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  #1  
Old 07-03-2016, 01:38 PM
eqrage
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Default Fresh install - roamers choppy

Fresh install of EQEmu + PEQ database. Roamers such as "a rodent" in cities or.. anywhere really. Sometimes path fine, but sometimes "warp" every few steps. Instead of walking, they appear to be standing, then warp 2-3 feet in the direction they are supposed to be walking.

Then sometimes they start walking normally... then start warping again.

Any idea?

Thanks.
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  #2  
Old 07-06-2016, 02:47 AM
Proxeeus
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Hey, I dunno if you're still experiencing this issue, but I've noticed this behavior as well after updating my 4 months-old source with the latest updates from git.

After having a look at this particular commit https://github.com/EQEmu/Server/comm...5184bdfb69cb2d, it looks like the call to SendPosition has been moved away from where it was previously.

I tried reverting that change and roamers/pathing behavior went back to normal.

I'm pretty new to the source & codebase so this fix may have unforseen consequences though :p
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  #3  
Old 07-06-2016, 03:37 AM
eqrage
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It would be good if we could have a seasoned dev to comment on this :P
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  #4  
Old 07-06-2016, 12:19 PM
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Akkadius
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Quote:
Originally Posted by Proxeeus View Post
Hey, I dunno if you're still experiencing this issue, but I've noticed this behavior as well after updating my 4 months-old source with the latest updates from git.

After having a look at this particular commit https://github.com/EQEmu/Server/comm...5184bdfb69cb2d, it looks like the call to SendPosition has been moved away from where it was previously.

I tried reverting that change and roamers/pathing behavior went back to normal.

I'm pretty new to the source & codebase so this fix may have unforseen consequences though :p
That was in effort to fix the issue, that didn't bring the issue about.

If people are still experiencing warping on the latest, it will need to be looked into more
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  #5  
Old 07-06-2016, 12:40 PM
eqrage
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Totally experiencing it... examples are goblins in runnyeye, rodents in North Qeynos...
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  #6  
Old 07-06-2016, 12:48 PM
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Quote:
Originally Posted by eqrage View Post
Totally experiencing it... examples are goblins in runnyeye, rodents in North Qeynos...
Latest code?
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  #7  
Old 07-06-2016, 12:52 PM
Proxeeus
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Right, sorry Akkadius!

I'm still experiencing it as well, pretty much any NPC assigned to a grid, from what I've seen on my box. As long as they walk a straight line everything's OK, but as soon as they reach their target waypoint and start their journey to the next one, they get choppy and kinda "warp" until they can walk a straight line again.

edit: haven't updated the code for a couple of days though.
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  #8  
Old 07-06-2016, 02:06 PM
eqrage
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Quote:
Originally Posted by Akkadius View Post
Latest code?
Yes, git pull'ed about 8 hours ago. Right now git pull says "Up to date".

#zoned into runnyeye, first goblin peon to encounter is choppy.
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  #9  
Old 07-06-2016, 02:08 PM
eqrage
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And yes, I compiled and relaunched after pulling
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  #10  
Old 07-06-2016, 02:48 PM
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I have one of the other devs 'Haynar' looking at this as I am not at home to be doing EQEmu stuff to test/debug.

He should be able to update after he looks at it.

Thanks for the report
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  #11  
Old 07-17-2016, 06:54 PM
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provocating
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I actually reverted back a few functions in mob_ai.cpp back to some from 2015 and my pathing is perfect now.
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  #12  
Old 07-17-2016, 07:03 PM
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Quote:
Originally Posted by provocating View Post
I actually reverted back a few functions in mob_ai.cpp back to some from 2015 and my pathing is perfect now.
And what does your diff show with your code compared to the latest in master?
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  #13  
Old 07-17-2016, 07:04 PM
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I can share, but I doubt it would help. My source has been changed a ton since the last year. I am far from current, plus a lot of custom changes.
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  #14  
Old 07-17-2016, 07:05 PM
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Quote:
Originally Posted by provocating View Post
I can share, but I doubt it would help. My source has been changed a ton since the last year. I am far from current, plus a lot of custom changes.
I haven't had a chance to really look at the problem, I can't imagine its all that difficult to resolve, we've just all been busy.
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  #15  
Old 07-17-2016, 07:12 PM
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The time period when the got all messed up was back when NPC::AI_SetupNextWaypoint() was added as it's own routine.

But here is a patch, probably only would work with my own source, but here it is anyway.
Never used this service, lets see if it works...

http://pasted.co/27ab2a6c
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