Attachments (4)
Change History (16)
by , 9 years ago
Attachment: | commands_reachcc.txt added |
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comment:1 by , 9 years ago
Cc: | added |
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comment:2 by , 9 years ago
Keywords: | patch review added |
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comment:3 by , 9 years ago
Summary: | Units stuck at obstruction corners → [PATCH] Units stuck at obstruction corners |
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by , 9 years ago
Attachment: | use_passability_grid.patch added |
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comment:4 by , 9 years ago
I tested your patch and found a problem. When the Roman cavalry hunt Gaia, after the attacks for the first time, when Gaia runs away, Roman cavalry choirs are not pursued immediately, but where do attack action.
comment:5 by , 9 years ago
Thanks for reporting that, but that's a different problem. Did you experience units getting stuck with the patch?
follow-up: 7 comment:6 by , 9 years ago
Tested the patch and it works for this special case (r16970). Also noticed that some units get stuck on structures before and after building. Don't know if it's an issue with corners but it was already there before the patch.
by , 9 years ago
Attachment: | commands1.txt added |
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by , 9 years ago
Attachment: | commands2.txt added |
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comment:7 by , 9 years ago
comment:10 by , 9 years ago
Keywords: | review removed |
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Resolution: | fixed |
Status: | closed → reopened |
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The attached patch fixes the problem. It makes the unit motion use the passability grid instead of the obstruction shapes, else it gets less permissive than the long-range pathfinder and units get stuck.
However, this patch actually reverts r16869, so it might not be so good. As the
CheckLineMovement
algorithm was fixed in r16918, reverting that commit is not equivalent to putting the game in the same state as before and it is still possible that problems don't arise.It would be great if people could test that patch in game and tell me if it breaks things :)