07-12-2003, 02:46 AM
When I was experiementing with waypoints manually, I noticed that when the spawn reached the first waypoint, they would depop to their first spawn point. So I dumped my database and loaded the npcmove_alpha.zip and also upgraded my exe files with stable 0441exes.zip.
I noticed a little difference, but generally, the same problem was present with spawn depoping at the end of their waypoint. I also noticed that they were moving with extreme jerkyness. The would step a few feet forward and disappear to set a few feet forward again.
I logged onto Winter's Roar and was very impressed with their pathing as well as the npc faction reaction. The movements were not jerky at all, while npcs moved from one waypoint to the next and backtracked to their origin. My question is, could all the problems I am experiecing be a CPU bottleneck as oppose to a database programming error? When testing my server, I ran two zones and minilogin on a PIII 450. Althogh when logging onto Winter's Roar, obviously I have only the client software running.
I noticed a little difference, but generally, the same problem was present with spawn depoping at the end of their waypoint. I also noticed that they were moving with extreme jerkyness. The would step a few feet forward and disappear to set a few feet forward again.
I logged onto Winter's Roar and was very impressed with their pathing as well as the npc faction reaction. The movements were not jerky at all, while npcs moved from one waypoint to the next and backtracked to their origin. My question is, could all the problems I am experiecing be a CPU bottleneck as oppose to a database programming error? When testing my server, I ran two zones and minilogin on a PIII 450. Althogh when logging onto Winter's Roar, obviously I have only the client software running.