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Re: TileMaps & PathFinding Breaking Stuff in Dev

PostPosted: Mon Feb 10, 2014 1:55 am
by JudgeX
Just lodging a note that I still could use some help with this issue. If anyone knows where I've gone wrong or how to use tilemaps as in the multiplayer examples with the newest source, please let me know.

Re: TileMaps & PathFinding Breaking Stuff in Dev

PostPosted: Tue Feb 11, 2014 3:41 pm
by robaldred
Updated example 9.5-goto-path-finder is broken in latest dev.
There's a drawing issue with the path history.
And a more important issue is that the player jumps to the final destination immediately when the initial path is allowed to complete.

I made a little screen cap here.


At 0:12 I allow the path to complete, you can see that the drawn path history is not completed. The last point is not correctly drawn as traversed.

From 0:15 I begin pathing again. The player jumps immediately to destination without pathing, the "destination calculated", "point reached" and "Path completed" events are triggered immediately aswell.

It's immediately apparent that these changes have made the pathing very glitchy, expecially when you want to interrupt a path and go somewhere else, it was working really nicely before these changes.

Re: TileMaps & PathFinding Breaking Stuff in Dev

PostPosted: Fri Feb 21, 2014 1:32 am
by Smileypop
The issue with the TileMap2D trying to create a texture on the server side still exists.

Can you please update the dev branch code to wrap the following in an !server statement:

Code: Select all
var self = this,
         tex = new IgeTexture(IgeTileMap2dSmartTexture);
      
      self.texture(tex);

Re: TileMaps & PathFinding Breaking Stuff in Dev

PostPosted: Wed Mar 19, 2014 10:30 pm
by rob
Sorry for not getting back to you guys on your questions re: this update sooner. In the coming months I have earmarked some more time to make sure these changes are production ready and your questions are answered.

Thanks.

Rob