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Starbow - Page 58

Forum Index > SC2 General
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Prev 1 56 57 58 59 60 346 Next
rift
Profile Blog Joined September 2007
1819 Posts
January 16 2014 18:15 GMT
#1141
Was it december who did all the work on the auto-spreading when units settle? can you comment on using that rather than maverck's method?
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
January 16 2014 18:22 GMT
#1142
On January 17 2014 02:59 NukeD wrote:
Show nested quote +
On January 17 2014 02:55 purakushi wrote:
On January 17 2014 02:50 Daralii wrote:
On January 17 2014 02:32 NukeD wrote:
On January 17 2014 02:12 Plansix wrote:
Units clump in every game. They clump in dota, company of heroes and dawn of war. They even clumped in BW, but that game was on a grid, so it looked like they has space between them. It's just the way path finding works. If you force units to not clump, you run the risk of limiting the players ability to control them.

By all means they should clump if you tell them to clump, but them clumping on their own all the time is not good either. Obviously both options should exist in the game. The pathing in the video is just about right in my opinion, it has the clumping and the spreading in the correct situtations.


That's from SC2BW?


Yep. And Starbow has already tried that.

Are you sure? SC2BW uses a way more modified unit pathing than this.

Also do you know if they tried it why they havent stuck with it?

We have tried ported SC2BW pathing triggers. Too klunky, I remade them into data for more efficiency and easier tweaking. Smoothed it out quite a bit.
It has always been somewhat intrusive, so the more competitive higher level players would always get frustrated with it at one point or another.
It can interfere with micro, armies getting around corners, armies trying to retreat.

Big things on the pathing no no list, pushing off: that can be extremely frustrating for new players and even old bw players. It also is a bit wonky and weird. Looks great, but in practice it isn't that hot compared to both BW and SC2 pathing. Units do really weird stuff with it.

Unit radiuses: These are okay to increase just a teensy tiny bit, but the unit radius NEEDS to be respective of the actual unit size. Otherwise aoe will look like it didn't hit a unit when it did, or when trying to put units in a tighter space or fitting them through tighter chokes it will be awkward.
Its not a soft radius like air separation is. There is no easy way to give units a natural more spaced out formation.
NukeD
Profile Joined October 2010
Croatia1612 Posts
January 16 2014 18:27 GMT
#1143
On January 17 2014 03:22 decemberscalm wrote:
Big things on the pathing no no list, pushing off:

You mean NOT pushing off is a "no no"?
sorry for dem one liners
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 16 2014 18:35 GMT
#1144
He is saying the making units push away from eachother to look pretty is a "no no" because it makes the units do weird shit when they are microed.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 16 2014 18:46 GMT
#1145
On January 17 2014 03:22 decemberscalm wrote:
Show nested quote +
On January 17 2014 02:59 NukeD wrote:
On January 17 2014 02:55 purakushi wrote:
On January 17 2014 02:50 Daralii wrote:
On January 17 2014 02:32 NukeD wrote:
On January 17 2014 02:12 Plansix wrote:
Units clump in every game. They clump in dota, company of heroes and dawn of war. They even clumped in BW, but that game was on a grid, so it looked like they has space between them. It's just the way path finding works. If you force units to not clump, you run the risk of limiting the players ability to control them.

By all means they should clump if you tell them to clump, but them clumping on their own all the time is not good either. Obviously both options should exist in the game. The pathing in the video is just about right in my opinion, it has the clumping and the spreading in the correct situtations.

http://www.youtube.com/watch?v=UQ_qUmRRKnw

That's from SC2BW?


Yep. And Starbow has already tried that.

Are you sure? SC2BW uses a way more modified unit pathing than this.

Also do you know if they tried it why they havent stuck with it?

We have tried ported SC2BW pathing triggers. Too klunky, I remade them into data for more efficiency and easier tweaking. Smoothed it out quite a bit.
It has always been somewhat intrusive, so the more competitive higher level players would always get frustrated with it at one point or another.
It can interfere with micro, armies getting around corners, armies trying to retreat.

Big things on the pathing no no list, pushing off: that can be extremely frustrating for new players and even old bw players. It also is a bit wonky and weird. Looks great, but in practice it isn't that hot compared to both BW and SC2 pathing. Units do really weird stuff with it.

Unit radiuses: These are okay to increase just a teensy tiny bit, but the unit radius NEEDS to be respective of the actual unit size. Otherwise aoe will look like it didn't hit a unit when it did, or when trying to put units in a tighter space or fitting them through tighter chokes it will be awkward.
Its not a soft radius like air separation is. There is no easy way to give units a natural more spaced out formation.

Does Starbow have units with more collision size?

Also, I recall there being some stat which is "size during movement"(?) which is on 70%(?) and I don't even know if it's a stat or just a pathfinding engine thing(?).
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
rebuffering
Profile Joined December 2010
Canada2436 Posts
Last Edited: 2014-01-16 19:02:07
January 16 2014 19:00 GMT
#1146
Im so addicted to this shit right now lol. CC 1st is so fun. Streaming right now if anyone wants to see a horrible player!
http://www.twitch.tv/rebufferingg
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-01-16 19:04:24
January 16 2014 19:02 GMT
#1147
Can you guys please stop asking the devs for every little thing you want in the game?

This isn't SC2.
KT best KT ~ 2014
IdrA
Profile Blog Joined July 2004
United States11541 Posts
January 16 2014 19:04 GMT
#1148
to someone with no knowledge of the technical side of things, it seems like larger collision size would be the answer? it makes things a bit clunkier as units will run into each other when it doesnt look like they should, but at least it doesnt force any movement or take any control away from the player. seems like a good enough tradeoff for less clumping.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
Last Edited: 2014-01-16 19:15:33
January 16 2014 19:13 GMT
#1149
--- Nuked ---
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 16 2014 19:14 GMT
#1150
The problem is if you make the unit size larger than the model, it's hard to tell what can fit where on the map. It also could mess up control for targeting AOEs, since the units will be larger than their model. So while it might prevent clumping, it will negatively effect other aspects of the game.

