Netcode/Pathfinding in WZ2100

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Cc2iscooL
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Joined: 17 May 2008, 03:59

Netcode/Pathfinding in WZ2100

Post by Cc2iscooL »

Hey guys, I was just curious about the netcode and pathfinding in the game.

Is the current netcode issue (desynching between server and client) still slated for the 2.1 release? I saw this noted in another post and it's still a really irritating problem when you and a friend are playing with eachother (even over LAN) and have your units randomly explode.

Also, I wanted to bring up a little on pathfinding. Is there anything slated for pathfinding? Right now, occasionally, it can take up to 60 seconds for a unit to move if there are *any* objects in the way. It doesn't seem to increase or decrease with range. I'm wondering if it also has something to do with the netcode. When moving a large number of units, such as a large group of cyborgs, sometimes they'll get stuck and cease moving, instead of trying to find another path...such as up against a wall or chasm.

Just wanted to see what the current status on both of these issues are, because these two are keeping me from playing the game  :P
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Buginator
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Re: Netcode/Pathfinding in WZ2100

Post by Buginator »

Cc2iscooL wrote: Hey guys, I was just curious about the netcode and pathfinding in the game.

Is the current netcode issue (desynching between server and client) still slated for the 2.1 release? I saw this noted in another post and it's still a really irritating problem when you and a friend are playing with eachother (even over LAN) and have your units randomly explode.

Also, I wanted to bring up a little on pathfinding. Is there anything slated for pathfinding? Right now, occasionally, it can take up to 60 seconds for a unit to move if there are *any* objects in the way. It doesn't seem to increase or decrease with range. I'm wondering if it also has something to do with the netcode. When moving a large number of units, such as a large group of cyborgs, sometimes they'll get stuck and cease moving, instead of trying to find another path...such as up against a wall or chasm.

Just wanted to see what the current status on both of these issues are, because these two are keeping me from playing the game  :P
Covered here:
?topic=1728.0

p.s, units don't explode randomly.  (Though it appears that way)
and it ends here.
Per
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Joined: 03 Aug 2006, 19:39

Re: Netcode/Pathfinding in WZ2100

Post by Per »

Cc2iscooL wrote: Also, I wanted to bring up a little on pathfinding. Is there anything slated for pathfinding? Right now, occasionally, it can take up to 60 seconds for a unit to move if there are *any* objects in the way. It doesn't seem to increase or decrease with range. I'm wondering if it also has something to do with the netcode. When moving a large number of units, such as a large group of cyborgs, sometimes they'll get stuck and cease moving, instead of trying to find another path...such as up against a wall or chasm.
I am working on this, see https://gna.org/patch/?1064 and the developer interview by Kreuvf in another thread.

Playtesting would be most welcome, although you would need to patch and compile the trunk code yourself at this point.
"Make a man a fire, you keep him warm for a day. Set a man on fire, you keep him warm for the rest of his life."