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  #1  
Old 08-09-2009, 02:28 AM
Dibalamin
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Posts: 182
Default #path

Started to tinker with this but the only path command displayed under #path is #path shownodes.

Is there a list somewhere? I checked the wiki and didn't come across anything.

In the changelog I found:

#path process [filename]
#path move
#path disconnect all (I'm assuming the "all" is a variable)
#path resort nodes
#path meshtest simple

Not complaining, just curious so I can maybe start helping create these suckers. Just curious what other in-game commands you use/need and the general process.

List of indoor zones/dungeons:

blackburrow(complete)
Mistmoore(complete)
unrest(complete)
ssra(complete)
Befallen
Najena
Soldunga
soldungb
solrotemple
guktop
gukbottom
crushbone
kedge (ouch)
any city
permafrost
neriaka/b/c
hateplane
hhk/hph
Karnors
OS
Kaesora
Droga
Nurga
Dalnir
HS
VP
Crystalcaverns
Velketor
Kael/thurg/skyshrine
Sirens grotto (ouch)
TOV
ST
POM

If I list anymore I might get depressed....
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  #2  
Old 08-09-2009, 02:46 AM
KLS
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Code:
qeynos
qeynos2
qrg
qeytoqrg
highpass
highkeep
freportn
freportw
freporte
runnyeye
qey2hh1
northkarana
southkarana
eastkarana
beholder - Complete
blackburrow - Complete
paw
rivervale
kithicor
commons
ecommons
erudnint
erudnext
nektulos
cshome
lavastorm
nektropos
halas
everfrost
soldunga
soldungb
misty
nro
sro
befallen - Complete
oasis
tox
hole
neriaka
neriakb
neriakc
neriakd
najena - Complete
qcat
innothule
feerrott
cazicthule
oggok
rathemtn
lakerathe
grobb
aviak
gfaydark
akanon
steamfont
lfaydark
crushbone
mistmoore - Complete
kaladima
felwithea
felwitheb
unrest - Complete
kedge
guktop
gukbottom
kaladimb
butcher
oot
cauldron
airplane
fearplane
permafrost
kerraridge
paineel
hateplane
arena
fieldofbone
warslikswood
soltemple
droga
cabwest
swampofnohope
firiona
lakeofillomen
dreadlands
burningwood
kaesora
sebilis - Complete
citymist
skyfire
frontiermtns
overthere
emeraldjungle
trakanon
timorous
kurn
erudsxing
stonebrunt
warrens
karnor
chardok
dalnir
charasis
cabeast
nurga
veeshan
veksar
iceclad
frozenshadow
velketor - Complete
kael
skyshrine
thurgadina
eastwastes
cobaltscar
greatdivide
wakening
westwastes
crystal - Complete
necropolis
templeveeshan - Complete
sirens
mischiefplane
growthplane
sleeper
thurgadinb
erudsxing2
shadowhaven
bazaar - Complete
nexus
echo
acrylia
sharvahl
paludal
fungusgrove
vexthal
sseru
katta
netherbian
ssratemple - Complete
griegsend
thedeep
shadeweaver
hollowshade
grimling
mseru
letalis
twilight
thegrey
tenebrous
maiden
dawnshroud
scarlet
umbral
akheva
arena2
jaggedpine
nedaria
tutorial
load
load2
hateplaneb
shadowrest
tutoriala
tutorialb - Complete
clz
codecay
pojustice
poknowledge - Complete
potranquility
ponightmare
podisease
poinnovation
potorment
povalor
bothunder
postorms
hohonora
solrotower
powar
potactics
poair
powater
pofire
poeartha
potimea
hohonorb
nightmareb
poearthb
potimeb
gunthak
dulak
torgiran
nadox
hatesfury
guka
ruja
taka
mira
mmca
gukb
rujb
takb
mirb
mmcb
gukc
rujc
takc
mirc
mmcc
gukd
rujd
takd
mird
mmcd
guke
ruje
take
mire
mmce
gukf
rujf
takf
mirf
mmcf
gukg
rujg
takg
mirg
mmcg
gukh
rujh
takh
mirh
mmch
ruji
taki
miri
mmci
rujj
takj
mirj
mmcj
chardokb
soldungc
abysmal
natimbi
qinimi
riwwi
barindu
ferubi
snpool
snlair
snplant
sncrematory
tipt
vxed
yxtta
uqua
kodtaz
ikkinz
qvic
inktuta
txevu
tacvi
qvicb
wallofslaughter
bloodfields
draniksscar
causeway
chambersa
chambersb
chambersc
chambersd
chamberse
chambersf
provinggrounds
anguish
dranikhollowsa
dranikhollowsb
dranikhollowsc
dranikhollowsd
dranikhollowse
dranikhollowsf
dranikhollowsg
dranikhollowsh
dranikhollowsi
dranikhollowsj
dranikcatacombsa
dranikcatacombsb
dranikcatacombsc
draniksewersa
draniksewersb
draniksewersc
riftseekers
harbingers
dranik
broodlands
stillmoona
stillmoonb
thundercrest
delvea
delveb
thenest
guildlobby
guildhall
barter
illsalin
illsalina
illsalinb
illsalinc
dreadspire
drachnidhive
drachnidhivea
drachnidhiveb
drachnidhivec
westkorlach
westkorlacha
westkorlachb
westkorlachc
eastkorlach
eastkorlacha
shadowspine
corathus
corathusa
corathusb
nektulosa
arcstone
relic
skylance
devastion
devastationa
rage
ragea
takishruins
takishruinsa
elddar
elddara
theater
theatera
freeporteast
freeportwest
freeportsewers
freeportacademy
freeporttemple
freeportmilitia
freeportarena
freeportcityhall
freeporttheater
freeporthall
northro
southro
crescent
moors
stonehive
mesa
roost
steppes
icefall
valdeholm
frostcrypt
sunderock
vergalid
direwind
ashengate
highpasshold
commonlands
oceanoftears
kithforest
befallenb
highpasskeep
innothuleb
toxxulia
mistythicket
kattacastrum
thalassius
atiiki
zhisza
silyssar
solteris
barren
buriedsea
jardelshook
monkeyrock
suncrest
deadbone
blacksail
maidensgrave
redfeather
shipmvp
shipmvu
shippvu
shipuvu
shipmvm
mechanotus
mansion
steamfactory
shipworkshop
gyrospireb
gyrospirez
dragonscale
lopingplains
hillsofshade
bloodmoon
crystallos
guardian
steamfontmts
cryptofshade
arttest
fhalls
apprentice
Not all are valid zones but you get the idea... I've been making and uploading pathing maps to the map svn every so often.

