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| Pathfind Fix. | |
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Vhaerun
Posts : 118 Reputation : 12 Join date : 2014-01-12 Age : 44 Location : VA, USA
| Subject: Pathfind Fix. Mon Jun 27, 2016 8:09 pm | |
| Hello all,
Ok, here is the pathfind fix for those that want it. Read the readme. The link is here: Pathfind Fix
Last edited by Vhaerun on Wed Mar 08, 2017 4:43 pm; edited 1 time in total (Reason for editing : Pathfind Fix is fixed.) | |
| | | DeeKay Administrator
Posts : 531 Reputation : 26 Join date : 2011-03-19 Age : 25 Location : Brazil - SP
| Subject: Re: Pathfind Fix. Mon Jun 27, 2016 10:33 pm | |
| Idk, I saw no changes, actually. To test it, just keep in mind that if you set it to 1, the unit will just walk into the wall and stop there.
"At 1 cycle ("+search 1") it resulted in basically no pathfinding. It would just walk straight into the wreck and then not get an updated path. This means that both problems #1 and #2 are in full force - the unit is not getting a good path nor is it getting an updated path in good time. At 25 cycles, the unit would walk into the wreck and then wait many seconds before getting an updated path. So issue #2 has improved but not #1. At 50 cycles, the unit still walks into the wreck but quickly resets its path around it. Issue #2 has improved a lot. At 100 cycles, it only walks into the wreck sometimes and still quickly resets its path. Now issue #1 is improving. At 200 cycles, the unit no longer bumps into the wreck at all, meaning it is getting a high quality path from the get-go. At this point it will not bump into anything except for obstacles that weren't present when the path was created." - TA PathFinding Research.
Nice try tho, keep going! This might help you: http://www.tauniverse.com/forum/showthread.php?t=42529
I'll see if I can do something. If we just... enabled the developer mode, it would be waayy easier, try to see if you can get something following the path of the +search command, or something related to it. When you type +profile it'll show some Search status. | |
| | | Vhaerun
Posts : 118 Reputation : 12 Join date : 2014-01-12 Age : 44 Location : VA, USA
| Subject: Re: Pathfind Fix. Tue Jun 28, 2016 12:52 pm | |
| You could be right Deekay, I really did not see any changes. I am no programmer and have not an idea what I am doing: Using Ida Pro Free and Hex-edit, I have been comparing the kingdoms.icd file with a Total annihilation.exe and the code is very similar if looked at with IDA Pro free. Seeing that at offset 40EAD6 esi-48 with TA shows where their path-find cycles are, but the same location in the kingdoms icd file shows offset 416626 esi-48 but not the path-find cycles. And if I modify that part(icd) of the hex, the game crashes. However, looking at the addresses in the kingdoms icd file in the AISearch section of code, only one dword ptr shows, which does not make sense due to the hex being FFFFFFF0. So any help will be much appreciated! Adding some pics: first is the TAK.icd, second is TA.exe.
Last edited by Vhaerun on Fri Jul 08, 2016 10:04 pm; edited 1 time in total (Reason for editing : More Updates) | |
| | | Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Pathfind Fix. Thu Jul 07, 2016 9:18 pm | |
| Wow, it's great to see that you guys are still giving this a shot. Keep up the good work! Let me know if you need anything. | |
| | | Vhaerun
Posts : 118 Reputation : 12 Join date : 2014-01-12 Age : 44 Location : VA, USA
| Subject: Re: Pathfind Fix. Thu Jul 07, 2016 10:17 pm | |
| Let's see if this works: New Pathfind Fix
Ok, played with the pathfind fix on Angmir's maze against three Ais at 1000 units and played without the pathfind fix, same variables. Appears with the fix: the units were not getting stuck; I noticed without the fix, they became stuck quite a few times especially at that one bridge. However, I would like more feedback to see if other peeps notice the same thing.
Note: Deekay, tried that dev mode, but it seems we are missing one word and that is Chris. While browsing the icd file and the TA.exe I noticed that the Icd has bluefire, joy, fire and a few other strings in the place where Chris is at in the TA.exe. So maybe one of those words might be the trigger for +now Film Chris Include Reload Assert.
Last edited by Vhaerun on Fri Jul 08, 2016 10:00 pm; edited 1 time in total (Reason for editing : Update) | |
| | | $ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Pathfind Fix. Sat Jul 09, 2016 9:51 am | |
| yep ppl please test this pathfinding in my feel it work a bit*
*1 test on angvir maze but this map is very horrible for walking, and some units had problem with moving from one corner to another BUT they weren't stuck, they were moving and looking for path (usually) and i hadn't stuck units near enclave, as in this movie https://www.youtube.com/watch?v=QQ8ui1y1skY | |
| | | Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Pathfind Fix. Sat Jul 09, 2016 9:36 pm | |
| Vhaerun,
The readme doc states: "the new default is "0002045A"; however, RH says that the new value is: "0001045A". Is this a misspelling from your part?
Also, do I place the three cfg files in the Kingdoms folder? Do I leave RH open when the game starts?
Thanks, Sage | |
| | | Vhaerun
Posts : 118 Reputation : 12 Join date : 2014-01-12 Age : 44 Location : VA, USA
| Subject: Re: Pathfind Fix. Sun Jul 10, 2016 1:19 am | |
| My bad, I forgot to update the read-me. However, here is what it is supposed to say: - Vaerun wrote:
- -- TAK Pathfinding Fix --
-- Always make a backup of your original file: pgtak.icd or kingdoms.icd or kingnocd.icd file you are using.-- -- Use at your own risk. I or the maker of this program assume no liability. --
RomHaxxor application with pathfinding config, for adjusting pathfinding cycles in Total Annihilation: Kingdoms.
Applying this fix with default value will significantly increase pathfinding performance and remove degradation of pathfinding when there are large amounts of units in-game. In other words, units will not stall or get stuck as much when trying to find its way to a point the user had defined. However, this fix might cause lag if your computer is ancient.
1. Unpack RomHaxxor and pgtak.cfg or kingdoms.cfg or kingnocd.cfg somewhere.
2. Launch RomHaxxor.
3. Click on "open config" and select pgtak.cfg or kingdoms.cfg or kingnocd.cfg you are using.
4. By default, C:\CAVEDOG\KINGDOMS\pgtak.icd or kingdoms.icd or kingnocd.icd is used depending on which of the three *.cfg file(s) will be selected. To change to a different *.icd, click on "select file" and choose a different *.icd file.
5. The old and new values are shown in hexidecimal. The original default is "00002EE0" which equals 12000 and the new default is "0001045A" which equals 66650. Therefore, to change the new value, double-click the pathfinding entry and adjust the "new value" field.
6. You will want to back up your *.icd file first. When you are ready, press the "update file" button (the green play button) to make the changes. And you can place those files in a folder anywhere, but very likely outside your Kingdoms folder. RH does not need to be running once the *.icd file has been modified. | |
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