My current experiment is to look into the feasibility of extending OpenEQ (written by Daeken_bb, gxti and maybe others) into a sort of 'Pathing Correction Tool'.
Here's a picture of what I have got working so far:
All it does at the moment is load the map and grids for a particular zone, draw a pyramid at each waypoint on
a particular grid (patrol grids only at the moment) with lines connecting the waypoints in sequence.
You can 'fly' from one waypoint to the next by clicking a button. When you reach a waypoint, it will stop and rotate you to face
the next waypoint in the grid.
The Red and Blue pyramids in the screenshot are your current and next waypoints. There is a button which will
move your current waypoint to the BestZ location. The smaller green pyramids are just other waypoints on
this grid.
There is lots left to do, e.g. buttons to insert a new waypoint between the current and next, move the
current waypoint to where you are standing, apply BestZ to the entire grid in one go rather than one
waypoint at a time, save the grid back to the database, etc, etc.
My thinking is that using OpenEQ as a base like this, it is easier than using the real game client to visualise
exactly where and what the problems are, e.g. paths that attempt to go under the ground, through walls etc and fix them.
I had originally thought about using OpenEQ to visualise the paths generated by Apathing and look at
the fear pathing stuff, however as Apathing uses the existing grids/waypoints to generate it's paths,
I figured we really needed to fix all the waypoints before moving on to looking at fear paths, so that
Apathing is working from known 'good' data.