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Traffic path node delete bug

Open wyvernone opened this issue 7 years ago • 4 comments

If more than 2 traffic path nodes are deleted along with their path links, when saved and imported into the DLC rpf with openiv, the next time the project is loaded along with the DLC, there will be corrupted links pointing to those deleted nodes from other nodes.

wyvernone avatar Nov 10 '18 03:11 wyvernone

Links are supposed to get deleted along with the nodes that they reference, will have to investigate further. Could it be links in other YND's are getting corrupted? Because that's a known issue since node id's all change when you delete a node, so other YND's could be referencing incorrect nodes after that.

dexyfex avatar Dec 20 '18 03:12 dexyfex

Yes that could be it. Particularly the ones at the edge of an area. Learning from this, if a node I want to delete is not the last, I'll just detach the links and move the node somewhere safe and leave it unused :-)

Thanks for looking. You can probably delete this bug report.


On Thu, 20/12/18, dexyfex [email protected] wrote:

Subject: Re: [dexyfex/CodeWalker] Traffic path node delete bug (#35) To: "dexyfex/CodeWalker" [email protected] Cc: "wyvernone" [email protected], "Author" [email protected] Received: Thursday, 20 December, 2018, 1:09 PM

Links are supposed to get deleted along with the nodes that they reference, will have to investigate further. Could it be links in other YND's are getting corrupted? Because that's a known issue since node id's all change when you delete a node, so other YND's could be referencing incorrect nodes after that.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or mute the thread.

wyvernone avatar Dec 20 '18 04:12 wyvernone

Ideally we'd have it rebuilding links in all adjacent YND's whenever a node is deleted. Deleting nodes in existing YND's is currently quite problematic due to this issue... I guess I'll leave the issue here to remind me about it.

dexyfex avatar Dec 20 '18 11:12 dexyfex

Is there a YND integrity checker tool in the planning? If not I would like to suggest/vote a tool for it.

Right now building the YNDs is fine and traffic gets generated the NPC cars appear to move fine, but in many cases the GPS path does not get plotted/discovered by GTAV game engine, to the checkpoint. This normally indicates that the path is broken at some point (possibly due to mismatched link length), even through NPC traffic appears to move fine. When this happens the AI drivers especially in Community Races mod will ignore the traffic path/nodes and aim straight for the next checkpoint. My own solution to this is to generally delete all nodes and relay them out from the start.

Thanks for your work and Merry Christmas and a Happy New Year!


On Thu, 20/12/18, dexyfex [email protected] wrote:

Subject: Re: [dexyfex/CodeWalker] Traffic path node delete bug (#35) To: "dexyfex/CodeWalker" [email protected] Cc: "wyvernone" [email protected], "Author" [email protected] Received: Thursday, 20 December, 2018, 9:39 PM

Ideally we'd have it rebuilding links in all adjacent YND's whenever a node is deleted. Deleting nodes in existing YND's is currently quite problematic due to this issue... I guess I'll leave the issue here to remind me about it.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or mute the thread.

wyvernone avatar Dec 30 '18 00:12 wyvernone