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View Full Version : Jumping and warping mobs


cubber
01-13-2009, 10:24 AM
Wondering how I can fix this issue. If I watch a mob walking around a zone I always noticed that they walk a few feet then appear to jump in the air then almost rewind a bit then walk a few more feed and jump in the air, rewind a bit and so on. I noticed this especially when doing some of the escort quests for the coldain rings.

Also another related issues, when I pull a mob I notice that it runs to me, then runs through me and dissappears, then if I just sit there a few seconds it will pop back in melee range. The wierd thing is from the time I pull it and it shows up to me the first time, then dissappears I still can hit it while waiting for it to pop back in my melee range.

Is this what would be considered ghosting?

Platform is Gentoo Linux x86
Version is SVN rev 264 with peq DB with up to rev 250 svn patches applied

Derision
01-13-2009, 10:59 AM
Set the following rules from the default false, to true:


Map:FixPathingZWhenLoading
Map:FixPathingZAtWaypoints
Map:FixPathingZWhenMoving
Map:FixPathingZOnSendTo

cubber
01-13-2009, 01:09 PM
Thanks for the reply. The only one that was set to false was

Map:FixPathingZOnSendTo

I set it to true, I will test and see what happens.

Kilralpine
01-17-2009, 01:37 PM
Im having this same issue, even after enabling all four rules im still experiencing:

Mobs that have been pulled by range will run through the character that pulled them, run past about 50 foot then warp back in front of them

Mobs being pulled down the Z axis - such as ramps in ssra, fall thru the world then pop back up

Any more ideas?? - Ill repost if i figure it out

Kilralpine
01-17-2009, 01:42 PM
Im Running Linux 1129 Rev271 Incase Its Important

cubber
01-17-2009, 03:01 PM
I am still having the issue as well though not as bad. The warping mobs when pulled is still happening about 100% of the time, but the random wandering mobs jumping about has deffinitly decreased after enabling the settings. I notice that it happens more often on rough terrain like east wastes and not so much in places like karnor's.

Derision
01-17-2009, 03:17 PM
If you downloaded your serverside map files from Sourceforge, some of them are bad, particularly eastwastes.

Angelox has new map files for download on his site:

http://forums.nahunta.org/viewtopic.php?f=14&t=116

(You need to register).

Or you can compile azone2 that comes with the source distribution and generate your own serverside maps by running it against each of your zone .s3d or .eqg files.

cubber
01-17-2009, 10:13 PM
I will give those new maps a shot, I am still using the ones from sourceforge.

cubber
01-17-2009, 10:47 PM
The new maps from angelox's site did the trick. He even includes the water maps in the package. A nice bonus! No more jumping mobs and no more mobs running through me when I pull.

cubber
01-18-2009, 12:02 AM
After further testing I find that there is still an issue with mobs warping after you pull them. But it is improved alot with the new map files.

cubber
02-12-2009, 01:21 PM
I have finally found the fix for this issue on my system at least. I was building a new server for eqemu and decided to use gentoo hardened instead of regular gentoo like I usually use. In using the hardened kernal and hardened gentoo profile I found that I do not experience this issue anymore. I rebuilt the same exact system over again using standard gentoo and standard gentoo-sources and blam the issue returned. So I rebuilt the entire system again using hardened and no issue.

The major difference I can see between running the standard gentoo server profile and the hardened profile, besides the more stable and secure kernel is the fact that hardened uses gcc 3.6.x and standard uses gcc 4.2.x

So it seems that the emulator may be more stable and less buggy if it is built with gcc 3.6.x vs 4.2.x?

Just an observation...

jenco420
02-13-2009, 07:13 PM
I know there where some issues with 4.2.x

But i thought they where fixed, maybe some new bugs?

Belfedia
03-26-2009, 10:52 AM
So it seems that the emulator may be more stable and less buggy if it is built with gcc 3.6.x vs 4.2.x?

Just an observation...

You don't have pulling disappear bug with Gcc 3.6.X ?

cubber
03-26-2009, 10:59 AM
So it seems that the emulator may be more stable and less buggy if it is built with gcc 3.6.x vs 4.2.x?

Correct, ever since I switched to gcc 3.6.x I have not experienced this issue at all. When I tested again with 4.2.x the issue reappeared.