Popular Post Itms Posted June 12, 2015 Popular Post Share Posted June 12, 2015 Dear players and contributors,As some of you may know, I have been working on integrating the new pathfinder, designed by Philip (Ykkrosh) some time ago. After months of work, I am proud to announce that the new pathfinder has been included in the SVN version of the game.However, you must not think every problem 0 A.D. encounters has been solved. The new pathfinder is in, but a lot of features are still to be implemented and some new bugs have necessarily been introduced.What is the new pathfinder?The new pathfinder is actually a new long-range pathfinder, and the short-range pathfinder has been modified and tweaked a bit to adapt it to the changes.The new long-range pathfinder implements an optimization of the A* pathfinding algorithm, known as JPS (some information here).It also comes with an entirely new "hierarchical pathfinder", which doesn't compute any paths but deals with the connectivity between two points on the map. As a consequence, it is now possible for the pathfinder to know when it is useless to try to compute a path, thus improving the performance. Before, the pathfinder computed a lot of paths before understanding that some point was unreachable.Why is not everything fixed with the new pathfinder?The main thing is that the new pathfinder is designed to solve the big problems that the old pathfinder had (for instance the discrepancies between the long-range and the short-range pathfinder, the fact that the AI couldn't access the pathfinding code, and also performance). However, not all its features have been implemented. There is still a lot of things to do, but now that the new pathfinder is in, this work can be done.On top of that, things that used to work, like formations, are not properly supported yet by the new pathfinder and are currently disabled. A lot of bugs that were fixed in the old implementation are likely to reappear in this new one.What is still to be done?- Already almost ready, but still not in:Improve the grid update performance- Coming soon:Reenable formationsJPS cacheRemove the AI pathfinderDiscover and fix unit motion bugs introduced by the pathfinder change- For the future:A lot of things that are now possible! What else can I learn about the new pathfinder?A PDF, written by Philip and currently being updated by me when I have time, is here.You can also take a look at Philip's progress reports he wrote when working on this new pathfinder here.What can I do?You can help us by testing the game and giving some feedback! Please open Trac tickets only when you are 200% sure it is not already reported (see the list of open problems here), else post in the forums and we will do our possible to file the issue and try to fix it. We would like to have a not-too-buggy A19 despite including this huge change, which is not a simple objective. Please help us! 20 Link to comment Share on other sites More sharing options...
wraitii Posted June 12, 2015 Share Posted June 12, 2015 As the guy who sorta planned to do this but completely failed to push through, I must say great work. This is a really positive accomplishment for the future. 2 Link to comment Share on other sites More sharing options...
Prodigal Son Posted June 12, 2015 Share Posted June 12, 2015 Thanks for the hard work:) Link to comment Share on other sites More sharing options...
kosmo Posted June 12, 2015 Share Posted June 12, 2015 Very nice! Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 13, 2015 Share Posted June 13, 2015 Great new, is the best I can read in whole year, thank you for your work guys. Link to comment Share on other sites More sharing options...
feneur Posted June 13, 2015 Share Posted June 13, 2015 Thanks for all the work on this so far Philip and Nicolas (I added a link to the "testing the game" part of the announcement in case someone who isn't already using the SVN version wants to help out test the game ) 4 Link to comment Share on other sites More sharing options...
Trinketos Posted June 14, 2015 Share Posted June 14, 2015 great xD Link to comment Share on other sites More sharing options...
auron2401 Posted June 14, 2015 Share Posted June 14, 2015 Help, my units are lost! Link to comment Share on other sites More sharing options...
Zhyyra Posted June 14, 2015 Share Posted June 14, 2015 Well done Nicolas. Thanks for all the work. 1 Link to comment Share on other sites More sharing options...
zzippy Posted June 15, 2015 Share Posted June 15, 2015 @Itms :In a quick testmatch I observed some gatherers got stuck at the storehouse, also a single cav scout I sent around the map to explore got stuck in front of a single (!?) tree.Which logfiles are needed for you devs to sort this issue out? Link to comment Share on other sites More sharing options...
