deestar12 / keeperfx

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Pathfinding Crash #391

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Unique to my map though, at least it's the only one i've seen it happen on.
Download the attachment and sit around for 15~ seconds. KeeperFX will crash.

Log file contains a whole lot of;
Error: tri_new: ix_Triangles overflow

followed by;
Error: triangle_find8: No position pointed at 57984,58752 (that number 
specifically pops up a lot)

Dungeon Keeper FX ver 0.4.5.1411

Original issue reported on code.google.com by Wo...@hotmail.com.au on 11 Oct 2014 at 8:05

Attachments:

GoogleCodeExporter commented 8 years ago
This is a known phenomena with very complex maps. You need to simplify the map 
so KeeperFX can cope with the pathfinding. Also best to put some extra 
impenetrable rock around the edges. Funny visuals can occur if maps go right to 
the edges.

good luck! Dayo

Original comment by dayoka...@gmail.com on 11 Oct 2014 at 1:04

GoogleCodeExporter commented 8 years ago
These words hurt me.

Original comment by Wo...@hotmail.com.au on 12 Oct 2014 at 5:43

GoogleCodeExporter commented 8 years ago
Well, for now it cannot be solved any other way.

KeeperFX would have to be almost completely rewritten before 
pathfinding-related arrays can be enlarged.

Original comment by mefistotelis on 14 Oct 2014 at 9:29

GoogleCodeExporter commented 8 years ago
There is no way I can diminish this level. There is something inherently broken 
about it.

In the below attachment I have;
Removed every single imp and fly from the map. There is ZERO creatures on the 
map now.
Reduced every Keeper to a single portal each.
Stripped out all of the script aside from Initial and Keeper setups.
Fixed a scripting error in Initial setup (SET_GENERATE_SPEED(PLAYER0,400). 
Whoops.

It still crashes after ~15 seconds. I've figured out the crash is caused by the 
enemy keepers generating their first creature from a portal. Every single time 
it has crashed, the purple keeper has just received a fly.

It isn't pathfinding. The regular log says nothing and frankly, I can't 
decipher what information is actually relevant in the heavy log.

Original comment by Wo...@hotmail.com.au on 15 Oct 2014 at 10:40

Attachments:

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
We weren't clear in what to simplify - sorry for that.

Pathfinding arrays can be exceeded when TERRAIN is too complex - has many 
tunnels, often changes between lava/path/water, makes travelling path 
complicated.

The amount of creatures and objects has nothing to do with pathfinding - 
objects are not part of terrain analysis.  Same goes to script commands. These 
items have their own limits, but these limits have no influence on pathfinding.

Original comment by mefistotelis on 15 Oct 2014 at 9:56

GoogleCodeExporter commented 8 years ago
I've taken a look at the map, and it is no wonder the pathfinding crashes on 
this, it is completely filled with tunnels and countless ways of getting from 
point a to point b.

I know the map will play out completely different, but what will stop the map 
from crashing is if you would fill out all the dug out paths with dirt. An not 
dig everything out during playing of course.

Original comment by Loobinex on 15 Oct 2014 at 10:07

GoogleCodeExporter commented 8 years ago
THESE WORDS ARE MORE PAINFUL THAN THE LAST.

Original comment by Wo...@hotmail.com.au on 16 Oct 2014 at 3:43

GoogleCodeExporter commented 8 years ago
Is the number of creatures irrelevant then? I always assumed that in a complex 
map, a higher number of creatures made it worse, as they all needed to 
continuously compute paths to navigate through the map?

Original comment by dayoka...@gmail.com on 17 Oct 2014 at 9:21

GoogleCodeExporter commented 8 years ago
I think this is fixable. I removed the army of flies, and filled in some of the 
map with earth, as Loobinex suggested. Game ran for 10 minutes without any 
problems. You could add the flies back via an action point when their area is 
discovered (this would stop the hero flies attacking the blue or green keepers 
too). I have attached the version I made if it's any use (I also enabled 
keeperFX commands so I could make the map visible straight away - see the 
script file)

oh - and the set generate speed was invalid - now fixed.

cheers,

dayokay

Original comment by dayoka...@gmail.com on 18 Oct 2014 at 3:46

Attachments: