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Requesting Pathfinding Examples

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  • Requesting Pathfinding Examples

    We are working on improving the pathfinding of Dota 2 and could use your help. If you know of situations where the pathfinder in Dota 2 isn't performing as you would hope, please post to this thread with examples. We've seen a few really detailed videos that have been helpful so far.

    Thank you!

  • #2
    While I can't reproduce it all the time, I have seen it happen a lot of times over the years and even a few months ago. See the screenshot [ http://steamcommunity.com/id/cvp_bg/...24952347691906 ].

    A hero can get "stuck" in there while moving out from the camp. When it does happen, you have to click a few times in random places to get your hero out of there or he will just stand there as if he is entangled.

    Comment


    • #3
      Originally posted by CvP View Post
      While I can't reproduce it all the time, I have seen it happen a lot of times over the years and even a few months ago. See the screenshot [ http://steamcommunity.com/id/cvp_bg/...24952347691906 ].

      A hero can get "stuck" in there while moving out from the camp. When it does happen, you have to click a few times in random places to get your hero out of there or he will just stand there as if he is entangled.
      I have also had that happen in the small path in trees to the right of radiant mid tier2.
      http://cloud-2.steamusercontent.com/...699F82DBF80AC/
      Last edited by crinckle; 02-07-2015, 02:10 AM.

      Comment


      • #4
        In general, it can be annoying to cast or attack a target on different elevation. For example, a target could be in the river near the bot lane ramp, while you are in the jungle on the high ground. If you try to auto attack them but aren't close enough, you will path all the way around the cliff, when if you had manually moved up you could atttack then. I would love if there was an option to path to the nearest point where you can cast/attack a target rather then having to use the normal path finding. I can make a video to demonstrate the issue I have sometime tomorrow.

        Edit: This video shows how it can be inconsistent where the game knows it can just move up a bit to attack, or forces you to path all the way around to the target.
        http://youtu.be/_MnwahWkKyQ
        Last edited by Drkirby; 02-07-2015, 02:17 PM.

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        • #5
          Radiant Top Super Cliff:

          Sometimes when trying to ward the supercliff next to the top lane radiant T2 tower, depending on where you click to place the ward, and what side of the cliff your hero is coming from:

          http://cloud-4.steamusercontent.com/...369F943E353B3/

          Your hero will reach this point on the map and then stop moving:

          http://cloud-4.steamusercontent.com/...D45132F36B4C3/

          No error message is produced when clicking to place the wards, it's a completely valid location. Your hero just decides to not go the last bit of distance needed to get in range.

          Comment


          • #6
            Originally posted by CvP View Post
            While I can't reproduce it all the time, I have seen it happen a lot of times over the years and even a few months ago. See the screenshot [ http://steamcommunity.com/id/cvp_bg/...24952347691906 ].

            A hero can get "stuck" in there while moving out from the camp. When it does happen, you have to click a few times in random places to get your hero out of there or he will just stand there as if he is entangled.
            I found a very similar (possibly the same) issue recently while trying stuff in a lobby. It seems like pathing sometimes fail to see wide enough open gaps as passable. For example if you trap a units between trees or a bunch of other units, but leave an about 25 range wide gap open, your hero sometimes won't walk through the gap, even though it can fit there with its 24 collision size.
            Please, just call me buny.

            Comment


            • #7
              is it only path finding? or is the glitching with moving fast around a tower/cliff/whatever included, where you always do mini stops instead of walking smoothly?

              Edit: Isn't it better for this kind of thread to have a mod/OP/somone collect all relevant stuff on the first page/in the first post, to make it more accessible?
              Last edited by ischtar; 02-07-2015, 03:56 AM.

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              • #8
                http://gfycat.com/UncommonBrokenInganue /u/heroh341

                https://gfycat.com/MinorIdioticCurassow /u/Jordan_Rago

                http://puu.sh/ennpr.mp4 /u/Valiox

                https://www.youtube.com/watch?v=Qeojs6GFBKc /u/WiseDota

                https://www.youtube.com/watch?v=-Ka_ny7dbNg /u/TheCatAndSgtBaker
                Last edited by Rawls; 02-07-2015, 04:15 AM. Reason: added more from reddit

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                • #9
                  I'm not sure what the reproduction conditions are but I've fairly often had an issue with the dire ancient. I would have my hero move towards the fountain, and it takes a right turn around the ancient, stops halfway and then goes back around and goes the left way, hugging the ancient all the time.

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                  • #10
                    as someone who zones out/tilts out a bit and just start clicking across the map and letting go of the wheel, pathing fuck ups happen.

                    Here's 2 older videos

                    https://www.youtube.com/watch?v=-Ka_ny7dbNg
                    https://www.youtube.com/watch?v=nqUrbmsfGxU

                    if you just click far away and let the game try to do its thing by itself something's gonna go fucky. I think I have more replays downloaded of this happening but they aren't labeled so it's gonna be hard to find.

                    Comment


                    • #11
                      [VIDEO] Move-click glitch at this location

                      http://dev.dota2.com/showthread.php?t=116225

                      Hi.

                      I died a couple of times because of this glitch, so I finally decided to report this...

                      http://www.youtube.com/watch?v=aI87nH0h5rg
                      http://www.youtube.com/watch?v=0RSOU8_U1a8

                      Seems like it has something to do with the camera and cliffs, making that area "effectively" out of your normal camera range or something... it works and registers clicks normally when theres no high ground, but doesnt when there is

                      since i reported this a year ago i dont know, maybe its fixed already

                      ================================================== ===============


                      http://dev.dota2.com/showthread.php?t=148581

                      [Video] Hero will walk back after double tap TP [Video]
                      https://www.youtube.com/watch?v=4AB5i8PrX_0

                      I have no explanation for it, happens like once every 30 games, died because of it previously. Today it happened again and I watched replay but didnt identify whats happening

                      http://www.dotabuff.com/matches/978626755
                      Last edited by nejdeto; 02-07-2015, 04:06 AM.

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                      • #12
                        At the Dire Ancient : Sometimes if you walk to the fountain ( http://i.imgur.com/QJd3CsJ.jpg ) and the dire ancient is in between you walk to the bottom and then you take a turn to go the other way around ( http://i.imgur.com/eqzOW4y.jpg ).

                        Comment


                        • #13
                          Not sure if this counts but you notice some seriously annoying pathfinding as a support trying to ward.

                          Let's say you're trying to ward the edge of the cliff. Most of the time you'll be forced to walk all the way around to put the ward. Unless you click up to it until you're right in front of the cliff then put the ward.

                          Comment


                          • #14
                            This isn't a bug but I think it's annoying and should be changed.

                            The hero in the video will just wait until the path is passable instead of trying to find a new path, this only occurs if you click close enough to the wards. IMO it should be changed to always try to find a new path regardless of the situation.





                            And the forum is filled with path finding bugs, just waiting to be fixed..


                            Also, can someone sticky this? (And remove Icefrog's outdated data files sticky)

                            Comment


                            • #15
                              I once got stuck in the Dire's Ancient when I just right-clicked on the fountain area and I was far away. The problem could be fixed, but my poor Bounty Hunter was walking in place hopelessly for a while until I noticed.
                              Credits to Phoenix.

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