Search found 144 matches
- 09 Jun 2015, 21:33
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36150
Re: Feature #2229: Improve pathfinding AI
@scrawl @Zini TL;DR; I will concede Scrawl's point, calling checkPathCompleted() will reduce the "running in circles" incidents. I'll test that out this weekend and see how it works. But I suspect we still need to check for overshooting waypoints when framerate is low. Also, I'll point out...
- 09 Jun 2015, 10:12
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36150
Re: Feature #2229: Improve pathfinding AI
@Gus Here's the experimental data At the Dren plantation, (cell 2, -7). With "frinnius posuceius" given a speed of 100, who I hit to make him chase me. First two numbers are frinnius' X and Y co-ords. Second two numbers are the waypoint frinnius is trying to reach. Next two numbers are the...
- 08 Jun 2015, 00:13
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36150
Re: Feature #2229: Improve pathfinding AI
it's possible that it never goes further away if you run in perfect circle, or if the NPC runs in a spiral, so this might not work.But I like this idea and in the same spirit,you might do the check on the zAngle. If this angle change of 180 degrees, then you've past the way-point. What do you think...
- 07 Jun 2015, 21:19
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36150
Re: Feature #2229: Improve pathfinding AI
@scrawl That value seems excessively large. The change would fix one bug but create others in the process. I think the root cause of the problem you are seeing would be AiCombat calls checkPathCompleted only every 0.25 seconds (tReaction). If we check it every frame instead, wouldn't that fix the is...
- 07 Jun 2015, 21:03
- Forum: General
- Topic: Strange At-Rest Poses
- Replies: 4
- Views: 2828
Re: Strange At-Rest Poses
@DocClox The first error reported in you log is this: Can't create offscreen surface: Ran out of memory in D3D9Device::copyContentsToMemory at B:\Programming\Libraries\Ogre\Source\RenderSystems\Direct3D9\src\OgreD3D9Device.cpp (line 1406) In my experience, once you run out of memory, you're deep int...
- 07 Jun 2015, 03:15
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36150
Re: Feature #2229: Improve pathfinding AI
@mrcheko True, applies to any other package apart aiCombat. I fixed that rather long time ago (only in aicombat): PathFinder::syncStart, look for usage in AiCombat::buildNewPath Thanks for that. I've found it and updated the PR so that AiFollow will use this sync logic as well. That seems to reduce ...
- 06 Jun 2015, 02:49
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36150
Re: Feature #2229: Improve pathfinding AI
I believe the problem is the pathing can have problems when it "overshoots" a nav point. It's true, it applies to all packages (though maybe simpler to observe in aicombat). Recently radius to check pathpoint was 64.0 now it's 32.0 (PathFinder::checkPathCompleted, tolerance), checked that...
- 01 Jun 2015, 23:32
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36150
Re: Feature #2229: Improve pathfinding AI
Seems that we're talking about two different issues then. I'm sure the path-restarting is what causes circling in many cases. An easy way to reproduce: - set an NPC that is not in the player's line of sight to AiFollow on the player - keep walking back and forth The NPC will then run in circles ind...
- 01 Jun 2015, 21:38
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36150
Re: Feature #2229: Improve pathfinding AI
Unnecessary complicated, IMO. Plus, we need it fixed for all AI packages and not just combat. If this fix was deemed acceptable, I was going to add it to the other packages. AFAIK the basic issue with the circling is an actor restarting on the same path again and again whenever it's recalculated (t...
- 01 Jun 2015, 07:11
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36150
Feature #2229: Improve pathfinding AI
I've submitted a PR for fixing the "running in circles" thats seen is AiCombat. https://github.com/OpenMW/openmw/pull/602 I'm providing this post because I believe the fix requires a bit more explanation than just the PR. I believe the problem is the pathing can have problems when it "...