Mark Vejvoda
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fdd04d10c1
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- disabled jps for now and fixed ai multiplier for headless mode
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2011-09-27 01:11:11 +00:00 |
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Mark Vejvoda
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d3eda7d0f2
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- bugfix on older gcc compiler
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2011-09-27 00:17:15 +00:00 |
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Mark Vejvoda
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048f97e698
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- initial attempt to add jump point symetry to astar pathfinding (please test)
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2011-09-26 23:55:18 +00:00 |
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Titus Tscharntke
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5dd3b4ba80
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same settings like 3.5.2 so we can better compare performance
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2011-09-24 20:30:41 +00:00 |
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Titus Tscharntke
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6fdc8db138
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switching off random pathfinding intervals becasue it causes unit "warping" while walking ( more see forum )
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2011-06-26 23:51:37 +00:00 |
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Mark Vejvoda
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1700cbba2d
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- working implementation of particles for new attack-boost xml tag
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2011-06-25 20:44:46 +00:00 |
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Titus Tscharntke
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105e639bd8
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Mega also scouts to random ressource places .Only first tech type ressource is used to navigate now (which is typically gold) more improvement needed regarding this aspect ;pathfinder back to 900
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2011-06-25 18:14:20 +00:00 |
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Mark Vejvoda
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d0d31e4bfe
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- updated pathfinder to randomize better the pathfinder refresh rate in an attempt to have better performance when we have lots of units
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2011-06-24 19:40:47 +00:00 |
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Titus Tscharntke
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f5418efa8a
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deeper pathfinding ( lets see how much it effects performance )
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2011-06-20 23:48:59 +00:00 |
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Mark Vejvoda
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95755ad832
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- update new version # 3.5.3 (possible bugfix release)
- updated some pathfinder settings to see if performance and reaction to attacking is better
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2011-06-02 07:09:19 +00:00 |
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Mark Vejvoda
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47ef05ceed
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- attempt to improve pathfinder performance and lengthen max nodes to 900
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2011-04-26 21:51:18 +00:00 |
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Mark Vejvoda
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016771ed81
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- adjust camera angle for more properly unit visibility calc
- more accurate unit titles when debugging
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2011-04-18 16:51:30 +00:00 |
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Mark Vejvoda
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3617603fde
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- try to lower max pathfinder nodes to see if it makes smoother game play
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2011-04-18 04:07:39 +00:00 |
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Mark Vejvoda
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a04557ee7f
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- set pathfinder values back to be compatible with beta2
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2011-04-14 03:27:34 +00:00 |
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Mark Vejvoda
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06fb3decda
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- added some code for possible future use to improve pathfinder (not for this release) so disabled right now
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2011-04-14 02:51:13 +00:00 |
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Mark Vejvoda
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a48406a592
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- attempt to fix bailout pathfinding logic to have better performance
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2011-04-04 04:32:01 +00:00 |
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Mark Vejvoda
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cd952fcda0
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- updated world synch debug calls to only log outside of faction pre-calculated pathfinding
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2011-04-03 02:42:45 +00:00 |
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Mark Vejvoda
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623dfe7aa5
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- updated pathfinder max to 400
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2011-03-31 19:08:52 +00:00 |
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Mark Vejvoda
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0e9cf65e70
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- more code cleanup (removal of dead code that is no longer used)
- fix the icon for wartime mechanic's heal command
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2011-03-29 16:27:01 +00:00 |
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Mark Vejvoda
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c58f338d1b
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- clear pathfinder precache for units when they die to free memory sooner
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2011-03-29 10:01:01 +00:00 |
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Mark Vejvoda
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d21eeeae07
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- lessen pathfinder max nodes to see if this gives better performance
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2011-03-19 01:31:49 +00:00 |
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Mark Vejvoda
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505abbd1ec
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- observers now hear sounds from units of all team units in visible quad
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2011-03-18 21:23:34 +00:00 |
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Mark Vejvoda
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07f56669b7
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- attempt to see if threaded pathfinding will work and if it improves performance
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2011-03-18 03:53:06 +00:00 |
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Mark Vejvoda
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dcecb1ba8d
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- carving pathfinder to 500 and disabling pathfinder cache to see if it performs better.
