Pathfinding still moderately flawed
3leeTbger
Member Posts: 71
[Windows][Beamdog]
Pathfinding is still moderately flawed in bg2ee 1.3. Are you (devs+community) aware of this? Are there maybe already another thread regarding this?
If one play a couple of hours in bg2ee 1.3, it gets apparent that pathfinding still isn't working optimally.
I can post some vids if necessary.
Pathfinding is still moderately flawed in bg2ee 1.3. Are you (devs+community) aware of this? Are there maybe already another thread regarding this?
If one play a couple of hours in bg2ee 1.3, it gets apparent that pathfinding still isn't working optimally.
I can post some vids if necessary.
Post edited by 3leeTbger on
0
Comments
Thanks
http://forum.baldursgate.com/discussion/38229/mac-characters-should-not-suddenly-stop-when-you-click-to-travel-to-another-area
Thanks.
http://forum.baldursgate.com/discussion/38620/11229-party-members-should-not-get-stuck-when-moving-around-objects#latest
http://forum.baldursgate.com/discussion/38229/11227-party-members-should-not-cancel-movement-if-they-are-baulked-by-other-party-members#latest
But it was improved for version 1.3. See page 3 of the release notes:
http://www.beamdog.com/files/bg2ee/bgiiee_releasenotes.pdf
I agree that it could still be much better. Getting stuck when walking past another character is especially annoying.
An additional example of pathfinding flaws:
When trying to enter tents at Trademeet from various angles, things get funny.
- entire party immobile, etc.
Save from the depicted situation attached.
http://youtu.be/GAQrVx_eqIo