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Pathfinder degradation

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Well, I made a post about it but accidentally put it on the test server, so it's gone now. Then I made another post on the test server again. This time I'm on the right server hopefully.

Anyway, zk pathfinder has some major issues that I don't remember being there a few months ago.

4 scorchers getting stuck in the same solar:
Multiplayer B491914 2 on Desert Needle Small 3.2


Constructor getting stuck indefinitely. Seems like blocking (building) map is completely ignored.
Multiplayer B491906 2 on Hide_and_Seek_v03


Does anyone have ideas where these stem from? Supposedly there haven't been any changes to spring's pathfinder, so maybe it has something to do with zk's raw move?

Groups also seem to have some issues moving through each other. This is hard to show in an image though.
+4 / -0

6 years ago
I am getting this all the time now
+5 / -0
6 years ago
yep
+0 / -0


6 years ago
>_>
<_<

I'd like to say I am innocent but I'm not sure I am.
Anyway...
I think pathing have been improved when trying micro around buildings, don't you agree?
+0 / -0
SErankGodde for very small/simple movements there is no more pathing. Zk circumvents the pathfinder and tells the units to move in a straight line to the target. This makes movement a lot smoother as units no longer have to follow 45 degree headings.

Unfortunately not everyone has god(de)-like APM which is why we also need our units to move longer distances on their own :|
+0 / -0
I don't think it is rawmove that causes this but I specifically asked GoogleFrog to "fix" movement when you are trying to move units ontop of buildings, features and unpathable terrain.
What used to happen was that units would just stop before they reached the edge of the building or the terrain and I wanted them to move at least to the edge of the building or maybe even to the other side of the building, if that was the closest pathable point near the unpathable move order.
Worse yet, if units got their move orders on unpathable features they would also stop and this basically made autokiting units completely stop if their automatic move order were on a wreck even if that wreck is tiny and there is no other wrecks besides it.

The fix that GoogleFrog implemented, might be responsible for this but I'm not sure. You would have to ask GoogleFrog.
Rawmove should only be triggered when the path to the destination is clear of anything that is unpathable, and should not be responsible for these types of issues.
Rawmove is mostly a big improvement to pathfinding and unit responsiveness.
+0 / -0


6 years ago
This is an engine pathfinder change. https://github.com/spring/spring/commit/796380266b9a7464f79e5d5bb7f134fabb8bbb45
+1 / -0


6 years ago
Reported https://springrts.com/mantis/view.php?id=5939
+0 / -0


6 years ago
The Scorcher issue is a recently introduced engine bug. I was able to reliably reproduce it with no lua and unable to reproduce it on an old engine.

The Conjuror issue was a raw move bug introduced by Goddes feature request. I made a stable to fix it.
+6 / -0


6 years ago
The Scorcher issue is reportedly fixed and we are just waiting on an engine build.
+0 / -0

6 years ago
I've found that pathfinding has progressively become worse from some months ago when I first joined. Cons get stuck in anything but the simplest building sequences and yesterday my Comm was doing some wierd dance while trying to build a line of solars. All I can think is that the algorithm has been pared down to save processor power?
+0 / -0
No, it's all bugs. Perhaps you didn't notice issues at first. The only issues I have heard of are in this thread. Report them when they occur.
+0 / -0


6 years ago
I can confirm that the Scorcher bug has been fixed. The engine has been applied.
+1 / -0

6 years ago
Two new(?) issues have cropped up in Multiplayer B492989 3 on La Isla Bonita v1.1

The constructor has a build mex order, but it just stands there idling. Time 3:15


My reef gets stuck against the border of the map and blocks other ships. It has a move order to the east but doesn't budge. Time 46:30

+0 / -0


6 years ago
It begins.

Set the engine when available.
+0 / -0

6 years ago
For the ship, I think the issue was just the ship's turn radius not allowing it to rotate in a standstill, while it couldn't move forward due to the map border blocking it.
+0 / -0


6 years ago
That isn't supposed to be an issue. If units hit terrain while trying to turn they would previously turn. Maybe Anarchid is finally getting the broken pathfinding that they desire :P.
+0 / -0


6 years ago
quote:
Maybe Anarchid is finally getting the broken pathfinding that they desire :P.

So we're going to have the sliding against impassable edges constrained to unit's maxvelocity - similar to how gunships behave now in the vertical axis? Wohoo! :P
+0 / -0


6 years ago
The pathfinder is thankfully not fully broken in the way that EErankAdminAnarchid desires. The latest engine doesn't fix the ship issue. Reported.
+0 / -0
Do we already have the latest engine? Constructors still don't work. In Multiplayer B493129 2 on Desert Needle Small 3.2 it moved at first, but then collided with the building and stopped moving.



More such problems in Multiplayer B493134 2 on Dual Icy Run v3 I'll post screenshots if needed.
+0 / -0
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