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2011-03-05 08:01:48 +00:00 |
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Mark Vejvoda
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4975882ea2
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- cleanup some useless warnings (thanks johndh)
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2011-02-28 23:33:11 +00:00 |
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Mark Vejvoda
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45a646ffef
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- carved back max nodes in pathfinder to 600
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2011-02-28 16:45:15 +00:00 |
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Mark Vejvoda
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c679c4bfe0
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- set pathfinder max to 800 (From 1200)
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2011-02-26 00:47:41 +00:00 |
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Mark Vejvoda
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bced200dd1
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- bugfix when bad values are in map file, game would freeze at game start due to endless loop
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2011-02-25 22:13:11 +00:00 |
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Mark Vejvoda
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9de151d975
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- added more things to try to improve pathfinding (especially for the AI)
AI players should now detect when units are blocked (surrounded by other units from same faction) and tell the other units to move out of the way
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2011-02-25 16:32:27 +00:00 |
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Mark Vejvoda
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16c7316887
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- initial attempt to enable pathfinder caching (think it might work now). Please test
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2011-02-23 07:03:38 +00:00 |
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Mark Vejvoda
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69a7f8f1d6
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- hopefully stabilized pathfinder for network play so we won't get out of synch
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2011-02-16 19:44:12 +00:00 |
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Mark Vejvoda
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7a5de218b7
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- chasing down out of synch
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2011-02-16 04:43:27 +00:00 |
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Mark Vejvoda
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14c5b87da4
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- debugging out of synch (make bailout logic optional)
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2011-02-16 03:48:13 +00:00 |
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Mark Vejvoda
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31e722287f
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- bugfixes for when players disconnect, do not switch observers to AI and only show message once.
- Attempts to debug/improve network performance
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2011-02-15 03:32:14 +00:00 |
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Mark Vejvoda
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737f95e5dd
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- for testing made max pathfinder nodecount configurable
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2011-02-13 03:31:05 +00:00 |
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Mark Vejvoda
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4488a4d388
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- make pathfinder caching an ini setting tso its easy to test (disabled by default)
- some code cleanup related to threads and sockets
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2011-02-13 03:06:12 +00:00 |
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Mark Vejvoda
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d056486ec4
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- disable a cache that i think causes out of synch
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2011-02-12 01:13:52 +00:00 |
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Mark Vejvoda
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0533ce2c63
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- a simple attempt to improve pathfinder performance (this needs to be tested well and can easily be disabled by setting: const bool tryLastPathCache = false;)
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2011-02-11 23:32:24 +00:00 |
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Mark Vejvoda
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cab252c220
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- more expansion of the maximum distance the pathfinder will calculate, this is required for proper play with cliffs
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2011-02-11 16:43:57 +00:00 |
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Mark Vejvoda
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41907b7728
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- increase pathfinders range for better results with cliffs
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2011-02-11 07:51:29 +00:00 |
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Mark Vejvoda
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6ec92f2127
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- attempt to add more randomness to pathfinding and faster AI decsions
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2011-02-04 06:34:32 +00:00 |
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Mark Vejvoda
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bbab778738
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- attempt for improved harvesting when congested
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2011-01-28 08:58:16 +00:00 |
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Mark Vejvoda
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177531c376
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- commented out some debug statements and corrected stuck harvesting a bit
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2011-01-28 08:37:48 +00:00 |
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Mark Vejvoda
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23135b5bab
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- when units get congested now we try to randomly pick different approaches to find resources
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2011-01-28 07:17:32 +00:00 |
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Mark Vejvoda
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15aab7a581
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- some intial changes to support cross-compilation under mingw
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2010-12-04 23:19:43 +00:00 |
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Mark Vejvoda
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8deec8d518
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- changed debug world synch formatting so on xplatform we don't have issues with filename and other header tag items
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2010-12-01 23:38:03 +00:00 |
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Mark Vejvoda
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b02da7d1e0
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- finally found and fixed out of synch related to AI.
- added ability to log all unit activity to world synch logfiles so we can diff game info from different network clients
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2010-11-30 23:32:39 +00:00 |
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Mark Vejvoda
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ca2408073e
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- disabled more caching to determine if any of these caches cause out of synch
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2010-11-28 03:35:44 +00:00 |
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Mark Vejvoda
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edbc14a176
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- disabled another cache in pathfinder trying to hunt down xplatform out of synch
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2010-11-28 02:36:06 +00:00 |
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Mark Vejvoda
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664b2b1b7d
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- disabled another cache in pathfinder trying to hunt down xplatform out of synch
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2010-11-28 00:07:08 +00:00 |
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