Yes ty, i already did that, changed the files and it make a huge difference in skirmish untill now.
We're doing extensive testing to see what this change does for other other things.
Changes so far in skirmishplay: no more traffic jams, no pathfinding problems, good response of all units.
The droids can build defences in front of there base instead of behind it when front exit got stuck by returning droids.
Attack is like a real player now, no retreats in front of your base.
And i cant win my games anymore :p
Too early to say if its ok now, ill keep posting here.
But for now, it sure looks good, you really should give it a try.
Slow response pathfinding. maybe an idea
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cytrex
- Greenhorn
- Posts: 7
- Joined: 17 Jan 2008, 17:33
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DevUrandom
- Regular

- Posts: 1690
- Joined: 31 Jul 2006, 23:14
Re: Slow response pathfinding. maybe an idea
If you want us to try it, you should consider providing a link to your patched scripts, or attach them here.cytrex wrote: Yes ty, i already did that, changed the files and it make a huge difference in skirmish untill now.
We're doing extensive testing to see what this change does for other other things.
[...]
Too early to say if its ok now, ill keep posting here.
But for now, it sure looks good, you really should give it a try.
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cytrex
- Greenhorn
- Posts: 7
- Joined: 17 Jan 2008, 17:33
Re: Slow response pathfinding. maybe an idea
Troman wrote: I seriously doubt it will have any effect on the slowdowns, but you can find it out. And this is how: you will have to modify playerX.slo files (X is 0-7), those are located in data\multiplay\skirmish folder.
Search for this text:
and replace it with:Code: Select all
DSS_REPLEV_LOWFor an explaination look hereCode: Select all
DSS_REPLEV_NEVER
I made the above changes to the files, and yes it still works fine after hours of skirmishplay on different systems.
No errors, untill now a great improvement in skirmishplay. (still testing).
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Troman
- Trained

- Posts: 424
- Joined: 12 Aug 2006, 15:40
Re: Slow response pathfinding. maybe an idea
If that helps to fix the slowdowns, I will additionally make stock AIs leave 2 free tiles in the center of the defenses rows they build on gateways, instead of 1.
One thing we should keep in mind: units getting stuck is most likely not the actual problem, the problem is pathfinding, since I have experienced those slowdowns when no units were stuck. The slowdows are proportional to the unit count on the map.
Although it's possible that traffic jams cause additional slowdowns, we haven't tested it yet. If that's the case then another thing, besides pathfinding, we could look at is the code that manages stuck units, I remember I stumbled upon it some day. Maybe it hogs too much cpu time.
One thing we should keep in mind: units getting stuck is most likely not the actual problem, the problem is pathfinding, since I have experienced those slowdowns when no units were stuck. The slowdows are proportional to the unit count on the map.
Although it's possible that traffic jams cause additional slowdowns, we haven't tested it yet. If that's the case then another thing, besides pathfinding, we could look at is the code that manages stuck units, I remember I stumbled upon it some day. Maybe it hogs too much cpu time.
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