If you have latest code off svn it should give you a list of options when you do #path, not all the commands are documented.

Code:
Syntax: #path shownodes: Spawns a npc to represent every npc node.
#path info node_id: Gives information about node info (requires shownode target).
#path dump file_name: Dumps the current zone->pathing to a file of your naming.
#path add [requested_id]: Adds a node at your current location will try to take the requested id if possible.
#path connect connect_to_id [is_teleport] [door_id]: Connects the currently targeted node to connect_to_id's node and connects that node back (requires shownode target).
#path sconnect connect_to_id [is_teleport] [door_id]: Connects the currently targeted node to connect_to_id's node (requires shownode target).		
#path qconnect [set]: short cut connect, connects the targeted node to the node you set with #path qconnect set (requires shownode target).
#path disconnect [all]/disconnect_from_id: Disconnects the currently targeted node to disconnect from disconnect from id's node (requires shownode target), if passed all as the second argument it will disconnect this node from every other node.
#path move: Moves your targeted node to your current position
#path process file_name: processes the map file and tries to automatically generate a rudimentary path setup and then dumps the current zone->pathing to a file of your naming.
#path resort [nodes]: resorts the connections/nodes after you've manually altered them so they'll work.
There is also:

#path meshtest - loops through every node and tries to connect it to every other node in the map, and reports any broken paths. Very slow and will cause you to disconnect.
#path meshtest simple - does the same thing but only tries to connect node 0 to every other node, not as accurate as it could fail to find errors on paths that have one way connections but is usable in realtime.
#path hazard - tries to figure out if there's a hazard between you and your target, a hazard being a swift jump or drop in z distance between x and y.
#path allspawns - similar to mesh test but tries to find a path from your current position to every npc in the zone, not likely to disconnect you but still can be fairly slow.

