Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Development

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

Reply
 
Thread Tools Display Modes
  #16  
Old 01-11-2008, 05:42 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Do you think this patch will work on 1071? I saw it out and yours not there.
Reply With Quote
  #17  
Old 01-11-2008, 09:11 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by Angelox View Post
Do you think this patch will work on 1071? I saw it out and yours not there.
Should work fine, the only file that my patch touches that has been changed in 1071 is ruletypes.h, but my patch still applies fine and everything compiles (haven't actually fired up a server with 1071+WaterPatch, but it should work OK).
Reply With Quote
  #18  
Old 01-12-2008, 03:54 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

It's running TGC on with 1071 without any problems. I have the pathing support disabled, as bestz is too cpu intensive when you have 100 zones loaded, but fishing is working perfectly.

The only issue was azone wouldn't create maps of zones without water/lava, and without maps, fishing works anywhere in the zone. So, I just commented out the lava/water check in azone and recompiled to have it spit out those maps.
Reply With Quote
  #19  
Old 01-12-2008, 03:58 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Oh, I guess I should also mention I also have this code running on my internal test with is based on 1071, with bestz fully enabled, and it works fine there.
Reply With Quote
  #20  
Old 01-12-2008, 11:25 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by cavedude View Post
It's running TGC on with 1071 without any problems. I have the pathing support disabled, as bestz is too cpu intensive when you have 100 zones loaded, but fishing is working perfectly.
Thanks for the feedback.

I spent 5 or 10 minutes fishing on TGC and didn't catch a thing, although it seems to detect water well enough (my fishing skill was low, and then my pole broke!)

Regarding BestZ, I appreciate your problem. My pathing correction tool is coming along quite well. I'm only working on developing it for outdoor zones at the moment (using LOIO as a test subject) as they are easier to fix semi-automatically (i.e. click a button to correct ground collisions or paths that are too high above the ground).

Maybe in a couple of weeks it will be in a state where I can use it produce a (nearly) complete set of corrected grids for a mostly outdoor zone (say LOIO, Frontier Mountains or Field Of Bone) that are free of hopping mobs without the need for the runtime BestZ correction. I've already proved to myself that I can do it for a couple of test grids, but there are still some glitches/bugs I need to work through.
Reply With Quote
  #21  
Old 01-12-2008, 01:47 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Yeah, fishing sucks at the lower levels. You don't start seeing catches until your skill is around 20 or so. But, once you get to master you get a catch 50% of the time, and maxed skill guarantees something everytime. Though, I agree the water detection is working great!

You have me drooling about the pathing correction tool. Hopping prevention with no additional overhead is something I am very interested in! Could that also be used to get us valid grid points for fear and flee? If so, you just nailed one of the biggest problems in EQEmu. Maybe even the biggest.

Keep up the awesome work!
Reply With Quote
  #22  
Old 01-12-2008, 11:16 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by cavedude View Post
Could that also be used to get us valid grid points for fear and flee?
All I'm working on right now is the tool to correct the grid_entries so that mobs stay on the ground and paths between waypoints don't attempt to go under the ground. This should stop the hopping with no need for BestZ checks in the server.

As was discussed in another thread, FNW's Apathing tool takes these grid_entries along with spawn points, fear_hints etc, to build a zone wide pathing grid that could be used for fear, flee, etc.

Although it is related, it is not something I am actively looking at, although I plan to when I feel what I am currently working on is 'done', but that will probably be in a month or two.
Reply With Quote
  #23  
Old 01-13-2008, 02:51 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

The reworked patch has been comitted after a bit of polishing. Good work.

I hope that some brave soul will hunt down the water info in .ter files. I think we know enough about .ter to find out what material is on each surface, which might give us enough info to build our own bsp tree. I know I spent a long time messing around with the .ter file trying to understand its format. There is some large blob of data after the material data and before the geometry data. I highly suspect that this is (or at least contains) the BSP tree, but I wasnt able to discern any sort of structure from the data. If you look in azone, you will see that I finally got annoyed at it and hard coded a ton of offsets in there to skip over this blob... if somebody figured out the structure, it might help us with water as well as help us get normal maps from newer zones... who knows....
Reply With Quote
  #24  
Old 01-13-2008, 08:26 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

I gave it a shot tonight: http://i8.photobucket.com/albums/a2/...broodlands.jpg

The blue is water, the red stuff is lava, the off-white stuff is other stuff. Only tried it on broodlands so far...

I'm pretty sure that data block after the material list is probably info from that material list, just cause I can't imagine it being entirely a BSP tree when the materials looks structured like, one of the water planes as an example:

Code:
Found material layer: watertable-swmp
Found Shader file: Opaque_MaxWater.fx
Found material sub layer: e_TextureDiffuse0
Found Texture file: swmp_screenA.dds
Found material sub layer: e_TextureNormal0
Found Texture file: rc_cavewater_n.dds
Found material sub layer: e_TextureEnvironment0
Found Texture file: ra_watertest_e_01.dds
Found material sub layer: e_fFresnelBias
Found material sub layer: e_fFresnelPower
Found material sub layer: e_fWaterColor1
Found material sub layer: e_fWaterColor2
Found material sub layer: e_fReflectionAmount
Found material sub layer: e_fReflectionColor
Found material sub layer: e_fSlide1X
Found material sub layer: e_fSlide1Y
Found material sub layer: e_fSlide2X
Found material sub layer: e_fSlide2Y
The things like fresnel bias and fresnal power and colors have to be stored somewhere in there.

