Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Development

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

Reply
 
Thread Tools Display Modes
  #1  
Old 09-05-2007, 05:03 PM
sonicintuition
Hill Giant
 
Join Date: Jan 2005
Posts: 124
Default Question in code

From features.h:

Quote:
//THESE ARE BROKEN RIGHT NOW:
//enable these to prevent mob hopping when they are pathing
//#define FIX_PATHING_WHEN_MOVING // expensive but accurate
//fix Z on sendto as well, if you still have hopping problems.
//#define FIX_SENDTO_Z

How hard would this be to fix? I'm not really a coder, yet, but I do like to tinker. I'm sure this isn't something I'd be able to handle, but I'm curious as to how deep this goes and how broken it really is?

Regards,
Sonic
Reply With Quote
  #2  
Old 09-06-2007, 03:22 AM
oldlurker
Fire Beetle
 
Join Date: Jul 2007
Posts: 27
Default

Just thinking aloud:
Well, maybe instead of compensating for bad or missing waypoints on the fly someone could modify this code to an auto corrector that runs through all pathings in a zone and generates sql inserts with new/corrected waypoints in a logfile.
Reply With Quote
  #3  
Old 11-23-2007, 03:34 AM
Zandig's Avatar
Zandig
Hill Giant
 
Join Date: Jun 2006
Location: New York City
Posts: 180
Default

Any head-way into this?

This annoying problem has been around for a while now. Fixing this nagging problem would make the emu so much better.

Apparently this problem did not exist in the past. Was it introduced with 0.70?
Reply With Quote
  #4  
Old 11-23-2007, 10:02 AM
Theeper
Discordant
 
Join Date: May 2004
Posts: 290
Default

Quote:
This annoying problem has been around for a while now
Quote:
Apparently this problem did not exist in the past
huh ?

The Z axis problem was fixed a long time ago AFAIK. I haven't noticed it being back. If you're still having hopping mobs, you need to adjust the Z on the waypoints, or possibly put in another WP to make sure your grids are using as close to straight lines (in the z axis) as possible. Keep in mind that Z axis is not 'from the floor'. Mobs of different height have different Z's. So, if you want to make a grid, make your character use a model of the same height. If possible, use the same model and size.

Last edited by Theeper; 11-23-2007 at 06:07 PM..
Reply With Quote
  #5  
Old 11-23-2007, 04:07 PM
Zandig's Avatar
Zandig
Hill Giant
 
Join Date: Jun 2006
Location: New York City
Posts: 180
Default

Quote:
Originally Posted by Theeper View Post
huh ?

The Z axis problem was fixed a long time ago AFAIK.
This would be news to me as I'm still experiencing hopping mobs with the latest code and latest PEQ database.
Reply With Quote
  #6  
Old 11-23-2007, 05:02 PM
Theeper
Discordant
 
Join Date: May 2004
Posts: 290
Default

It's the grids causing the hopping mobs. I just made some grids tonite that don't hop at all and I have seen plenty of mobs that don't hop that I didn't create. Granted there is a ton that do hop and the server could probably handle pathing better, but it seems to work fine for me if I make the grid properly.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:52 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3