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  #1  
Old 05-28-2018, 03:07 PM
GRUMPY
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Join Date: Oct 2016
Posts: 445
Default Navmesh Now ?

Just curious. Noticed a few changes to the current source GitPull and also (kind of) looks
like this whole new Navmesh thing involves a new server maps folder structure ?
I know you have been using on PEQ, but is this all ready to go now for the rest of us
to implement on our own servers ?
I'm assuming we need to recompile (current) code and download new maps,, nav, etc. ?
Edit: Also, I've been compiling to utilize the .mmf maps, is this .nav going to effect that
in anyway ?
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  #2  
Old 05-28-2018, 06:55 PM
Figback65
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Join Date: Aug 2009
Location: 2131231231
Posts: 255
Default

Curious in this also, if we have to use or have the option to not use. Also where to get the nav program? I couldnt find it on the help page or wiki or forums.
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  #3  
Old 05-30-2018, 02:14 AM
GRUMPY
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Join Date: Oct 2016
Posts: 445
Default

To others interested, (as per source code changelog) Your whole server maps folder structure
will be altered, with subfolders.
Code:
Akkadius: Changed map directory load structure
    - maps/base/*.map
    - maps/nav/*.nav
    - maps/water/*.wtr
    - maps/path/*.path

KLS: Implemented navigation mesh
    - All up to date maps and navs can be found https://github.com/Akkadius/EQEmuMaps
    - To update maps either check out the maps found in the above repository or use the maintenance command:
        perl eqemu_server.pl maps
I would also encourage you to update your server files (binaries) with the maintenance
script too. Those devs do some good work <wink> For anyone wanting to keep an eye
on the changelog, (to see the source code development progress) you can do that here:
https://github.com/EQEmu/Server/blob.../changelog.txt

For those who compile their own binaries and plan on updating their code to recent,
see this post here regarding updating your boost dependencies:
http://www.eqemulator.org/forums/showthread.php?t=41914
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  #4  
Old 05-30-2018, 04:51 AM
Anon.GM's Avatar
Anon.GM
Fire Beetle
 
Join Date: Apr 2018
Posts: 19
Default

Thanks for the info! Anon is now up-to-date.
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servers: Anon (bots) and Anon (solo)
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  #5  
Old 05-31-2018, 03:02 AM
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Anon.GM
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Join Date: Apr 2018
Posts: 19
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Windows binaries with bots I dont think is updated with the latest navmesh. Tested both updates and windows update stable has it. So if your running bots you will still get npc's looking into the walls. I'm not sure how to check any other way than what I see of the npc's headings. Using just the Windows stable update will disable bots but then all npc's are looking in the right directions.
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  #6  
Old 05-31-2018, 01:12 PM
demonstar55
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Join Date: Apr 2008
Location: MA
Posts: 1,165
Default

Tooling is on https://github.com/EQEmu/zone-utilities
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  #7  
Old 05-31-2018, 04:22 PM
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Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default

Bots in the master branch are updated.

The Bots pre-compiled binaries are not yet.
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Compilin' Dirty
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  #8  
Old 06-01-2018, 08:00 PM
Figback65
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Join Date: Aug 2009
Location: 2131231231
Posts: 255
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Quote:
Originally Posted by demonstar55 View Post
thanks Demonstar,
found it in the new build maps/tools, didnt know it was named map_edit, i been looking for stuff labeled nav rofl.
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  #9  
Old 08-05-2018, 09:40 AM
noudess
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Join Date: Sep 2012
Location: Upstate NY
Posts: 274
Default

Do the new maps include the old versions of zones like nektulos, lavastorm, highpass etc?
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