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Pathfinding

Discussion in 'Icewind Dale 2' started by joacqin, Nov 17, 2002.

  1. joacqin

    joacqin Confused Jerk Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    [​IMG] I know that everyone is annoyed by the pathfinding in IWD and that it is a problem that have plagued the infinite engine but doesnt it almost seem like it is worse in IWD2 than in BG2?
    I mean the only thing that have happened between BG1 and IWD2 is that the chars now can move on their own if someone pushes them in their back but why the hell do they have to take a 100 mile detour just because the doorway is blocked for 2 seconds? For me this isnt a small thing, it is something that annoys me everytime I play. Especially in IWD2 because there are so many dungeons and mazes, and they arent adapted to the crappy pathfinding. Instead are they full of narrow doorways and corridors which forces the player completely babysit his characters all the time. Phew, just had to vent this as it bugs me alot.
     
  2. Panfist Gems: 1/31
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    I think the problem is that the pathfinding route is decided at the instant you tell the character to move taking into account only what exists at that instant, instead of predicting other character's paths.
     
  3. ejsmith Gems: 25/31
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    This is true. But, you must remember to use different party formations.

    The follow formation will pause them long enough to recalculate the right path.

    I usually keep the pathfinding down to 32000 or 40000. Just for smooth factor.

    I am SOOOOOOO glad my mainboard came in the other day. I will be hitting the (*sigh*) Targos docks tomorrow morning.

    My entire kingdom for a IwD1 remake...
     
  4. Khazraj Gems: 20/31
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    EJ,

    you mean a remake of IWD1 in 3E rules? I'm with you, my body for a remake of it! (Is it worth it?)
     
  5. teekc Gems: 23/31
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    my pathfinding is 50000 and it is not any better.
    i don't think that the pathfinding of infinity was initially created based on dungeon and maze. the designers don't foresee the need of clever pathfinding in tight situations. unfortunately, this is the biggest flaw of infinity. i am just curious, clever pathfinding isn't that hard to write. there are a lot of strategy games out there to refer.
     
  6. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    [​IMG] Pathfinding in IWD2 isn't any better or any worse than it was in BG2. In fact, it hasn't been changed any since then. The only reason it seems worse in IWD2 is because there are a lot of unusually positioned buildings or obstacles which further confuse the pathfinding calculation. The biggest mistake is to think that upping the path search nodes will help; forget about it. Even pushed to the max the difference is practically unnoticeable. You're much better off leaving it at a total minimum and doing corrections manually. At least this way it's not wasting CPU cycles on pointless calculations, and will run smoother.
     
  7. Capt. Tripps Gems: 9/31
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    Are you sure its the pathfinding? I always thought that my characters were suicidal (I mean look at what they volunteered for!)and were trying to find new and creative ways to kill themselves.
     
  8. schteen Gems: 1/31
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    if you turn on advanced pathfinding, it will look up the best path all the time, so if a door is blocked, it will only delay them until the path clears up..
    at least...that`s how it works in theory
     
  9. Quint Gems: 8/31
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    One other problem with pathfinding:

    How come they decide to take paths that go across the fog of war? That area is still undiscovered.

    What I do is keep my thumb close to the space bar. Any time one of them decides he wants to take the long route, I either pause and redirect him, or I just re-click the whole party to the same spot. It pretty safe to do that: don't just click once on the destination spot, but keep on clicking until no one is taking the scenic route.
     
  10. Dreamagi Gems: 2/31
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    Yeah, the Pathfinding sure is an issue. Big big problem since IWD 1. However, about that comment about pathfinding AI references from strategy games, well, I doubt they would help very much because strategy games don't have their maps as cramp as IWD2. Imagine playing warcraft on a map where you minions gotta squeeze through in single file only in order to get to the other side of the map!!!
     
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