Pathfinding/Collisiondetection of Ships vs. Underwater

Pathfinding/Collisiondetection of Ships vs. Underwater

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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Rayden
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Joined: 01 May 2005, 13:15

Pathfinding/Collisiondetection of Ships vs. Underwater

Post by Rayden »

Is it generally not possible Ships float over underwater-extractors and submarines or is it just for big ships?

Because sometimes it's really ridicolous like ships behave even water is deep enough and it should be possible for them to float over an underwater object.

Additional pathfinding of large ships is a pain, ever seen a Millenium stucked in the shipyard or trying to sneak around a underwater extractor? :)
bamb
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Joined: 04 Apr 2006, 14:20

Post by bamb »

Going a bit offtopic:
I think all the factories suck in spring bigtime, when I first played it a couple of months ago it was incomprehensible why would the engine and mods have factories where units routinely get stuck in. They often even stuck permanently, and you have to reclaim them.

There are workarounds that experienced people can use (shift-move south), but imo there needs to be something drastic done to remove the fundamental problem. One would be that factories would be completely convex shaped (so you can't get stuck in a corner / dead end) and build the units pretty far away from the factory.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

ALL SPING PATHING NEEDS WORK

who is volunteering?
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Zenka
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Post by Zenka »

As for getting stuck 'permanently' unque all the build orders of the factory, the stuck unit can move again.
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smoth
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Post by smoth »

Zenka wrote:As for getting stuck 'permanently' unque all the build orders of the factory, the stuck unit can move again.
I did not know that! thanks! :)
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Min3mat
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Post by Min3mat »

weird O.o
just move order in front of the factory stops this happening (ever) for me
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Zenka
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Post by Zenka »

Min3mat wrote:weird O.o
just move order in front of the factory stops this happening (ever) for me
It doesn't for me, most of the time units just ignores it. (meaning, they will sometimes accadently do the right move)
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Rayden
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Post by Rayden »

True i had this one time too .. that the units from the factory was just ignoring the move command

@but back on Topic: It would really be nice if ships could flow over subs and underwater buildings
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Caydr
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Post by Caydr »

I never saw this bug before 0.7. The pathing code seems to be borked ever since the first cross-platform build.
Tobi
Spring Developer
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Post by Tobi »

Caydr wrote:I never saw this bug before 0.7. The pathing code seems to be borked ever since the first cross-platform build.
It didn't change tho (except for improvements). So either other spring code is at fault (thinking of collision detection), or it's just a myth.
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Soulless1
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Post by Soulless1 »

Tobi wrote:
Caydr wrote:I never saw this bug before 0.7. The pathing code seems to be borked ever since the first cross-platform build.
It didn't change tho (except for improvements). So either other spring code is at fault (thinking of collision detection), or it's just a myth.

its answer a) :P

test it with the adv shipyard ships (in AA at least) - they seem to get stuck the easiest since they try to go sideways to get out...especialy the bigger ones...not sure if the waypoints affect this, though I'd assume having it waypointed to go east/west wouldn't help...
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smoth
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Post by smoth »

Caydr wrote:I never saw this bug before 0.7. The pathing code seems to be borked ever since the first cross-platform build.
I am backing caydr on this. It has been this way since the port. Prior pathing was a lot better. It has been a while but I do distinctly remeber saying something was wrong. I wish I could remember what specifically it was though.
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SinbadEV
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Post by SinbadEV »

okay... I have tried this even with milleniums when they get stuck in shipyards... move in to the C-FPS view and you can rotate the ship on a dime, point it in the right direction, and have it leave the shipyard. havn't tried it recently, so a report that it till works would be nice.
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jcnossen
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Post by jcnossen »

Someone really has to come up with a case where pathfinding doesn't work... Give a location, mod, and units to build to get the pathfinding screwed up.

The thing is that I have build difficult configurations of factories next to eachother to make it hard for the pathfinding (in XTA), but they all worked fine for me.
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PauloMorfeo
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Post by PauloMorfeo »

jcnossen wrote:Someone really has to come up with a case where pathfinding doesn't work... ...
Ain't sure. Either the mod TLL or Xect vs Mynn has a navy filled with boats that have a non-square base, rectangular instead. I think it was TLL (The Lost Legacy).

Play with it for a while in some water map. The amount of con-boats getting stuck everywhere is endless. Namedly, boats getting stuck in piles of tidal generators (whatever they are called).

If that doesn't hapens to you and someone else confirms it, ..
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Comp1337
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Post by Comp1337 »

ive noticed in AA at least, the adv. Kbot lab gets clogged often. Its because units want to create a circle around the lab when they're done,
and when there are enough units outside the lab the unit will try to exit sideways. An there it clogs.
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Licho
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Post by Licho »

Well everything gets stuck, yesterday I built 3 orcones and each single one got stuck into factory! (I had to reclaim factory to rescue it).

It happend probably because I was using ctrl+w to select all units and sent them north - including orcone that was being built.

I think that units getting stuck in factory bug is definitely related to giving unfinished unit(or factory) move command. (If you give it move command to some weird direction it will often get stuck in factory).

And regarding ships .. argh.. const. subs getting stuck between underwater fusions, big ships that can't move out from port because of subs or underwater structures..
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Licho
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Post by Licho »

I did couple of test with submarines and no ship can float over a submarine! I think that this is the part of the problem :-)

Even the smallest ship (scout) won't float over smallest sub in deepest sea.. it just floats around it or even pushes it like a ground unit!
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PauloMorfeo
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Post by PauloMorfeo »

As a note, i see stuck units but i have a Duron 1300 with a Radeon 9000.
Are you guys reporting to see stuck units also have older PCs?

Maybe it is related? jcnossen reported to not experience stucks and, as far as i remember, he has a fast PC.
Tobi
Spring Developer
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Post by Tobi »

That should be impossible - the simulation (including pathfinding) runs at exact same speed on everyones PC. If pathfinding was influenced by PC speed, there wouldn't be any synced game at all...
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