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-   -   Fresh install - roamers choppy (https://www.eqemulator.org/forums/showthread.php?t=40731)

eqrage 07-03-2016 01:38 PM

Fresh install - roamers choppy
 
Fresh install of EQEmu + PEQ database. Roamers such as "a rodent" in cities or.. anywhere really. Sometimes path fine, but sometimes "warp" every few steps. Instead of walking, they appear to be standing, then warp 2-3 feet in the direction they are supposed to be walking.

Then sometimes they start walking normally... then start warping again.

Any idea?

Thanks.

Proxeeus 07-06-2016 02:47 AM

Hey, I dunno if you're still experiencing this issue, but I've noticed this behavior as well after updating my 4 months-old source with the latest updates from git.

After having a look at this particular commit https://github.com/EQEmu/Server/comm...5184bdfb69cb2d, it looks like the call to SendPosition has been moved away from where it was previously.

I tried reverting that change and roamers/pathing behavior went back to normal.

I'm pretty new to the source & codebase so this fix may have unforseen consequences though :p

eqrage 07-06-2016 03:37 AM

It would be good if we could have a seasoned dev to comment on this :P

Akkadius 07-06-2016 12:19 PM

Quote:

Originally Posted by Proxeeus (Post 249796)
Hey, I dunno if you're still experiencing this issue, but I've noticed this behavior as well after updating my 4 months-old source with the latest updates from git.

After having a look at this particular commit https://github.com/EQEmu/Server/comm...5184bdfb69cb2d, it looks like the call to SendPosition has been moved away from where it was previously.

I tried reverting that change and roamers/pathing behavior went back to normal.

I'm pretty new to the source & codebase so this fix may have unforseen consequences though :p

That was in effort to fix the issue, that didn't bring the issue about.

If people are still experiencing warping on the latest, it will need to be looked into more

eqrage 07-06-2016 12:40 PM

Totally experiencing it... examples are goblins in runnyeye, rodents in North Qeynos...

Akkadius 07-06-2016 12:48 PM

Quote:

Originally Posted by eqrage (Post 249804)
Totally experiencing it... examples are goblins in runnyeye, rodents in North Qeynos...

Latest code?

Proxeeus 07-06-2016 12:52 PM

Right, sorry Akkadius!

I'm still experiencing it as well, pretty much any NPC assigned to a grid, from what I've seen on my box. As long as they walk a straight line everything's OK, but as soon as they reach their target waypoint and start their journey to the next one, they get choppy and kinda "warp" until they can walk a straight line again.

edit: haven't updated the code for a couple of days though.

eqrage 07-06-2016 02:06 PM

Quote:

Originally Posted by Akkadius (Post 249805)
Latest code?

Yes, git pull'ed about 8 hours ago. Right now git pull says "Up to date".

#zoned into runnyeye, first goblin peon to encounter is choppy.

eqrage 07-06-2016 02:08 PM

And yes, I compiled and relaunched after pulling ;)

Akkadius 07-06-2016 02:48 PM

I have one of the other devs 'Haynar' looking at this as I am not at home to be doing EQEmu stuff to test/debug.

He should be able to update after he looks at it.

Thanks for the report

provocating 07-17-2016 06:54 PM

I actually reverted back a few functions in mob_ai.cpp back to some from 2015 and my pathing is perfect now.

Akkadius 07-17-2016 07:03 PM

Quote:

Originally Posted by provocating (Post 250064)
I actually reverted back a few functions in mob_ai.cpp back to some from 2015 and my pathing is perfect now.

And what does your diff show with your code compared to the latest in master?

provocating 07-17-2016 07:04 PM

I can share, but I doubt it would help. My source has been changed a ton since the last year. I am far from current, plus a lot of custom changes.

Akkadius 07-17-2016 07:05 PM

Quote:

Originally Posted by provocating (Post 250066)
I can share, but I doubt it would help. My source has been changed a ton since the last year. I am far from current, plus a lot of custom changes.

I haven't had a chance to really look at the problem, I can't imagine its all that difficult to resolve, we've just all been busy.

provocating 07-17-2016 07:12 PM

The time period when the got all messed up was back when NPC::AI_SetupNextWaypoint() was added as it's own routine.

But here is a patch, probably only would work with my own source, but here it is anyway.
Never used this service, lets see if it works...

http://pasted.co/27ab2a6c


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