devserega / keeperfx

Automatically exported from code.google.com/p/keeperfx
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Imps walking around columns in treasure room #13

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Playing for quite a time (2 hours + I think)
2. Happens more frequently when scrolling the view to the treasureroom

What is the expected output? What do you see instead?
Imps are running around (in squares, to be precisely) columns in the 
treasureroom. 

What version of the product are you using? On what operating system?
0.37c winXP

Please provide any additional information below.
When playing that long, there are additional bugs.

Original issue reported on code.google.com by rob...@gmail.com on 22 Dec 2010 at 8:47

GoogleCodeExporter commented 9 years ago
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 lis...@gmail.com on 24 Dec 2010 at 11:03

GoogleCodeExporter commented 9 years ago
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 best...@gmail.com on 10 Apr 2011 at 1:16

GoogleCodeExporter commented 9 years ago
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 rob...@gmail.com on 10 Apr 2011 at 4:18

GoogleCodeExporter commented 9 years ago
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 lis...@gmail.com on 1 Sep 2011 at 9:21

GoogleCodeExporter commented 9 years ago
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 ashley.a...@gmail.com on 9 Dec 2011 at 8:07

GoogleCodeExporter commented 9 years ago
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 rob...@gmail.com on 9 Dec 2011 at 10:46

GoogleCodeExporter commented 9 years ago
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 ashley.a...@gmail.com on 9 Dec 2011 at 1:46

GoogleCodeExporter commented 9 years ago
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 bvd...@gmail.com on 29 Aug 2012 at 8:28

Attachments:

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Heven't seen this issue for a long time - closing.

Original comment by mefistotelis on 20 Dec 2013 at 8:45