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Hello,
Please upload the saved game. You can find it in "save" folder, it's one of the
"fx1g000?.sav" files.
Original comment by mefistotelis
on 5 Jun 2013 at 7:43
Hi. This should be it. Thanks, Dayo
Original comment by dayoka...@gmail.com
on 6 Jun 2013 at 8:37
Attachments:
I installed the latest build (729) and loaded the save game. It crashed again a
few minutes later.
There's a lot of creatures, and a map covering the maximum area nearly - I
wouldn't be surprised if there's a connection. I attach the logfile, but
there's very little in it.
Thanks for your attention, Dayo
Original comment by dayoka...@gmail.com
on 7 Jun 2013 at 9:11
Attachments:
Incidentally, when it crashes, I can't recover windows without re-booting.
Original comment by dayoka...@gmail.com
on 7 Jun 2013 at 9:12
You should be able to recover with ctrl+alt+del and kill the process in task
manager.
The saved game nicely reproduces the issue. It is pathfinding problem - hard to
fix.
Currently KeeperFX uses pathfinding from original DK - rewritten algorithm is
disabled because it's even more buggy.
Original comment by mefistotelis
on 9 Jun 2013 at 12:50
Ctrl-alt-del doesn't work. Desktop stuck in 640 x 480, and can't kill frozen
KFX. Maybe a win8 issue? No biggie.
I'm trying to complete level by restricting access to the 'maze' to minimisethe
no. of creatures with pathfinding problems. Think this'll work?
thanks for your work, Dayo
Original comment by dayoka...@gmail.com
on 9 Jun 2013 at 1:20
I did a few fixes in the rewritten pathfinding and re-enabled it. Hopefully it
will now be less buggy.
The bugs reported on this code were that creatures were sometimes going in
infinite circles. It has to be tested whether it is really fixed.
Original comment by mefistotelis
on 14 Jun 2013 at 6:02
I loaded a savegame from further on, and that finished OK. I then downloaded
the original savegame (from earlier in the thread) and that ran for ~10
minutes, but crashed again. This was with the 737 patch. Log attached.
Original comment by dayoka...@gmail.com
on 14 Jun 2013 at 10:42
Attachments:
Fixing the freeze problem will take some time. But enabling the rewritten
pathfinding code makes it possible - and that's already a big progress.
The reason of the crash is that layout of the dungeon is too complicated and
exceeds 4500 points which make up the dungeon layout used in pathfinding.
To work around this, try simplifying the layout - dig rectangular rooms in the
maze.
Original comment by mefistotelis
on 15 Jun 2013 at 11:17
I edited the map to simplify the design, with a view to uploading an amended
version. I stressed it by adding lots of creatures, and it went fine until it
crashed as the dungeon heart exploded. Logfile is attached if you wanna check
it was the same error, but I'm sure it was. In truth, my changes weren't very
elegant, so I will try again, and see if I can do a better job of retaining the
'prettiness' of the layout, whilst still reducing the number of paths
significantly. Dayo
Original comment by dayoka...@gmail.com
on 12 Jul 2013 at 1:10
Attachments:
I did a nicer job of re-design, but crashed again. What exactly is the limiting
factor in the pathfinding code? Is it 'branches' (the number of different
routes possible from 'here' to 'target'), or cumulative distance of the various
paths, or the number of deviations from linearity? It'd help to know whether my
re-designs are helping or not (I have assumed it's the number of possible paths
- original Kandro is full of decorative dead-end pathways). Dayo
Original comment by dayoka...@gmail.com
on 14 Jul 2013 at 11:13
The most problematic limit are 'points' - which are used to define bound
coordinates of different areas. If a corridor ends, or changes ground to
water/lava, points are generated to close the continuous area and start a new
one, with different properties.
Original comment by mefistotelis
on 14 Jul 2013 at 8:25
For clarity, you say "when a corridor ends" - does a corridor that winds up &
down and left and right, but has no branches, use less 'points' than a corridor
with lots of decorative dead-ends?
another way of asking this - does a corridor end when it deviates from a
straight line?
thanks
Dayo
Original comment by dayoka...@gmail.com
on 14 Jul 2013 at 8:37
I've modified the code to scavenge some more points, got 517 more. That won't
be enough for Castle Kandro, but some simpler levels may stop crashing with
that modification.