Itms Posted June 15, 2015 Author Share Posted June 15, 2015 @Itms :In a quick testmatch I observed some gatherers got stuck at the storehouse, also a single cav scout I sent around the map to explore got stuck in front of a single (!?) tree.Which logfiles are needed for you devs to sort this issue out?The commands.txt would be nice, but only if it is from r16764 or later (I'm sometimes changing a lot of things that can break old replays)In any case this bug is known, and easy to reproduce. We'll try to fix it before A19 Link to comment Share on other sites More sharing options...
Chakakhan Posted June 21, 2015 Share Posted June 21, 2015 Great news! I will test it when I get back in town. 2 Link to comment Share on other sites More sharing options...
Trinketos Posted June 23, 2015 Share Posted June 23, 2015 Help, my units are lost!KHA!!!!!!!!!!!!!! :vxD Link to comment Share on other sites More sharing options...
Germanic_celt79 Posted June 23, 2015 Share Posted June 23, 2015 Great news to hear. Link to comment Share on other sites More sharing options...
auron2401 Posted June 24, 2015 Share Posted June 24, 2015 KHA!!!!!!!!!!!!!! :vxDSomeone Got it! XDwent right over everyone elses heads. Link to comment Share on other sites More sharing options...
Trinketos Posted June 27, 2015 Share Posted June 27, 2015 Someone Got it! XDwent right over everyone elses heads.xD Link to comment Share on other sites More sharing options...
Loki1950 Posted June 27, 2015 Share Posted June 27, 2015 (edited) Someone Got it! XDwent right over everyone elses heads.Not we just have more tolerance for on topic humour and don't want to encourage it to much.Enjoy the Choice Edited June 27, 2015 by Loki1950 Link to comment Share on other sites More sharing options...
Alekusu Posted July 2, 2015 Share Posted July 2, 2015 @Itms :In a quick testmatch I observed some gatherers got stuck at the storehouse, also a single cav scout I sent around the map to explore got stuck in front of a single (!?) tree.Which logfiles are needed for you devs to sort this issue out? Hey ltms and z, I got the same problem as you z, tried the SVN yesterday and my cav was blocked by single trees when scouting. Link to comment Share on other sites More sharing options...
Badmadblacksad Posted July 14, 2015 Share Posted July 14, 2015 Good job, that's not the easiest task! Link to comment Share on other sites More sharing options...
wigs Posted July 29, 2015 Share Posted July 29, 2015 Haven't played in over a year because of pathfinding lagging and now I'm back. Do we simply install the most recent version or is not released yet? Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2015 Share Posted July 29, 2015 It's not out yet. Link to comment Share on other sites More sharing options...
Itms Posted July 30, 2015 Author Share Posted July 30, 2015 When it is out (probably in a month or so), the pathfinding lagging will be less annoying but still present. And a lot of new unit motion bugs will be here. So it is still quite "under the hood" and you'll have to wait for some time before the gameplay feels significantly better. 1 Link to comment Share on other sites More sharing options...
fabio Posted July 30, 2015 Share Posted July 30, 2015 The commands.txt would be nice, but only if it is from r16764 or later (I'm sometimes changing a lot of things that can break old replays)In any case this bug is known, and easy to reproduce. We'll try to fix it before A19 Is this supposed to be fixed? I seem to still be able reproduce it (units trying to drop food and stone, continually walking in the same position next to the CC but never able to reach it and drop their load). commands.txt and screenshot with yesterday svn.commands.txt 1 Link to comment Share on other sites More sharing options...
Itms Posted July 30, 2015 Author Share Posted July 30, 2015 Thanks for the file, taking a look 1 Link to comment Share on other sites More sharing options...
av93 Posted July 30, 2015 Share Posted July 30, 2015 When we should expect the new alpha, perhaps on september? Link to comment Share on other sites More sharing options...
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