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Author Topic: Pathfinding bugs  (Read 2940 times)

Nick

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Pathfinding bugs
« on: May 13, 2013, 17:40 »

Arch-viles get stuck in lava.
Player can't find a route in a darkness even if he has a map.
Player CAN find a route in a darkness without a map if you click on a discovered square and he does not feel too shy to walk on dark squares and use doors hidden in the dark, walking to a door as if he knows that door is there.
Player can't reach any far tiles.
Pathfinding algorithm does not take into account you have 100% resistive boots.

With DoomRL maps size, Wave Propagation Algorithm will work in milliseconds. I can write it in one evening after job, without any of the bug mentioned above.
Maybe I should join the dev team?
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thelaptop

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Re: Pathfinding bugs
« Reply #1 on: May 13, 2013, 18:38 »

I don't see any pathfinding bugs in the console version.  I think the issues here are that we are allowing path finding to occur with the mouse in the first place.  It seems to be overpowered, so I think we should definitely nerf it, since with a smart path finder, no one ever needs to take responsibility for their choice of movement.

Thanks for pointing this out for nerfing.  =)
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Kornel Kisielewicz

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Re: Pathfinding bugs
« Reply #2 on: May 13, 2013, 18:47 »

Welcome to the gamedev world. Things that seem simple to fix, can take ages.

Although if you're serious, stop by #chaosforge on irc.quakenet.org ;)
« Last Edit: May 13, 2013, 18:50 by Kornel Kisielewicz »
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Kornel Kisielewicz

Nick

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Re: Pathfinding bugs
« Reply #3 on: May 14, 2013, 04:50 »

Not just gamedev, particle physics data processing (my current job) is the same. Some fixes look so simple, rather interface than core but suddenly require a major core re-working. Some look so hard and complicated but require nothing except the device operator's guide and Least Squares approach. Describing typical task's difficulty as a damage, I'm sure it's far from Gauss' and I think it's 3d9 * N where N is the expected difficulty. Or even 2d11.

I afraid of two things:
1) Big overhead. Sometimes, job manage can take more time than the job itself.
2) Sometimes I can get suddenly busy for an unpredictable time. For example, it took half an hour to write this post. I've got four incoming calls about a photocathode strobe correction, sensor calibration ETA, my own analysis software setup (twice)... sorry, +15 min because of 5th call. Yesterday "one-evening" update led to a stability loss.

But spacemarines do not surrender.
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Kornel Kisielewicz

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Re: Pathfinding bugs
« Reply #4 on: May 14, 2013, 07:17 »

Space Marines do not surrender:
http://www.youtube.com/watch?v=U8qglSV74XY

I'll see you on the channel :)
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Kornel Kisielewicz

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Re: Pathfinding bugs
« Reply #5 on: May 14, 2013, 14:37 »

Pathfinding algorithm does not take into account you have 100% resistive boots.

Pathfinding works if you have both portions of the phaseshift set.
Clearly DoomRL needs more items that let you fly.
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