I'll write up some more about actually creating path maps later when I'm not so tired.
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  #3  
Old 08-09-2009, 11:07 AM
Dibalamin
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Sweet, thanks KLS!

Sidenote: I'm at rev 897 or 896 (utd sans the mass weekend updates) and only shownodes is showing in #path. Also, there are several files marked complete that aren't showing in the .path zip, are they being developed/housed elsewhere?
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  #4  
Old 08-09-2009, 02:36 PM
KLS
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The map svn.
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  #5  
Old 08-09-2009, 07:37 PM
Dibalamin
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Wow, didn't even know that existed, ok, checked out the new stuff, thanks again KLS. Also, fully updated to today on source.

Using the "#path process" command to gen the rudimentary map; I'm not getting any outputs to the map folder when I try to do like, runnyeye. I'm not sure if I should be getting that based on the AI available.

#path process runnyeye.path (or do I need the .path?).

For like future development: Would it possible to create another layer of path for like water maps? So we can keep fish in the water maybe?
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  #6  
Old 08-09-2009, 09:25 PM
KLS
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Nothing says nodes have to all be connected.

Path process takes nodes you already have and tries to connect them automatically. When I created befallen yesterday for example I just ran around doing #path add until I got nodes in every spot possible then with process it will try to connect them. It's not perfect, sometimes it will connect nodes together it shouldn't, and sometimes it fails to connect nodes together that should be (especially in water it fails a lot).

And maps for dump and process output are relative to your zone server, when creating a zone I usually have a hotbutton: #path dump Maps/zonename.path
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  #7  
Old 08-09-2009, 10:09 PM
Dibalamin
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Got it now. I thought based on the description of process it would attempt to create common nodes based on the map. I didn't realize I had to hammer in a bunch, process it to connect them, then dump it.

Thanks KLS!
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  #8  
Old 08-10-2009, 06:29 PM
Dibalamin
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Is it better to have as many nodes as logically possible or can you limit it down with no reduction in AI?

I ran into an issue in Crushbone. Mobs are perfectly content to leap off bridges and run straight at PC's instead of proceeding to what I considered well placed nodes....
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  #9  
Old 08-10-2009, 07:33 PM
KLS
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I found lowering Pathing:MinNodesLeftForLOSCheck and upping Pathing:MinNodesTraversedForLOSCheck helps a lot with that kind of stuff, I'm thinking about tweaking the default rules so it works better over all. Generally if you can get away with fewer nodes it's better, but not even I follow that to a T.
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  #10  
Old 08-10-2009, 09:39 PM
Dibalamin
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Here is what I did for crushbone

http://www.stormrunner.net/Pathing/crushbone.path

and here is highpass

http://www.stormrunner.net/Pathing/highpass.path


Critique and advise how I can do it better if you would, cause I'm not sure I'm on par yet. I tried to recreate the pathing bug in crushbone too =o.
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  #11  
Old 08-11-2009, 12:44 AM
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Thanks, Dibalamin I added both maps to the maps SVN.
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  #12  
Old 08-12-2009, 10:11 PM
Dibalamin
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Cool

We've coded a bunch more over at p1999 and have them up for testing. If they pass the muster, I'll hand them on over.

This is freaking awesome!
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  #13  
Old 08-12-2009, 10:45 PM
Asram
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If they add paths where there were none before, please send 'em anyway.
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  #14  
Old 08-13-2009, 08:36 AM
Dibalamin
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SolB turned into a disaster. Mobs would path from the zone in, to fire giants before returning with Rokyl =o. No clue why, the path looks great.

Those are the things I want to avoid. I don't like producing poo.

SolA looks pretty good and so does our lower guk as well as permafrost. I'll get those posted here shortly.
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  #15  
Old 08-13-2009, 08:56 AM
Dibalamin
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btw is "all" an option for #path resort? I've run it, and it says resorting, but I'm not sure if it is actually working.
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