nww02 1 Posted November 4, 2012 Please correct me if I'm wrong, but the Pathfinding AI itself has not been touched in this patch from what I can see after unpacking it.What has been touched is the navspace files for each island (IE the nav mesh). While this will improve pathfinding, it most likely will not fix some of the major problems (IE: takeing the long way around for no reason). The high-level pathfinding code in the script files is high-level, and there's not a lot wrong with it, except that it's a bit 'blunt'. The actual stuff that translates that into "move x units east..." is inside the main code, and imho, that is the part which needs the work. The only top-level scripty bit which I'd like to see them muck with (with regards to walrus pathfinding) is where it's trying to back-out of a corner, and it just starts randomly choosing forwards, or backwards, and side-to-side.. That needs to be a bit more heuristic and communicative with other units. Just my 2c though. Share this post Link to post Share on other sites
Tontow 1 Posted November 4, 2012 (edited) Tontow- this is very interesting. Considering the result I'm seeing here, most of the major problems were just because of a bad nav mesh? I've not seen many long-way-around problems (yet), and the times I did, the walrus did manage to get there and didn't take much longer than he would have if he had taken the short route. Yes and no. The walrus should have taken the shorter of the 2 routes; this indicates an issue with the AI itself and not the nav mesh. Granted, a bad nav mesh will screw over any pathing AI, but no matter how good your nav mesh is, it wont mean a thing if the AI is glitchy. Also, Here is a list of files that I unpacked from the patch file. Note that there is no .exe listed and that the pathfinding AI is not located in any script files, but the navspace files of almost all, if not all, the islands has been updated. Also, while the files may have been included, it does not mean that they where changed - I found one or 2 files that where unchanged or just had a few comments removed --------------------------------------------------------------- Beta Patch\anm Beta Patch\cutscenes Beta Patch\db Beta Patch\gui Beta Patch\materials Beta Patch\obj Beta Patch\scripts Beta Patch\shaders Beta Patch\sounds Beta Patch\worlds Beta Patch\anm\cutscenes Beta Patch\anm\cutscenes\releasetrailer Beta Patch\anm\cutscenes\releasetrailer\camera Beta Patch\anm\cutscenes\releasetrailer\carrier_apa Beta Patch\anm\cutscenes\releasetrailer\carrier_destroyed Beta Patch\anm\cutscenes\releasetrailer\carrier_uec Beta Patch\anm\cutscenes\releasetrailer\manta1 Beta Patch\anm\cutscenes\releasetrailer\manta2 Beta Patch\anm\cutscenes\releasetrailer\manta3 Beta Patch\anm\cutscenes\releasetrailer\manta4 Beta Patch\anm\cutscenes\releasetrailer\manta5 Beta Patch\anm\cutscenes\releasetrailer\manta6 Beta 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Dreadnought808 1 Posted November 4, 2012 I see, and agreed Tontow! I bumped onto a map (Granite) where the pathfinding is still problematic. Specifically the bridge northeast, the whole path northwest and the path southeast. These are generally flat bits without any obvious bumps. Considering it seems to be map-specific- perhaps that nav mesh needs more tweaking, and the other maps I've tried have had a bit more love? Makes me wonder if the devs would find it useful if we start listing the areas on maps where we CONSISTENTLY have bad AI performance. Some dev feedback would be cool here. Share this post Link to post Share on other sites
Tontow 1 Posted November 4, 2012 Makes me wonder if the devs would find it useful if we start listing the areas on maps where we CONSISTENTLY have bad AI performance. Some dev feedback would be cool here. Agreed. If we acctually had feedback from the devs, we could focus on this type of stuff............ (me hears a pin drop) Share this post Link to post Share on other sites
Tradesman 1 Posted November 4, 2012 Same major problem for me, game will no longer launch after updating to 1.03. When I open the program, I get the usual white rectangle in the top left side, then it switches to black fullscreen, then exits back to desktop without any dialog box. I am on Vista ultimate x64.Also, the patch is being detected as a virus by AVG, I had to disable AVG to get it to run, but even disabling AVG is not letting the game launch. I,m getting same exact problem after patch though I use Win7, AMD Radeon 6800 series card and no virus checker enabled.` Share this post Link to post Share on other sites
Evmolpos 10 Posted November 5, 2012 OK, there are major improvments on AI path finding, but not finished on every island. Now about crashes or other problems, I can say it is a Beta patch, we have to wait for final. The patch is on the right way I think. Share this post Link to post Share on other sites
species1571 64 Posted November 5, 2012 I,m getting same exact problem after patch though I use Win7, AMD Radeon 6800 series card and no virus checker enabled.` Is it Win7 x64 by any chance? I believe it may be a 64-bit problem. Share this post Link to post Share on other sites
jedra 11 Posted November 5, 2012 Is it Win7 x64 by any chance? I believe it may be a 64-bit problem. No problems with Win 7 64-bit here. Share this post Link to post Share on other sites
Evmolpos 10 Posted November 5, 2012 Is it Win7 x64 by any chance? I believe it may be a 64-bit problem. I had an unexpected crash on x64 g570 Share this post Link to post Share on other sites
Dreadnought808 1 Posted November 5, 2012 (edited) I'll take the liberty of copying some info down here as it is relevant: In regards to walrus pathfinding, how it works, what was fixed, and what was wrong. Very interesting stuff! "We did many changes to pathfinding in the latest patch. The first one is fixed bug in navigation-space generator which accidentally created paths down from the cliffs, or contrary, up the steep hill. This solved problems on certain islands where the walruses were totally hopeless. If you can report certain island or certain spot on the island where the problem persists we will appreciate it. That what you were asking for, so yes, please - feedback is welcome. Another problem is dynamic obstacle avoidance which was extremely pessimistic and one walrus ahead of another rendered completely blocked pathway and forced the one behind to look for other way. This hasn't been solved completely yet but improved a lot. We are still working on it. Last big problem is assist AI action which is sometimes stressed with constantly changing terrain, width of pathway, dynamic obstacles, different speeds of vehicles etc. It has been improved a lot but some problems still remain. It's the top most priority now. best regards, Filip Doksansky Lead Programmer Bohemia Interactive" Leads me to conclude that a lot of my pathfinding issues were caused by a walrus somewhere up ahead. Interesting stuff. As for feedback- I'll make a separate post for that as not to clutter this one. Turns out that many of my current nav problems have to do with another walrus being somewhere down the line of the chosen path. So I reckon it's mostly the dynamic obstacle avoidance that's unknowingly causing people problems at this time. When doing tests with a single walrus on the island, performance is significantly better. That'd also explain how one walrus decides to take "the long way around." Edited November 5, 2012 by Dreadnought808 Share this post Link to post Share on other sites