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  #1  
Old 11-29-2007, 01:20 PM
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Zandig
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Awesome!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!

I've wanted to see some solid work on this for quite a while.
Excellent job.

Now we need some Windows binaries
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  #2  
Old 11-29-2007, 02:23 PM
Derision
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Quote:
Originally Posted by Zandig View Post
Now we need some Windows binaries
I have yet to have any feedback from anyone who has actually said they have compiled and tried this code. If I find time over the weekend, I'll install the necessary software on a Windows box to make some binaries for you to try it out.

Last edited by Derision; 11-29-2007 at 10:27 PM..
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  #3  
Old 11-29-2007, 02:53 PM
KLS
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Do you have any idea where the crash in question occurs in the code?

Corrupt or not there's probably safe-checks that can be put in place to prevent it if we know where it's at.
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  #4  
Old 11-29-2007, 03:28 PM
Derision
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Quote:
Originally Posted by KLS View Post
Do you have any idea where the crash in question occurs in the code?

Corrupt or not there's probably safe-checks that can be put in place to prevent it if we know where it's at.
Hi KLS,

No crashes occur because I copied the check from:

bool Map::LineIntersectsNode( NodeRef node_r, VERTEX p1, VERTEX p2, VERTEX *result, FACE **on)

which is called by the LOS checking code

Code:
  unsigned long *cfl = mFaceLists + _node->faces.offset;

        for(i = 0; i < _node->faces.count; i++) {
                if(*cfl > m_Faces)
                        continue;       //watch for invalid lists, they seem to happen
The if(*cfl > m_Faces) checks for the corrupt data that I saw in the eastwastes.map file. I assume this check was put in by FNW when that code was written.

I put the same check in the FindBestZ code to avoid the crash there, so there is nothing else required (other than maybe fixing the program that generates the .map files (azone?).
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  #5  
Old 11-29-2007, 04:44 PM
rojadruid
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if this does work and stops the mobs from hopping all we need now is the actuallt pathing in "apath" figured out. I have been looking at it for awhile now and I am not making any heads or tails on it and I gave up about a mnth ago figuring it was hopeless.
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  #6  
Old 11-29-2007, 05:40 PM
KLS
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Yeah it would be azone that generates them, alright I'll look at it when I take a look at the other stuff posted on the forums in the next couple days.
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  #7  
Old 11-29-2007, 05:42 PM
fathernitwit
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Nice. I have comitted a cleaned up version of this code.... hopefully it still works. I disabled the two old options by default in features.h, but enabled the new "fix-at-load-time" feature, as it seems like a good compromise.

My only real concern about this is the somewhat arbitrary nature of a lot of the constants in there... 10, 20, 45, etc... We might want to either make them a rule, so people can easily change them, or else put some serious thought into deciding on good universal values...

My last thought is that if this in fact turns out to be a rock solid fix for the z hopping problem, then we should prolly take it one step further. One of the things I was trying to accomplish with apathing was to be able to load, fix, and then re-save the pathing data into the database... this way we only consume the CPU time once... it shouldent be all that hard to accomplish, the big concern is how to be sure that it is actually producing the right data... we dont want to run it against the official dbs unless we are quite sure it isnt going to mangle a bunch of paths... one challenge with stuff like this is trying to figure out how to detect such failues... as in most cases the mobs are then just way under the ground, and nobody will ever notice (unless its a named mob).... just a thought.

-FNW
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  #8  
Old 11-29-2007, 05:56 PM
moydock
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I'm excited about this but man... I've already designed a large part of my DB with grids that won't make npc's go through hills. So much work! At least this will make the rest of my work much easier.
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  #9  
Old 11-29-2007, 02:54 PM
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Http://www.rogean.com/Zone-BestZ.exe

Haven't tested it myself. Test it out and let me know how it works out. If it looks good I'll commit to code.
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  #10  
Old 11-30-2007, 03:35 AM
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Zandig
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Quote:
Originally Posted by Rogean View Post
Http://www.rogean.com/Zone-BestZ.exe

Haven't tested it myself. Test it out and let me know how it works out. If it looks good I'll commit to code.
Tested various zones and it looks really good so far.
Hopping is gone.
What a sweet fix!
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  #11  
Old 12-01-2007, 04:05 AM
krusher
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Default Pathing Fix

I have created a wiki page listing the new rules required for the pathing Z fix.

Krusher
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  #12  
Old 12-01-2007, 06:13 AM
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Cripp
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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
+++ ruletypes.h	2007/12/01 18:11:14	1.12
@@ -84,6 +84,17 @@
 RULE_BOOL (NPC, UseItemBonusesForNonPets, true)
 RULE_CATEGORY_END()
 
+RULE_CATEGORY( Map )
+RULE_BOOL ( Map, FixPathingZAtWaypoints, false )
+RULE_BOOL ( Map, FixPathingZWhenMoving, false )
+RULE_BOOL ( Map, FixPathingZOnSendTo, false )
+RULE_BOOL ( Map, FixPathingZWhenLoading, false )
+RULE_REAL ( Map, FixPathingZMaxDeltaSendTo, 20.0 )
+RULE_REAL ( Map, FixPathingZMaxDeltaLoading, 20.0 )
+RULE_REAL ( Map, FixPathingZMaxDeltaMoving, 20.0 )
+RULE_REAL ( Map, FixPathingZMaxDeltaWaypoint, 20.0 )
+RULE_CATEGORY_END()
+
 #undef RULE_CATEGORY
 #undef RULE_INT
 #undef RULE_REAL
Code:
--- waypoints.cpp	2007/11/30 19:06:27	1.6
+++ waypoints.cpp	2007/12/01 18:11:14	1.7
@@ -31,6 +31,7 @@
 #include "parser.h"
 #include "StringIDs.h"
 #include "../common/MiscFunctions.h"
+#include "../common/rulesys.h"
 #include "features.h"
 
 static inline float ABS(float x) {
Edit:: im not sure if this was already added to the nightly builds or not.. but it wasnt in cvs.
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Last edited by Cripp; 12-01-2007 at 02:16 PM..
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  #13  
Old 12-04-2007, 05:32 AM
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Zandig
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Quote:
Originally Posted by fathernitwit View Post
OK, by popular demand (aka one dude who cant build), I reworked this stuff to be runtime configurable using the rules system.

Quote:
Originally Posted by krusher View Post
I have created a wiki page listing the new rules required for the pathing Z fix.

Krusher
Thanks all.
Tested with 0.7.0-1068 and it works a treat.
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  #14  
Old 12-04-2007, 10:59 AM
moydock
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Thanks guys, really excited about this new feature.
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