Personally I like to see what I get and nothing else. If units bling up, so be it, at least I know how much space they take up.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 16 2014 19:17 GMT
#1151
On January 17 2014 04:14 Plansix wrote:
The problem is if you make the unit size larger than the model, it's hard to tell what can fit where on the map. It also could mess up control for targeting AOEs, since the units will be larger than their model. So while it might prevent clumping, it will negatively effect other aspects of the game.

Personally I like to see what I get and nothing else. If units bling up, so be it, at least I know how much space they take up.

Units in SC2 always seem smaller than they should be though.

But realistically it's not the collision size that's the problem, just the units' tendency to not respect each other's personal boundaries, which is part of the engine design. Imagine all the units are balls made of solid-ish magnetic glue, you can't make them not clump by making them larger.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
saddaromma
Profile Joined April 2013
1129 Posts
January 16 2014 19:20 GMT
#1152
On January 17 2014 04:13 Laertes wrote:
Guys, I've been trying to contact Bisu somehow, with a post in korean explaining explicitly was starbow is and wondering what he thinks/will he play. I think it would be cool for him to at least know about it, so we can get his opinion. I tried for 30 minutes to somehow register of afreeca but being unable to read anything was too huge a barrier and it wouldn't accept any of the usernames I put. Quite frankly, I'd like to send the message myself. We don't want another Jaedong incident, although bisu strikes me as one to appreciate this more than Jaedong perhaps. IF anyone has any leads please PM me, there's gotta be somewhere I can contact bisu in a (semi) accessible way. If anyone knows how to contact bisu and I can't figure out how to get ahold of him myself, I can give you a message a korean friend of mine may be able to translate. Wish me luck in the future, but for now I'm too tired to try anymore.

EDIT: Also Idra, you're not gonna like this, but a lot of the limitations are in the SC2 engine. There are workarounds, but editor work is grueling and workarounds can sometimes be so convoluted they are hard to figure out. For a while we couldn't figure out how to make the reaver work. Then we realized if the scarabs are workers and the units they hit are minerals, the scarabs would chase units as if they were a worker(thats why scarabs have the same footprint as workers.)

starbow isn't uploaded in korea afaik
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 16 2014 19:21 GMT
#1153
--- Nuked ---
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 16 2014 19:23 GMT
#1154
I will take it over other RTS games I have played. Dawn of War and company of heroes were a nightmare if your units started fucking with eachothers pathfinding. Even Rise of Nations degraded into blob nonsense. And don't get me started on the total war games.

Every time I come back to SC2, I think "ahhhh, units that do what I tell them."
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
January 16 2014 19:23 GMT
#1155
--- Nuked ---
Nerevar
Profile Joined January 2013
547 Posts
January 16 2014 19:27 GMT
#1156
On January 17 2014 04:04 IdrA wrote:
to someone with no knowledge of the technical side of things, it seems like larger collision size would be the answer? it makes things a bit clunkier as units will run into each other when it doesnt look like they should, but at least it doesnt force any movement or take any control away from the player. seems like a good enough tradeoff for less clumping.

Just for reference, here is a thread discussing this matter:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=381747

And here is another that implements it into Xel Naga Caverns. It's fairly old, so I don't know if the map still exists.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=198840
features
Profile Blog Joined July 2010
Ireland160 Posts
Last Edited: 2014-01-16 19:30:37
January 16 2014 19:30 GMT
#1157
Had to come in and say; Carriers are SOOO good! :O

Played a TvP and his Vikings couldn't put a dent in them, goliath weren't that good either, though he may not have had goliath range, which naturally would have made a huge difference.
Conveyor belt star
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
Last Edited: 2014-01-16 19:31:01
January 16 2014 19:30 GMT
#1158
On January 17 2014 04:23 Plansix wrote:
I will take it over other RTS games I have played. Dawn of War and company of heroes were a nightmare if your units started fucking with eachothers pathfinding. Even Rise of Nations degraded into blob nonsense. And don't get me started on the total war games.

Every time I come back to SC2, I think "ahhhh, units that do what I tell them."

Yeah, frankly I can't understand why people want to go back to a more Brood War style of unit movement. SC2 unit movement is just so crisp and clean. I've played all those other games you've mentioned and I don't even really bother trying to control units individually, there's no point.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
ionONE
Profile Joined March 2011
Germany605 Posts
January 16 2014 19:36 GMT
#1159
twitch.tv/idrajit
idra is back with the bow
JANGBI never forget
Plansix
Profile Blog Joined April 2011
United States60190 Posts
January 16 2014 19:38 GMT
#1160
On January 17 2014 04:30 KrazyTrumpet wrote:
Show nested quote +
On January 17 2014 04:23 Plansix wrote:
I will take it over other RTS games I have played. Dawn of War and company of heroes were a nightmare if your units started fucking with eachothers pathfinding. Even Rise of Nations degraded into blob nonsense. And don't get me started on the total war games.

Every time I come back to SC2, I think "ahhhh, units that do what I tell them."

Yeah, frankly I can't understand why people want to go back to a more Brood War style of unit movement. SC2 unit movement is just so crisp and clean. I've played all those other games you've mentioned and I don't even really bother trying to control units individually, there's no point.

Starcraft 2 has the worst pathfinding, except for all the the other pathfinding systems that have been created.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
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