Comments (10)
This problem is related to pathfinding routine. In v0.38, the new pathfinding
routine will be disabled, and original one from DK will be used again.
The rewritten pathfinding routine in KeeperFX needs to be tested and fixed.
Until it's ready, original DK pathfinding will be used.
Original comment by [email protected]
on 24 Dec 2010 at 11:03
from keeperfx.
According to play-tests in 0.38c, this still happens and is more likely to
happen when creatures have fast running speeds. This does not only apply to
imps but also other speeded-up creatures.
Original comment by [email protected]
on 10 Apr 2011 at 1:16
from keeperfx.
Hello,
Good to know. When it applies to other creatures than imps, are they running
fast, too? Maybe it is a timer problem, or does a creature have to turn
around a corner (and sees the column as a corner).
These are just ideas...
Greetings
Original comment by [email protected]
on 10 Apr 2011 at 4:18
from keeperfx.
I disabled a few more rewritten functions, and had no reports about this issue
since v0.39.
The problem will surely come back when we will start working on pathfinding
again.
Original pathfinding routine doesn't have such bugs, but may lead to a crash in
complicated maze-theme levels.
Original comment by [email protected]
on 1 Sep 2011 at 9:21
from keeperfx.
The thing is I've experienced this issue in the original game as well. I'm not
sure what does this mean, but it seems like a common flaw in both pathfinding
functions.
Original comment by [email protected]
on 9 Dec 2011 at 8:07
from keeperfx.
Hi,
Thanks for updating the info. I never experienced it in the original (I
guess), but it's always happening when the playtime increases, as I said 2+
hours. Maybe it has something to do with complexity and buffers?
If the imp has to walk quite a distance something goes wrong? That could
explain why it's happening more frequent when the camera view is on the
treasure-room: then the imps have to be viewed on the screen, what does
take an extra amount of (memory)capacity...
Greetings Rob
Original comment by [email protected]
on 9 Dec 2011 at 10:46
from keeperfx.
I've seen this in a skirmish game which indeed took long. The imp in question
had to walk a decent way (around 24 tiles away) to dig some gems. AFAIK the AI
treats a special situation where a creature has the Hand over it - maybe this
could be the possible reason.
Anyway, I have no knowledge of which algorithm is used to find paths in DK.
Another thing is: this bug is really rare and has a subtle effect (no harm
done), but I'll keep an eye out for it in case I could see whether the imp bugs
when out of the view.
Original comment by [email protected]
on 9 Dec 2011 at 1:46
from keeperfx.
In build 523 I do have a save file with a Imp that just wanders around in
circles indefinitely in the library. It seems the little bugger is stuck in an
infinite loop on it's path to somewhere.
Original comment by [email protected]
on 29 Aug 2012 at 8:28
Attachments:
from keeperfx.
Should no longer happen in r696.
But that's because new pathfinding code has been disabled - the problem most
likely will return.
Original comment by mefistotelis
on 9 Feb 2013 at 11:00
- Changed state: Accepted
- Added labels: Component-Pathfinding
from keeperfx.
Heven't seen this issue for a long time - closing.
Original comment by mefistotelis
on 20 Dec 2013 at 8:45
- Changed state: Done
from keeperfx.
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from keeperfx.