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 08-09-2009, 09:25 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Nothing says nodes have to all be connected.

Path process takes nodes you already have and tries to connect them automatically. When I created befallen yesterday for example I just ran around doing #path add until I got nodes in every spot possible then with process it will try to connect them. It's not perfect, sometimes it will connect nodes together it shouldn't, and sometimes it fails to connect nodes together that should be (especially in water it fails a lot).

And maps for dump and process output are relative to your zone server, when creating a zone I usually have a hotbutton: #path dump Maps/zonename.path
Reply With Quote
  #2  
Old 08-09-2009, 10:09 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

Got it now. I thought based on the description of process it would attempt to create common nodes based on the map. I didn't realize I had to hammer in a bunch, process it to connect them, then dump it.

Thanks KLS!
__________________
Retired EMarr
Project1999 Developer
Reply With Quote
  #3  
Old 08-10-2009, 06:29 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

Is it better to have as many nodes as logically possible or can you limit it down with no reduction in AI?

I ran into an issue in Crushbone. Mobs are perfectly content to leap off bridges and run straight at PC's instead of proceeding to what I considered well placed nodes....
__________________
Retired EMarr
Project1999 Developer
Reply With Quote
  #4  
Old 08-10-2009, 07:33 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

I found lowering Pathing:MinNodesLeftForLOSCheck and upping Pathing:MinNodesTraversedForLOSCheck helps a lot with that kind of stuff, I'm thinking about tweaking the default rules so it works better over all. Generally if you can get away with fewer nodes it's better, but not even I follow that to a T.
Reply With Quote
  #5  
Old 08-10-2009, 09:39 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

Here is what I did for crushbone

http://www.stormrunner.net/Pathing/crushbone.path

and here is highpass

http://www.stormrunner.net/Pathing/highpass.path


Critique and advise how I can do it better if you would, cause I'm not sure I'm on par yet. I tried to recreate the pathing bug in crushbone too =o.
__________________
Retired EMarr
Project1999 Developer
Reply With Quote
  #6  
Old 08-11-2009, 12:44 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Thanks, Dibalamin I added both maps to the maps SVN.
Reply With Quote
  #7  
Old 08-12-2009, 10:11 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Cool

We've coded a bunch more over at p1999 and have them up for testing. If they pass the muster, I'll hand them on over.

This is freaking awesome!
__________________
Retired EMarr
Project1999 Developer
Reply With Quote
Reply

Thread Tools
Display Modes

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 03:58 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