overwriting other mods pathfiles might be a good idea.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

so like if I open something in OTA (15 I think) and then in WD (35), it wouldn't re-calc the overlap, then you would have let's say 39 pathing entries and both would read from the list?
Post Reply

Return to “Game Development”