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icon_project.png UFO: Alien Invasion / Closed Bug report #2334 [map] military issues
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Maps
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    4. Useful
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  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
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Description
[http://sourceforge.net/p/ufoai/bugs/2334 Item 2334] imported from sourceforge.net tracker on 2013-01-28 19:30:37

tested in r28300
see attached screen shots for issue descriptions
===== Comments Ported from Sourceforge =====

====== markhawrylak (2010-01-29 03:35:47) ======

military map issues
====== tlh2000 (2010-01-30 07:40:26) ======

should be fixed in r28334
====== markhawrylak (2010-01-30 11:34:14) ======

tested in r28339
image 1 - not fixed, I cannot click the unit to stand on any of the highlighted tiles.
image 2 - Fixed
please consider looking along the entire cliff as shown in image 2, there are some other questionable tiles where you can stand in mid air.
set status to open
====== rudolfowood (2010-01-31 16:01:41) ======

Radiant pathfinding view
====== rudolfowood (2010-01-31 16:04:06) ======

I attached a screenshot of image 1 in radiant. Problem seems to be that the street is inside level 1, but the floor is too high to stand there (because it is almost at the top).
level 2 is walkable, that seems to be what is taken into account for walking.
====== tlh2000 (2010-01-31 17:07:03) ======

noticed that, too - but i don't understand the reason.
====== natewr (2010-03-13 17:08:09) ======

If rudolfowood's right that the pathing isn't working because the floor is too high for the level it is on, it would explain why I can't get units walking up to the very top of the parking garage in my city RMA. It exceeds 64 units * 8 levels tall and the pathfinding just doesn't go up high enough.

In this thread, question number 3, the issue is raised and mattn suggests that new tracing code might fix this.

http://ufoai.ninex.info/forum/index.php?topic=4179.0

Does this sound like the same problem and is it expected to be resolved by code? Or should the military convoy map be changed?
====== tlh2000 (2010-03-13 19:12:59) ======

it looks like the map must be changed - the code is working "correctly"
====== natewr (2010-03-16 11:37:07) ======

It's not pretty, but it should be fixed in r29029.

I simply lowered the street at that end by 8 units, so it's all under lvl 2 now. Tested the pathing in game and I can click on the area to move the unit and stand there fine.

I also added a lot of actorclip brushes to try to produce expected pathfinding behavior on the cliff edges, but there's probably still some ambiguity. If you could, Mark, try out the cliff edges for me a bit and see if you find anything that isn't doing what it appears it ought to do. It wasn't always easy to know whether a tile should be walkable or not.
====== sf-robot (2010-03-31 02:21:17) ======

This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
did not respond within 14 days (the time period specified by
the administrator of this Tracker).
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