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Pathfinding algorithm should be improved

causeisunknowncauseisunknown Member Posts: 50
When I was playing BG, I would get angry If my party lost their way or stuck somewhere. I think lots of player feel the same opinion.

Couple months ago I run into a website that have some idea on BG's patfinding algorithm. Maybe you want to look:
http://harablog.wordpress.com/2011/09/07/

Comments

  • AntonAnton Member, Moderator, Mobile Tester Posts: 513
    edited June 2012
    Improve the pathfinding algorithm
    (FriendsOfBaldursGate request by zealer)
    Path finding is generally fine, except for very narrow areas such as Firewine Ruins and around the Circus Tent in the Circus dungeon in the Promenade. (Often using the “single line” party formation helps, but do people change formation after finding a favourite?) In such an area, the coding to select the path could be improved with something like: if Path is greater than 4x “as the crow flies” path, then abort Path and walk towards or keep close to party leader.

    Comments from reddit:
    Xinzelar 3 points
    Not sure if this is implemented but one improvement could be: If the whole party is selected and you move them through a small opening make sure the party sticks together (max distance from eachother). If the opening gets blocked in the meantime stop movement.

    zealer 2 points
    I think the problem with BG is that being an old game, they had limited processing power. I'm pretty sure the devs don't want to upgrade the requirements that much, but I'm sure they can have some more "cpu intensive"

    LordSinc 2 points
    I remember this being a really annoying and somtimes deadly problem.
    Example: You give out the command for the party to walk through a narrow pathway, they seem to all jumble at the opening and somtimes the two last party members will for whatever reason start walking away trying to find another path perhaps because it the door was blocked?

    zealer 2 points
    Yeah, and these characters that strayed away would sometimes "find" some random encounters.

    kore_nametooshort 2 points
    going into beregost from the temple and trying to make your way to the smithy is an absolute mare :)

    LordSinc 2 points
    I dont think this issue is getting the attention it deserves. Sometimes this was a serious problem in the game which lead to even more annoying micromanagement of the party when all you want them to do is go through a narrow pathway.....
    NO I SAID THROUGH THE DOOR! NO! DONT WALK BACK THROUGH, THAT ROOM ITS FULL OF TRAPS!! #$!@# great... time to reload... oh whats that? I have not saved in an hour? fml

    zealer 1 point
    Hahahahahaha, not saved in an hour... just once.

    williamimm 2 points
    I'd say this would be a great requiest to do. Among other things, it would remove the need to have to install BG2 Tweaks component "Shut up "You must gather your party before venturing forth" sound (Weimer)"
    Then again, maybe not.
  • AntonAnton Member, Moderator, Mobile Tester Posts: 513
    edited June 2012
    Less jostling around for entry into new/next areas
    (FriendsOfBaldursGate request by jmessmer)
    Consider improving entry into new areas – the party sometimes just jostles around for several seconds while trying to go into a new area (e.g. map, next dungeon level or house, etc)..

    Comments from reddit:
    Boaster 1 point
    That reminds me. Some of the party formations are nice, but what if I just want my party to follow in a line? It seems that option is only available for multiplayer or something. Maybe I'm mistaken.
    But yes, I generally do agree. Path finding should be a little bit better. I have noticed that in BG2 and BG Tutu that even if there is a sliver of black unexplored area on the map, the character will only go the "known" path.
    Better/smarter pathfinding in general.

    theacefes 1 point
    To add to this, is it possible to tweak the NPC AI so that if they are in the PC's way, they can move out of the way or at least not just stand there?

    kaikiai 1 point
    I could be wrong, but aren't NPC's moving out of way unless you are infight?

    theacefes 1 point
    Sometimes if you have a full party and you are say, backed into a corner, you have to use the console keys to get out of that bind or click a lot until you get lucky.

    Bhryaen 1 point
    For sure Trent has mentioned that they're working on the pathfinding issue, but every update has been a bit of a "still working on it..."
  • BhryaenBhryaen Member Posts: 2,874
    edited June 2012
    That article might even be useful to the BGEE team on this gameplay issue. Hope it is if they look into it. This is a very common complaint about BG. It also might count as a bugfix really...
  • AndreaColomboAndreaColombo Member Posts: 5,530
    The pathfinding algorithm can never be too powerful. Any enhancement in this department will be highly appreciated.
  • TiggrrTiggrr Member Posts: 25
    edited July 2012
    It would be delightful if the pathfinding for move instructions could avoid obvious obstacles like a stinking cloud or web. Since it's sometimes necessary to risk travel through such an area, perhaps it could be controlled with a toggle switch like the AI off switch.
  • Bend3Bend3 Member Posts: 19
    Well, maybe if they change up the AI scripts adding the "evasive" mage/thief or other class. Such a script could cause the scripted member to stop or avoid area of effect or MARKED trap areas. but simply adding avoidance to basic AI is going to overly simplify gameplay.
  • TanthalasTanthalas Member Posts: 6,738
    edited July 2012
    I merged the topics.
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