saxman1089 Posted August 19, 2017 Share Posted August 19, 2017 Hey all, I was doing a park re-creation and decided to move where I had placed the park entrance. After moving the entrance, peeps could enter and leave the park, but the peeps already in the park can't seem to find the newly located exit. Any ideas on how to fix this? 1 Link to comment
saxman1089 Posted August 19, 2017 Author Share Posted August 19, 2017 Update: I was thinking that maybe the peeps who entered the park before the entrance was moved were still trying to use the old exit location, so I used a bunch of No Entry signs to get all guests out. I then reopened the park, and I'm getting the same issue now. The peeps are congregating near the center of the park and endlessly walking in a loop there. Link to comment
saxman1089 Posted August 20, 2017 Author Share Posted August 20, 2017 Okay, final update. I added back the entrance at the original location, and the peeps left, with no issues whatsoever. It seems like this is a bug in the sandbox mode, in that the peeps don't see the revised location of the park entrance. Link to comment
saxman1089 Posted August 21, 2017 Author Share Posted August 21, 2017 (edited) Okay, further update here, this time with screenshots. Now, I have an entrance back at the original location, and have peeps piling up in seemingly random places. Can someone please explain how the pathing algorithms work and how I can fix this from happening? People Pile! All of them want to leave the park. Park Entrances, lower one in screenshot is the original location. Edited August 21, 2017 by saxman1089 Link to comment
cascadia Posted August 22, 2017 Share Posted August 22, 2017 You should try filing an issue on the game's GitHub site, since more developers are there then here for bug reports. Link to comment
imlegos Posted August 24, 2017 Share Posted August 24, 2017 (edited) Check the location of the guest insertion point. Also, a file would be nice. Edited August 24, 2017 by imlegos 1 Link to comment
saxman1089 Posted August 25, 2017 Author Share Posted August 25, 2017 Here's the file. I removed the additional exit that I added, and checked the guest insertion point. Its there, right where it should be. Knoebels_v1.01.sv6 1 Link to comment
saxman1089 Posted August 26, 2017 Author Share Posted August 26, 2017 On 8/22/2017 at 01:12, cascadia said: You should try filing an issue on the game's GitHub site, since more developers are there then here for bug reports. I'm just not sure it's a bug, which is why I don't want to go that route yet. I tried to reproduce it in a different park of mine with no luck. Link to comment
imlegos Posted August 26, 2017 Share Posted August 26, 2017 So, I checked over the path tiles with the tile inspector, and it all seems right. I even replaced the entry and still no luck. 1 Link to comment
saxman1089 Posted September 10, 2017 Author Share Posted September 10, 2017 I'm gonna put this up on Github, since it's still causing me issues and doesnt seem to be a mistake on my part. Link to comment
Broxzier Posted September 10, 2017 Share Posted September 10, 2017 Make sure to provide steps to reproduce this issue, or it will be very difficult to debug. 1 Link to comment
zaxcav Posted September 11, 2017 Share Posted September 11, 2017 @saxman1089I took a quick look at the save game and have identified that the problem is in inconsistent path edge connections of the path tiles under and neighboring the avenue of trees on this path, particular where circled in the image (I didn't examine further areas). For the example tile shown in the tile inspector (the path under the tree next to the bench where the peeps are turning the corner) you can see all edges are connected. This is inconsistent with the neighboring tile with the bench (or the bench would not show. These inconsistent edge connections are causing the calculation of the wide path flags not to work as intended, which in turn is breaking the pathfinding. The edge connections also directly impact the pathfinding. Tidy up the edge connections in this area (either manually using the Tile Inspector or replace all the paths and use temporary fences to prevent connections where you want the benches to be) so they are consistent between neighboring tiles and things will start working again. If you need further help with this, just ask. 1 Link to comment
saxman1089 Posted September 11, 2017 Author Share Posted September 11, 2017 Thanks for your help! I couldn't find a full-width gravel scenery tile anywhere, so i thought I could use actual paths and make them manually edge to edge using the tile inspector. I guess its back to looking for an edge to edge gravel scenery tile! Link to comment
CharlieP Posted September 12, 2017 Share Posted September 12, 2017 Try this. It is a full tiled tarmac. If you need a different color tarmac or entrance tile let me know. JB-ROAD2.DAT 2 Link to comment
