Good news !!!

Everything related to the code /
Tout ce qui touche au code
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zuzuf
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Good news !!!

Post by zuzuf » Tue Dec 11, 2007 9:11 pm

This will require some more testing, but I think I've fixed the pathfinding code, definitely !!!!!!!!

It was a small missing test that made impossible for units to look for a path that made impossible to look for a path that goes way from the target to get around obstacles as soon as they're more than a few blocs wide ...

So now it just works, without any performance loss !! (I've even managed to increase it a bit by not computing twice some tests).

We should now have a fast and working pathfinder !!
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Post by Balthazar » Tue Dec 11, 2007 9:14 pm

Sounds too good to be true. Won`t belive before test it myself :D :D :D

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Post by zuzuf » Tue Dec 11, 2007 9:49 pm

lol, I'll build a win32 binary and send it to you :D
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Post by Balthazar » Wed Dec 12, 2007 7:40 am

I`ve got it :) Let`s see what do we have now :P

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Post by Balthazar » Wed Dec 12, 2007 8:28 am

Well, better, much better.

- factories seems now working as they should. Nothing didn`t stuck.
- single unit pathfinding now looks much more clever, but it still sometimes stuck near corner of building and begin to slowly vibrate forth-and-back trying to move forvard. The good thing that it`ll eventually be free after several seconds of such moving and continue it`s way, but the bad thing that suche behaviour shouldn`t be at all.

- multiple unit pathfinding is still pain in the ass, when to a group of units was ordered to move - they become just crazy, don`t see each other, constantly collide in each other and sometimes stuck when one facing another and both move in opposite ways. They could remain same for a long time, before change their mind and continue to do what they should.

So now I see 2 main areas, that definetly need improvment:
1. Units cooperation(interaction) , where should be a way for units to organise in groups, so they could behave definatly, than a single unit, and don`t stuck in each other. Maybe this could be done by tweaking single unit pathfinding, I dunno.
2. Units still don`t see CORPSES. My huge perfect ultimate kickass attack on AI base was screwed because of few dead bodies :cry: :cry: :cry: Unit`s just don`t see them and keep trying to move through them, what is imposiible, die, create new bodies, and this loop keeps going till the last unit stand.


Sorry, Zuzuf, I can say that it is bugless yet :cry:

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Post by zuzuf » Wed Dec 12, 2007 9:24 am

You just said pathfinding was bugless !!! Those remaining bugs are in the code that make units follow a path!! So that's good news, it does exactly what it's told to :D !! Now, let's do some improvements ! Pathfinding is fast enough to refresh path at intervals and avoid corpses :)
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Post by Balthazar » Wed Dec 12, 2007 4:55 pm

Well, glad to hear. I`ll test naval pathfinding also :D

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Post by zuzuf » Wed Dec 12, 2007 5:10 pm

Yeah, keep testing. The bug I've fixed only prevented the pathfinder to return a path even when it's possible to find one (well a short one because I set a length limit to prevent the game from freezing :) ).

Behavior code can vary from one order to another, if you order a unit to build something it will refresh its path whereas if you only order it to go somewhere, or to patrol it won't refresh the path, so if there are corpses made after the path has been found ... it won't turn around the corpses.

I'll try to clean this, and make the movement behavior global to all orders.
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Post by Balthazar » Wed Dec 12, 2007 7:13 pm

Got a new bug - waves drawning :) See mail, i`ve sent you.

Also - it would be nice if subs could swim under ships and underwater units like Commander could move under ships, since they are doen`t collide.

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Post by sieistganzfett » Thu Dec 13, 2007 3:46 am

0.4.2 test1 didnt include the new working pathfinding, but i like the new TA look it comes with.. could i get the win32 binary with the working pathfinding before i start testing in depth?

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Post by Balthazar » Thu Dec 13, 2007 7:25 am

Well, I suggest to wait a little before test2. will be released. There`ll be some bugs fixed, also must be correct pathfinding.

Zuzuf - please set default camera height to 250

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Post by zuzuf » Thu Dec 13, 2007 12:34 pm

Balthazar wrote:Zuzuf - please set default camera height to 250
start a survey, and we'll see, if it's really what people want.

TEST 2 will be released this week end and should include a correct pathfinding algorithm and a correct pathfollowing code as well.
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