Pathfinding issue or just bad map making?
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Close Combat Series -> Close Combat The Longest Day

#1: Pathfinding issue or just bad map making? Author: Xnij PostPosted: Fri Sep 24, 2010 7:14 pm
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In this screenshot the tanks have a clear path but can't pass through. Has this issue been fixed in a patch, mod or something?.


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#2: Re: Pathfinding issue or just bad map making? Author: Dima PostPosted: Fri Sep 24, 2010 8:19 pm
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forget it, that's vanilla TLD Smile

#3: Re: Pathfinding issue or just bad map making? Author: Xnij PostPosted: Fri Sep 24, 2010 9:14 pm
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err.. you're saying it's been fixed in some mod?

#4: Re: Pathfinding issue or just bad map making? Author: mooxe PostPosted: Fri Sep 24, 2010 9:55 pm
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Well it can be a combination of both. Both map making and pathing issues have to compromise for each other to make it playable. The opening in hedges have to be made wider so pathing is good thru them, thats a pretty good trade off. They are making a patch though that presumably kind of fixes patching but they said it will still be open to your opinion on whether you think its fixed or not.

#5: Re: Pathfinding issue or just bad map making? Author: davidssfx PostPosted: Fri Sep 24, 2010 11:16 pm
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Xnij wrote (View Post):
In this screenshot the tanks have a clear path but can't pass through. Has this issue been fixed in a patch, mod or something?.


Tanks can drive through the spaces (you've marked with red arrows) with the Ground Tactics 1.6 mod installed. Smile

#6: Re: Pathfinding issue or just bad map making? Author: schreckenLocation: Sydney, Australia PostPosted: Fri Sep 24, 2010 11:23 pm
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Are they Bocage?

in stock tLD tanks can't travel over/through bocage..... this would include cases where there is a gap, but it is too small for large vehicles... try driving through the gap with a smaller vehicle as was probably intended.

#7: Re: Pathfinding issue or just bad map making? Author: Dima PostPosted: Sat Sep 25, 2010 5:41 am
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small vehicles will not their way through such gaps either.

#8: Re: Pathfinding issue or just bad map making? Author: schreckenLocation: Sydney, Australia PostPosted: Sat Sep 25, 2010 5:46 am
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Know what map it is?

#9: Re: Pathfinding issue or just bad map making? Author: Xnij PostPosted: Sat Sep 25, 2010 6:30 am
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Creully I think

The pathfinding and/or bad map making issue seems rampant on all maps. Whether moving past your own armored units, between trees, you name it. The spaces can sometimes be surprisingly large. I don't know how many times I've had to back away my own units from a spot just to move another unit through and in the middle of a fire fight it screws everything up.

I've really tried being patient with this game but I don't think I can take it anymore  Crying or Very sad.

#10: Re: Pathfinding issue or just bad map making? Author: Andreus PostPosted: Sat Sep 25, 2010 1:13 pm
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Well, that's just a normal CC issue... Spinning tanks right in the middle of a fight, taking the long way to any place and falling into rpg ambushes...
I hope Spinlock has something to offer us soon, so far it's the only place where I've seen vehicles drive right...

#11: Re: Pathfinding issue or just bad map making? Author: vonB PostPosted: Sat Sep 25, 2010 4:13 pm
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Adapt... Improvise... Overcome.

Adjust to the conditions.  I have long taken the view that my Tankers were hung over when going into battle so I assume nothing.  If I find one of my tanks is taken out because it ended up facing in a bad direction after completing a move, I blame myself for not keeping an eye on it.  Move on.

That's not to say that the issue of pathfinding is satisfactory.  It isn't.

I know well that negotiating narrow spaces that vehicles are going to take some handling, so I adjust accordingly.  It still drives me nuts at times, but by adapting I can minimise the hassle and still concentrate on the game, which is also moderated by the somewhat inadequate AI, and in H2H, both sides have to deal with it, so same ball park.

That's not to say that the issue of pathfinding is satisfactory.  It isn't.

#12: Re: Pathfinding issue or just bad map making? Author: TejszdLocation: Canada PostPosted: Sat Sep 25, 2010 4:40 pm
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Map design definitely does impact path finding but ultimately the path finding code is old and just not that good.

But there might be some hope on the horizon..... The current path finding code in WAR/TLD could not handle all the changes in LSA so Matrix/S3T have rewritten it for the next LSA patch and it is rumoured that this new code could be back ported to WAR/TLD.

#13: Re: Pathfinding issue or just bad map making? Author: Dima PostPosted: Sat Sep 25, 2010 6:13 pm
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That's our only hope, TJ Smile



Close Combat Series -> Close Combat The Longest Day


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