Original comment by mefistotelis
on 14 Jul 2013 at 11:22
good news, but as you say, Kandro may still be too much. Can you try to address
comment #13? I don't think I understand the problem sufficiently well to know
how to make Kandro reliably playable. Thanks.
Original comment by dayoka...@gmail.com
on 15 Jul 2013 at 1:56
The points are used to prepare kind of layout, "top view" of the level. So
every corner in the level has its point - a digged 4x4 room has 4 points
(unless there are columns inside, or tunnels to other rooms). A tunnel joining
a room generates 2 additional points, and a column inside generates 4.
This layout is later used to prepare tree of triangles and regions - so there
are other arrays which also have size restrictions.
Original comment by mefistotelis
on 17 Jul 2013 at 4:35
OK, so it's very complicated then!! Is there any way of knowing the scale of
the problem? i.e. if KFX can now cope with ~4,500 points, do we know how many
points the 'virgin' Kandro map has? It'd help to know how drastic the changes
need to be to ensure it is robust / stable.
Incidentally, I assume that, as the map is being changed regularly as keepers
lay out a dungeon, that this is a dynamic calculation that is constantly being
performed?
I wonder if the logfile could record the point number at the beginning of the
level, so any map-maker can know if they may have a problem? An idle thought,
anyway. Dayo
Original comment by dayoka...@gmail.com
on 18 Jul 2013 at 1:34
The layout is re-generated every game turn on which a creature seeks for a new
way, or asks if it can reach a certain place.
If I'm not mistaken with the above, then just revealing the whole map at start
should show how many extra points are needed.
To find the amount, run heavylog version - it will show on-screen message with
exact number of points which couldn't be allocated. The same message will be
also inside log file generated by this version.
Original comment by mefistotelis
on 18 Jul 2013 at 3:25
i ran a heavylog before entering the complex layout stuff, went so far to
destroy the heart, then of course it froze up. i took most of the log away to
keep it under 10mb
Original comment by Demon1986
on 21 Jul 2013 at 12:53
Attachments:
I've had a look, but I don't know what I'm looking for. Can someone help? I'm
trying to get an idea of how much 'complexity reduction' this map needs, as an
approximate percentage. If I know this I can try to re-design the map so it's
stable. Dayo
Original comment by dayoka...@gmail.com
on 22 Jul 2013 at 3:21
The error log attached here says it got out of triangles. Actually, only one
triangle was missing. So - this time it wasn't points, it was another array.
Original comment by mefistotelis
on 22 Jul 2013 at 4:21
Find attached modifications to the level. I tried a few things, none of which
were very satisfactory (large rooms within the castle etc), as they spoiled the
intricate design. In the end I decided to turn lots of the corridors into
impenetrable rock. The intricate design mostly remains, but pathing issues seem
to be eliminated. I did 3 trials, each with 'worst case' events (I didn't
simplify the castle innards by digging, dropped all my creatures all over the
'maze' to make them all choose a route back, released the heroes, and then let
them find their own paths etc). I tried to e-mail Nikolai, but predictably the
e-mail address is no longer valid. Dayo
Original comment by dayoka...@gmail.com
on 11 Aug 2013 at 4:05
Attachments:
I've put the updated map to release data files; they will be published with
KeeperFX 0.4.4.
Original comment by mefistotelis
on 12 Nov 2013 at 8:50
Original comment by mefistotelis
on 22 Feb 2014 at 12:20
I wondered if the bug you found recently in the pathfinding code might have
made the original level viable again?
Original comment by dayoka...@gmail.com
on 22 Feb 2014 at 2:59
I doubt that it completely fixed the problem, but original level should no
longer hang the game.
The only way to be sure is to replay it and look at errors logged - if there is
nothing about exceeded triangles or no points for border - then it is
completely fixed.
If the game won't crash, but there are pathfinding errors in log file - the
simplified level should still remain.
Original comment by mefistotelis
on 28 Feb 2014 at 9:39
I re-loaded the original savegame, and it crashed again. I guess that closes
the issue. Dayo
Original comment by dayoka...@gmail.com
on 1 Mar 2014 at 7:17
Original issue reported on code.google.com by
dayoka...@gmail.com
on 27 May 2013 at 3:41Attachments: