Kenshi

Somebody said to me that he wish for character to go from hub to floatsam village without problems  
i had to get details because answers was rl just fraction of information, but i collected whole picture
Basically he want character to go from The Hub to Floatsam village while he will be focused on totally different people  
he was ending stuck aimless on the road with my mod and with vanilla, which is understandable once you see the map
http://prntscr.com/tgsu8c   http://prntscr.com/tgsuqe  
with my mod whenever character wonder how to go to destination 
AI looks for closest red road and see if it direction made you closer to target and do couple of calculations with terrain 
i decided to see how the road goes and where character ends
Just for Clarification blue arrow is pointer and direction marker, not road draw:  
http://prntscr.com/tgp5jp  
i started in Hub and clicked here as goal to go:  
http://prntscr.com/tgp7m5
idea was quite simple, see how far can he reach and how he select road  
i took this handsome BUGboi because he run like a rocket and its his biggest selling point in my squad: 
http://prntscr.com/tgp9gs
i was basically traveling to squin with my team of people running 5-12MPH, all the time rendering them:
http://prntscr.com/tgpcm9  http://prntscr.com/tgpg6r
well there was funny moment of trial for my fix from V 1.3
http://prntscr.com/tgphxm
would be so funny if fix i promised would break and not fix anything when character goes to the hostile nest and get stopped by slower enemies  
i tested it in past so was quite confident about it, but you never know rl well turns out it was easy pass:  
https://prnt.sc/tgpk1q  
Nest turned red which means it was render closely in character view range off-screen, but he easily shrug off the wolves as i expected 
However Rebirth is one of the worst areas to navigate path: 
http://prntscr.com/tgpmc2 i pretty much expected things to break soon  
He end up stuck there: 
http://prntscr.com/tgpndt  
from this point any travel re-order to village is canceled
Ai is looking for closest road and see if road leads to destination, see that roads leads to each other or other loops and can't find way out 
off-screen render distance is a joke so its impossible to fix without editing map or setting characters as minecarts in perfect rails (also editing map)
https://prnt.sc/tgqb2r  
at least he was able to easily go back and was close to rebirth if i wanted to repent his sins 
Border zone and Okran arms have way too many conflicting roads for pathfinding algorithm to really work with it off-screen 
http://prntscr.com/tfvsia
best solution i can give is to order traveling from Hub to Floatsam with 1 station: 
http://prntscr.com/tgtpki   
Bridge above blister hill is not marked as road so it can't be used by pathfinding algorithm easily 
my mod is mostly focused on On-screen pathfinding where i have full control over all loaded objects and bigger render distance
Other modder told me its because terrain editor with Havoc basically does not works - which is quite accurate if you start clicking ctrl+shift+F11 in random places
with current state of the engine and map, all i can do for off-screen pathfinding is made characters stuck closer to village than in vanilla
i never promised any fix for it, just wanted to see where character gets stuck in current version and which road he selects and what could be done with it

Main goal of my mod is to improve on-screen pathfinding without breaking off-screen travels, not reverse-engineering fix outdated technology xD
will see if Kenshi ever jumps into Ogree 3.1 and how it affect the game, for now i ll continue working on my project where improvements can be done.

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