I did some more testing and searching.
Quote:
Pathing - grids
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Testing some of the map pathing rule_values in qeytoqrg
+ tested in irregular terrain (Z)
+ `Map:FixPathingZWhenMoving` turned off broke grid pathing
+ `Map:FixPathingZWhenMoving` turned on fixed it
+ doing anything else with the above rule off made no noticeable difference
- only tested a few settings
The conclusions I made about Lavastorm do not apply to qeytoqrg. `Map:FixPathingZWhenMoving` does what it's supposed to do.
Testing some of the map pathing rule_values in nektulos
+ the grid pathing behavior of npcs in nektulos is similar to lavastorm although the terrain is less varied
+ any changes made had similar effect to lavastorm or no noticeable effect
I think it's fair to assume the issues are with the zones.
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I made this assumption long ago. I am revisiting this issue which has been on my ToDo list for quite some time. Understanding the process a little more is a byproduct of due diligence. I found a quote from this thread from about six years ago.
http://www.eqemulator.org/forums/showthread.php?t=28306
Quote:
trevius
Developer
Nektulos is a bit of a unique situation. There are like 3 versions of that zone. If you are using a different version than the spawns in that zone were created in, you will have weird issues like NPCs falling/jumping a lot and other stuff like that. I think the .map file for that that zone are for the original Nektulos only. I know they don't have .map files for the newest version, and I don't think anyone cares about the 2nd version enough to bother with it for anything (it sucks). So, if you want to use the old version, I think you have to do some file name changes so that it stops using the newer one(s). I think the PEQ forums describe the exact changes that you need to make somewhere in their play/setup guide.
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I am using the old zones, if that wasn't clear. I have read many threads here and elsewhere at different points in my knowledge to refresh my understanding.
I have tested the client files by logging into P99 and going to these zones, just out of due diligence, again. I'm thinking I need different .map files.
I reverted the .map (linker address map) files for lavastorm and nektulos from the `EQEmuServer` I saved prior to updating on 7/29/15. The hopping issue all but went away. Much improved at first glance. Still could be better.
I'm not sure what happened during the update or if the newer files are for different zone versions. I'm disappointed noone suggested this very simple fix. This has been an issue for years and it is "common knowledge" that it exists.
On the other hand, I am pleased this was simple and greatly improved grid pathing. If other similar issues are found I could try the same fix. I would still like to know how to go about creating the files which had such varying effects on npc behavior.
Good day.