...but it's of course just a theory of mine I can't prove it.
Reply With Quote
  #25  
Old 01-14-2008, 05:01 AM
Zandig's Avatar
Zandig
Hill Giant
 
Join Date: Jun 2006
Location: New York City
Posts: 180
Default

Brilliant code Derision!

Grabbed the latest Win32 compile (1073), put all the watermaps in the /maps folder and set the rules in the database. Zoned to POK and grabbed my fishing pole to test it out. I couldn't fish for landsharks any longer!! Actually had to be near water for fishing to work as it should.

Thanks for another sweet fix!
Reply With Quote
  #26  
Old 01-14-2008, 10:29 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Quote:
Originally Posted by Zandig View Post
Brilliant code Derision!
Grabbed the latest Win32 compile (1073), put all the watermaps in the /maps folder and set the rules in the database. Zoned to POK and grabbed my fishing pole to test it out. I couldn't fish for landsharks any longer!! Actually had to be near water for fishing to work as it should.
Thanks for another sweet fix!
LoL! landsharks.
It really is nice- the land hopper and water fixes, just added so much more to the game (not to mention all the extra "playable" zones). I've been playing me a necro, got him to level 35 - Things have really changed since the first time I tried to play EqEmu.
Reply With Quote
  #27  
Old 01-14-2008, 11:00 AM
Zandig's Avatar
Zandig
Hill Giant
 
Join Date: Jun 2006
Location: New York City
Posts: 180
Default

Definitely Angelox.

The hopping mobs and water fixes make this emu a much, much better experience.
Reply With Quote
  #28  
Old 01-20-2008, 01:33 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Derision;
I've been doing some work in Crystal Caverns.
Down at the bottom, where I used to camp stags and spiders, there were "velium crawlers" that lived in the water and were pretty active. In the area of the pond at the bottom of the waterfall- if you got too close to the pond side, and a crawler happend to roam close by, you'd have him wailing on you. This pond area seems to have dead spots that stick the roamer/crawlers, I also seem to not be able to place a waypont up close to the surface - all waypoints stick to the floor. I've made work arounds to all this, but would be nice if some of those roamers could swim closer to the surface. Also, they should be able to swim up and down the water fall, but that ends up in stuck npcs too. I'm wondering if anything can be done here.
Reply With Quote
  #29  
Old 01-20-2008, 05:07 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by Angelox View Post

.... all waypoints stick to the floor.

Also, they should be able to swim up and down the water fall, but that ends up in stuck npcs too. I'm wondering if anything can be done here.
Have you got all the watermap options set to true ?

Code:
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`) VALUES 
(1, 'Watermap:FishingRodLength', '30.0000000'),
(1, 'Watermap:FishingLineLength', '40.0000000'),
(1, 'Watermap:CheckWaypointsInWaterWhenLoading', 'true'),
(1, 'Watermap:CheckForWaterAtWaypoints', 'true'),
(1, 'Watermap:CheckForWaterWhenMoving', 'true'),
(1, 'Watermap:CheckForWaterOnSendTo', 'true'),
(1, 'Watermap:CheckForWaterWhenFishing', 'true'),
(0, 'Watermap:CheckForWaterWhenFishing', 'true');
I made a quick grid with the options set as above and the waypoints stayed where I was when I made them, and also the test mob I put on this grid was able to go up and down the waterfall:

Code:
INSERT INTO `grid_entries` (`gridid`, `zoneid`, `number`, `x`, `y`, `z`, `heading`, `pause`) VALUES 
(1111, 121, 1, 706.235, -417.383, -551.655, 0, 0),
(1111, 121, 2, 708.101, -337.408, -548.815, 0, 0),
(1111, 121, 3, 685.31, -249.826, -549.293, 0, 0),
(1111, 121, 4, 703.242, -187.927, -542.466, 0, 0),
(1111, 121, 5, 700.763, -170.519, -521.247, 0, 0),
(1111, 121, 6, 702.629, -126.22, -510.711, 0, 0),
(1111, 121, 7, 702.021, -77.0293, -509.5, 0, 0),
(1111, 121, 8, 705.77, -132.328, -510.866, 0, 0),
(1111, 121, 9, 709.999, -170.494, -523.353, 0, 0),
(1111, 121, 10, 693.676, -210.146, -554.858, 0, 0),
(1111, 121, 11, 717.426, -289.927, -550.887, 0, 0),
(1111, 121, 12, 721.788, -340.649, -550.258, 0, 0),
(1111, 121, 13, 725.448, -383.212, -549.731, 0, 0);
This was with the 1080 code BTW, not that it should matter.

Last edited by Derision; 01-20-2008 at 01:09 PM..
Reply With Quote
  #30  
Old 01-20-2008, 05:23 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Yea, my rules were screwy, thanks. Hope anyone who copied my rules, knows to fix them.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 11:55 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3