locked up?

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Deathtreader
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RE: locked up?

Post by Deathtreader »

ORIGINAL: Arjuna

phoenix,

Finally got a moment to look into this issue. Interesting. I can confirm that it is not a formation lockup. From here on it gets complicated though.

You ordered the 2Bn to use the quickest route to the bridge and you authorised it to bypass if necessary. The problem is that the vanguard, B Coy, gets to a point or starts at a point where the route will cause him to head towards a visible enemy threat in the woods NNW of its position. wAt this point the respective unit radius are very close to each other. They are within the 250m standOff range. This is new code I introduced into BFTB to prevent units from crashing into each other. So it halts. Unfortunately I had failed to include a line of code that I use in similar reaction code to force a reassessment by the unit. In other words, if you are stopped then try and do something else.

So I added this line of code. Sure enough B Coy decides to reassess. But he fails to bypass on his own initiative and calls some code to bring his boss's reassessment forward. All good. However, two subsequent issues arose. First one was that you had issued a Quickest route task parameter and this was overriding the bypass option. I don't believe that it should do so. So I have changed that now for human players.

The second issue is more profound and I am going to have to spend more time assessing how best to address it. Basically it's due to the way we manage the end time of human player tasks. This code goes back to the dark ages as far as the code base for this engine is concerned and it has a history of sorts. Originally we set the end time of a task to be whatever the start was plus the likely duration. However, we found that if this was unduly short then we ended up with a lot of processing to continually slip the end. So we decided to instead set the end of player tasks to be that of the scenario. After all there can never be more than one player task per unit. This situation will have to change when we introduce sequential tasking for the player anyway. I probably need to bite the bullet now and do so because it is having a profound effect on the bypass code for player tasks.

The reason this happens is that we use a test to see if the force is making progress and if it's not then we test to see if we should bypass. Alas the code to determine if we are making progress relies on a comparison between the "remainingDuration" and the "estimatedCompletedDuration". If the remainingDuration is greater then we're ahead of schedule. If less then we're behind. With player tasks using the scenario end they invariable end up ahead of schedule and hence don't bother to tyest for the bypass.

This will have to change. But I need to think about this some more. I hope to do so and work up a fix next week.

Just curious as to how this might be panning out...............
Thanks!

Rob.[:)]
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
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Phoenix100
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RE: locked up?

Post by Phoenix100 »

+1
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Arjuna
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RE: locked up?

Post by Arjuna »

Hi guys. We've had a bit of problem with getting our new Source control software working properly. After a lot of hassles that looks sorted. So today I started back on this issue of timings.

As I mentioned above there is an underlying issue relating to the determination of a force being ahead or behind schedule. this was affecting the Vypass reasessment code. I have made changes to now calc a route and determine the duration of the task based as soon as you the Player issue a Move order on the map. I then set the end of the player task based on the estimated StartAt time ( factoring in orders delay down the line ) plus the estimated duration. I have just stepped through the code and now the bypass works as it was originally intended. I have also removed the test for route type that was preventing bypass if the route type was set to anything other than unspecified. It now only depends on the Bypass option setting.

However, I discovered that the settingf for these options ( allowBypass and allowAttacks ) defaults to false for all tasks. Now that is fine for the human player because he can override that with the optioon checkbox. But this is not good for the AI. Effectively it denies him the option. I had put in place special provisions within the code to override this for the AI controlled forces. but I think it best to simplify the matter and rely solely on the task option setting. This will require me to convert the scenarios. I'll start on that tomorrow.
Dave "Arjuna" O'Connor
www.panthergames.com
Phoenix100
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RE: locked up?

Post by Phoenix100 »

Thanks Dave. None of that means anything to me. :) But if it means that in the end they'll stop all that senseless halting (or the sense of it will be explained) then I'll be happy. I had an interesting experience playing through the huge 15 day Spearhead v Reich scenario yesterday - I wonder if it's connected to this issue. This is what happened. I pulled back everything I had to a defensive line running roughly from the Erezee exit, through Grandmenil, Manhay, Vaux-Chavanne and then up the road to Chene-al-Pierre. I concentrated all reinforecments up to Day 7 ish on holoding this line and gathered all the arty into a big block I could control. The AI attacked in 2 places. Up the big red road from Baraque Fraiture to Manhay, and from Oster to Grandmenil. By day 5 there were massive concentrations of axis forces in Oster (looking to attack Grandmenil) and stuck on the road leading up to Manhay. I bombarded these concentrations mercilessly. What happened? The AI seemed to get stuck. By day 7 the attacks all stopped. I was sittting there in my defensive line waiting for reinforcements so I could come round the roads on the eastern flank and re-take Baraque Fraiture. but I wasn't getting attacked at all!!! I surrendered and had a look. The AI was very far from finished. There wwere still massive concentrations of Axis forces on the map, they had retreated and gathered near Lamormenil and Malampre. And when I continued play this didn't change much. 8 days of the scenario left and the AI just seemed to have siezed up. There were a few attacks, but mostly it just seemed shattered, stuck in disorganised ocncentrations, unable to come up with further attacking plans, but with ample material to do so. I started attacking and the shot below is from Day 11, showing theat the AI has now retreated into the area I've ringed. There have been no attacks since day 7, I think. So I had the feeling the AI might be 'halting, halting, halting' if only I could see his stats properly?

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Phoenix100
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RE: locked up?

Post by Phoenix100 »

Hey Dave. Any progress you can mention on this piece of work?
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Arjuna
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RE: locked up?

Post by Arjuna »

I've done the change at my end. We need to test this though and that requires a new debug build and testing round. However, we opted first to add new code that would convert user made data content to the latest version. That way we will better support and encourage user content. What started out as a simple undertaking has turned a lot more complex. What we uncovered were some fundamental issues with our database engine and Microsoft's Visual Studio ( which is the development software we use ). We are working our way through these. As soon as I can we will get a new patch out.
Dave "Arjuna" O'Connor
www.panthergames.com
Phoenix100
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RE: locked up?

Post by Phoenix100 »

Many thanks Dave. Appreciate the update. Look forward to that patch, then.
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