Development Cycle Archive
Thread: Test Center Update Notes April 2, 2004
TrandoshanDroidTech wrote:
Good to see that you guys are improving it and making sure no warping appearsthats the kind of work I like to see from the devs
/applaud
I think they said yesterday that the AI improvement was that if its stuck for a few seconds the critter would warp?
If we take this stuck on objects time away from creatures I'm worried they will no longer have role-paying / interaction time with their environments like they used to and their game experience will be diminished. ![]()
Please tell me you're joking.
Mohr wrote:
I think they said yesterday that the AI improvement was that if its stuck for a few seconds the critter would warp?
so when will this hotfix be release on the live servers? i think its better to test this aggressively on live servers to further improve on it.
please please please! do not bring back the random warping bug for mobs. thanks for the hard work! ![]()
They should only make them warp past something they're stuck on if they're currently being attacked. That way you could still run for your life and hope the thing gets stuck, but you wouldn't be able to pull the ol' Krayt harvester trick.
Delii wrote:
so when will this hotfix be release on the live servers? i think its better to test this aggressively on live servers to further improve on it.
p4Samwise wrote:
Please tell me you're joking.
Mohr wrote:
I think they said yesterday that the AI improvement was that if its stuck for a few seconds the critter would warp?
March 31st Thread in In-Testing Rogue5 wrote:
AI pathfinding: AI will now avoid structures such as harvesters and large rock formations when trying to close in on a target in combat. In cases where the AI still gets stuck in this situation, AI will now warp to the desired location after getting stuck for several seconds.
I sort of read this to mean "creature will warp right on top of you" since this is its desired location. You would think they could make obstacles viscous so creatures could move through them but very very slowly....this would kind of account for the idea of the dumb beast needing time to figure out how to move "around" the thing but wouldn't require the Devs to write any complex logic (actual AI) for mobs....they could just move in a straight line.
Rogue_5 wrote:
AI: Made some more improvements to prevent AI from getting stuck on objects.
Thanks,
Rogue_5, this is a REALLY frequent problem at the spawn in the slums beside that downed Mos Eisley space ship (Lucky Despot?).... and it doesn't seem to be an AI problem to me (at least there) because the ones that get stuck always get stuck in the same exact spot in some wall etc and they get stuck at the point and time of spawning......... and there are actually always two spawns (often Valarian and Jabba) there......... one is usually fine, but the other is 99.9% of the time stuck in the walls.... plus the one that gets stuck is just as random as the one that doesn't.......
maybe you meant to say '... more improvements to enable AI to unstick itself when getting stuck on objects." ?
thanks