Open GoogleCodeExporter opened 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
These words hurt me.
Original comment by Wo...@hotmail.com.au
on 12 Oct 2014 at 5:43
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
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:
[deleted comment]
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
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
THESE WORDS ARE MORE PAINFUL THAN THE LAST.
Original comment by Wo...@hotmail.com.au
on 16 Oct 2014 at 3:43
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
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:
Original issue reported on code.google.com by
Wo...@hotmail.com.au
on 11 Oct 2014 at 8:05Attachments: