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Path Search Nodes

When rummaging through Documents\Baldur's Gate - Enhanced Edition\Baldur.ini, I noticed the following:
	'Program Options',	'Path Search Nodes',	'32000',
I'm so used to setting this to the max (400000) that it was interesting to see this old default.

Is this option utilized? If so, why the throwback?

Comments

  • ShinShin Member Posts: 2,344
    Was wondering about this one as well. Is it enabled?
  • Aasimar069Aasimar069 Member Posts: 803
    This option is utilized, but, again, this is one of the many things that should appear in a TRUE option menu instead of having to edit a .ini file for a 2012 game...

    EVEN BG2 HAD IT'S OWN CONFIGURATION MENU (the menu you can start before playing).

    Devs, thanks for adding ALL the bakdur.ini options to the option menu !
  • marfigmarfig Member Posts: 208
    edited December 2012
    Since BGEE uses the BG2 engine (and Tutu) it is very likely that setting is being used. If this was the BG1 engine I would however say "forget it".

    That said... I never really found much value in it. Path Finding in BG 1 and 2 will always be a mess until one thing is done: Object collision routines between two characters need to be vastly improved. The game needs to know who is the passive (still) and active (moving) character on its object collision routines. The passive character must try to get out of the way by moving just a few inches. The active character should wait or just sit still. Never should he try to find a new longer path.
  • ShinShin Member Posts: 2,344
    marfig said:

    Since BGEE uses the BG2 engine (and Tutu) it is very likely that setting is being used. If this was the BG1 engine I would however say "forget it".

    That said... I never really found much value in it. Path Finding in BG 1 and 2 will always be a mess until one thing is done: Object collision routines between two characters need to be vastly improved. The game needs to know who is the passive (still) and active (moving) character on its object collision routines. The passive character must try to get out of the way by moving just a few inches. The active character should wait or just sit still. Never should he try to find a new longer path.

    Definitely. Even disabling all collision detection for characters and have them occupy the same space would be better than the current version.
  • VikingRVikingR Member Posts: 88
    I was very disappointed to see that they didn't bother to improve the Pathfinding in the Enhanced Edition (even thouth they claimed so?). It makes navigating your party through tight areas so irritating.

    "You're sending us across the map? Ok, everybody, let's see who can find the longest way."
    "I can't reach the enemy because two other fighters are blocking my path. I'm just gonna stand behind them and do nothing."

    ;)
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