I've downloaded the latest Win32 release: EQEmu-0.7.0-1065
==11/29/2007 FatherNitwit: (Derision) Fix BestZ pathing cleanup code top stop hopping. FatherNitwit: (Derision) New fix-z-on-load feature. and tested a few zones that always drove me mad with the hopping: fieldofbone frontiermtns The mobs are still hopping like mad in these zones. I'll test out some other zones soon. |
Quote:
the Zone.exe that Rogean posted a little earlier in this thread, or I will attempt to build a Win32 release with all 3 options enabled in the next few days. |
Quote:
I will give that a try. A proper Win32 release with all the options enabled would be greatly appreciated. |
OK, by popular demand (aka one dude who cant build), I reworked this stuff to be runtime configurable using the rules system.
|
Quote:
Hopping is gone. What a sweet fix! |
Pathing Fix
I have created a wiki page listing the new rules required for the pathing Z fix.
Krusher |
to make the rules work(or to even compile properly).. need to add them to the rulesys..
Code:
--- ruletypes.h 2007/11/14 06:13:36 1.11 Code:
--- waypoints.cpp 2007/11/30 19:06:27 1.6 |
Quote:
Quote:
Tested with 0.7.0-1068 and it works a treat. |
Thanks guys, really excited about this new feature.
|
Working great, only problem i've noticed is when a mob goes up a steep hill or maybe it's just a certain change in his z coordinate, he goes under the world. However he does pop back up after a couple seconds. Still a huge improvement.
I may have not set it up right though, not exactly sure what the 'rule system' is. |
Quote:
Here is how I have mine set up (working very well): rule_sets http://img216.imageshack.us/img216/6...setsnz6.th.jpg rule_values http://img229.imageshack.us/img229/3...lueskj5.th.jpg Thats all there is to it! |
Sweet thanks, got it working, still seeing them go under when climbing steep hills. Not sure if that's fixable. I haven't upgraded to the newest build though, didn't see any fixes in the log. Btw do you know what the Map:FixPathingZatWaypoints is for?
|
Quote:
I've seen this happen in Dreadlands where one waypoint is on one side of a large mountain and the next waypoint is on the other side. The movement code plots a vector between the two waypoints which goes right through the middle of the mountain (under the world). The BestZ code as currently implemented takes the mobs current Z position and looks downward to find the ground. If the mob is already under the world, it will either do nothing, or in the worst case, e.g. Dreadlands, which for some reason has an invisible 'floor' under the world at Z=-210, it will push the mob even further down. I just made a quick hack to the code to make the BestZ code look up instead of down, and in the case of the particular mob I was looking at in Dreadlands which pathed over a steep hill, it seemed to have the desired effect of stopping it going under the world, i.e. if it was under the world, it pushed it back up to the ground level. The next step is to have the code look up AND down and decide which direction to push the mob. I don't have a lot of time to play with this much at the moment, but if I find something which seems to work reliably, I'll post a further patch. |
Quote:
|
Quote:
So what if you forced the z coord of the waypoint a mob is headed to always be the highest point in the zone. Then they wouldn't go through hills and the z-fix already in place would keep them on the ground. Would that work? |
All times are GMT -4. The time now is 06:04 AM. |
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.