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Zero-K v1.0.10.8

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11 years ago
Less funny when it's darts and they actually explode and die in the pinball machine.
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11 years ago
Hmm.. just tested it in game and tracked vehicles can turn without moving, they just prefer to take a wide turning arc instead nearly always.
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11 years ago
Yeah if they could turn in place they would stuck much less... but they would also slow down every time you give them a new order..
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11 years ago
So youre saying to unstuck, just give the turn order several times? Hmm.. widget idea.....
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I can't tell you how many times I've been retreating a tank or chasing someone down and got stuck on a tiny lump.

No matter the slopemode they'll get stuck on tight or sharp vertical clifs. The 'bouncy physics' pathing for buildings is stupid (it can also change or cut velocity), proper obstacle detection and avoidance is needed.

If you look at everything kloot posts and references, all his test scenarios, it's shit like this:

That's cute and all, but is not that much of a serious situation. If you can't avoid bloody cliffs and have to bouncy off of buildings, these is the basics of what pathfinding has to do and Kloot just ignores it and says it is fine because his text scenario looks pretty.
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11 years ago
The flow pathing looks nice. But it works by letting units push each other around a lot which causes them to push each other into cliffs when pathing around terrain.
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11 years ago
Not the problem, units get stuck against cliffs when on their own as all my test cases have demonstrated. In fact having units behind them pushing them through actually helps with this.
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