saxman1089 Posted September 12, 2017 Author Share Posted September 12, 2017 I specifically need something gravel rather than tarmac. I was using a darker tarmac previously, and I didn't like how it looked (others also didn't if you check out my screenshots over at NE). I'm going to try the K0NG off-white path and associated scenery tile for now, but may make a grey gravel-type path and scenery-tile in the future. Link to comment
saxman1089 Posted September 13, 2017 Author Share Posted September 13, 2017 Anybody know if there is a full-tiled version of the K0NG off white path? Link to comment
saxman1089 Posted September 13, 2017 Author Share Posted September 13, 2017 11 hours ago, saxman1089 said: Anybody know if there is a full-tiled version of the K0NG off white path? Sorry, its not a K0NG path, its Indiana Jones or something like that. But a full-tiled version of the actual path would be SO SO helpful. @CharlieP maybe you can help me out with that? Basically I need a full-tiled path that matches the K0NG off-white scenery tile. Also getting back to the original thread.... the problem is definitely fixed. I had to basically re-do probably 80% of the pathing in the park, but it fixed the problem. I'll close the Github issue later today. Link to comment
hpg Posted September 13, 2017 Share Posted September 13, 2017 (edited) Any problem with using the off-white scenery tile with an invisible path on top? I suppose an actual path could be a bit more convenient if it's available, but the invisible path should work as well. Just have to turn on height marks on paths in order to place lamps/bins/etc on top or to delete a piece of path without using the clear scenery tool or tile inspector. Edited September 14, 2017 by hpg 2 Link to comment
saxman1089 Posted September 13, 2017 Author Share Posted September 13, 2017 (edited) I was shying away from it because I didn't know it was possible to place items so on invisible paths. But you just said it's possible, so your comment helps a bunch! Still might be nice to have the full width path though. I like to be able to see the majority of the path system when I turn off the scenery, so I can solve any pathing issues more easily. Edited September 13, 2017 by saxman1089 1 Link to comment
saxman1089 Posted September 22, 2017 Author Share Posted September 22, 2017 Okay all, I'm having issues with this park again. I added some more paths back, and I don't have any inconsistent edges. The peeps are still circulating and can't find the park exit. I really want this park to be completely peepable, so any help would be appreciated! @zaxcav, any ideas? Knoebels_v1.21.sv6 Link to comment
zaxcav Posted September 23, 2017 Share Posted September 23, 2017 @saxman1089 The pathing looks fine. The wide path flags calculated from the edges look normal. I turned on the path finding debugging to see if there's something weird happening there. The peeps leaving the park are using the following location for their destination: x: 2, y: 75, height: 14. The exit location is however at x:2, y: 94, height: 14. This explains why they aren't leaving. I added some debugging to print out the entrance location in the map data. There are 2 park entrance locations in the map data: Entrance 0: 2, 94, 14 Entrance 2: 2, 75, 14 At what ever location the currently stuck peeps were when they decided to leave, they were closer to the entrance 2 location. How you get rid of this obsolete entrance location data I do not know. Maybe someone else can help you out there. 2 Link to comment
saxman1089 Posted September 24, 2017 Author Share Posted September 24, 2017 (edited) @zaxcav So it does look like this might be an original bug with moving the entrance in sandbox mode? That coordinate set sounds like where it was placed originally before I moved it.... Would you or @Broxzier be able to point me to somebody who might be able to help out with this? EDIT: Also reopened the original issue on Github to see if anybody can help me out there. Edited September 24, 2017 by saxman1089 Link to comment
Broxzier Posted September 26, 2017 Share Posted September 26, 2017 Two of the park entrance entries are set, however only one is present in the park. The peeps that want to leave try to get to the one that has been removed forcefully. By removing this entrance from the park entrance entries, the peeps are going to the one entrance that is still in the park. Here's the park with the removed park entrance also removed from the array: Knoebels_v1.21.sv6 1 Link to comment
saxman1089 Posted September 26, 2017 Author Share Posted September 26, 2017 Thanks so much @Broxzier! How difficult is it to remove the entrance from the array? I did some more work on the park since that version was uploaded, so I'd like to change it in the most recent version. Link to comment
Broxzier Posted September 26, 2017 Share Posted September 26, 2017 Very easy, just have to change one value with the debugger. Link to comment
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