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Tiberian Dawn with improved pathfinding!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Jun 06, 2020 9:11 pm    Post subject:  Tiberian Dawn with improved pathfinding!
Subject description: One vision, one purpose! We need a proper vision to get a good purpose!
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Hello everyone! I hope you guys are enjoying the remastered games like I am. Although it is not fun when our units get stuck and don't go to the places we ask them to go. However, there is good news on that front, thanks to the awesome attitude of EA to share the source code of these games with the community.

At W3D Hub, the user cfehunter has tweaked the game to use the good, old, and famous A* algorithm for pathfinding. The result appears to be that your units won't get stuck. It is possible that the game may run a bit slower than it does because of that, but if you have a good PC, it might not be a big issue for you. According to the same W3DHub, a patch for RA1 should be posted as soon as he figures out how the RA1 source works out.




Check it out at:
https://steamcommunity.com/sharedfiles/filedetails/?id=2121899275


If you have an interesting mod or map to share, inform us and we may spotlight it like what we are doing with this one. Have fun!


Key Words: #News #CommandAndConquerRemastered 

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One Winged Angel
Vehicle Driver


Joined: 03 Sep 2007

PostPosted: Sat Jun 06, 2020 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

The mod's been taken down for now, because we found a few game-breaking bugs with it, so it's not ready for a bigger audience yet.

Hopefully it will return soon with updates though!

If you're interested in trying out the mod in it's game-breaking state, you can get the files here. Just be aware that certain AI units might not work correctly.



AStar Pathfinding.7z
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 Filename:  AStar Pathfinding.7z
 Filesize:  355.32 KB
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Jun 07, 2020 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Great! I need this and "selection brackets remover mod" if any exist to enjoy remaster.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jun 07, 2020 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

lol why ea themselves don't fix it

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jun 07, 2020 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Ya... I am seeing some path-finding issues... I am surprised this is an issue...

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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Sun Jun 07, 2020 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I've encountered some issues already.

1. In TD the Nod and GDI AI in skirmish do not build tanks and only attacks with infantry.

2. GDI AI in skirmish does not build base defenses at all.

3. In RA skirmish on Normandy Landings. I played a 2 vs 4 and the explosion and firing animations do not appear. All you see is the missiles and tank bullets firing and then nothing. I'm not sure if this is just because of that one map or if it occurs in others.

I can't believe I'm encountering such issues already.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Jun 07, 2020 4:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I understand that they wanted to preserve the original feeling and legacy of the gameplay, but you'd think fixing path-finding issues would have been heir number one priority. Who goes back to playing the originals like "Oh yeah, I love me some of that 1995 path-finding".

With all flat terrain too, I don't understand why it's such an obstacle for them to overcome.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sun Jun 07, 2020 5:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the remaster but what worry me the most is they want to keep original feeling so much to the point ignore to fix any original bug in the game. XD

better path-finding and really point is what I expect the most for future patch.

and truly I also want they take on game balance for a little bit like re adjust unit cost and status specialize RA1 (ridiculous cost of Chrono Tank for example) the same as MS treatment in AOE2:DE

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jun 07, 2020 6:40 am    Post subject: Reply with quote  Mark this post and the followings unread

"Original taste" is a typical excuse lol.
MS is much bigger than poor EA tho.

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One Winged Angel
Vehicle Driver


Joined: 03 Sep 2007

PostPosted: Sun Jun 07, 2020 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread


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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jun 07, 2020 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is the mod's source code available anywhere? I was looking at the pathfinding code a while ago and thought of making an A* implementation, but if a nice implementation exists already, then I might as well use that as a base for further adjustments Smile

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One Winged Angel
Vehicle Driver


Joined: 03 Sep 2007

PostPosted: Sun Jun 07, 2020 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
Is the mod's source code available anywhere? I was looking at the pathfinding code a while ago and thought of making an A* implementation, but if a nice implementation exists already, then I might as well use that as a base for further adjustments Smile


You'll want to get in touch with cfehunter on that one.

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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Mon Jun 08, 2020 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there a mod that increases gameplay speed to the point where units and infantry are running around like they drank too much coffee or something?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jun 08, 2020 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Could Ares benefit from this and fix RA2's pathfinding?

Or has the pathfinding-code been too changed since then?

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Mon Jun 08, 2020 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

One Winged Angel wrote:
^Rampastein wrote:
Is the mod's source code available anywhere? I was looking at the pathfinding code a while ago and thought of making an A* implementation, but if a nice implementation exists already, then I might as well use that as a base for further adjustments Smile


You'll want to get in touch with cfehunter on that one.

Note that chehunter is legally required to make this code available as the game source code was released under GPL.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Jun 08, 2020 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread


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