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  #1  
Old 02-11-2012, 03:23 PM
Relyt
Fire Beetle
 
Join Date: Jun 2011
Posts: 12
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Such a fast response <3 doing it now.
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  #2  
Old 02-11-2012, 03:28 PM
Relyt
Fire Beetle
 
Join Date: Jun 2011
Posts: 12
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http://tinypic.com/view.php?pic=2cylf6g&s=5
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  #3  
Old 02-12-2012, 08:02 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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I created a bloodmoon.map with all objects included, i.e. this line in my azone.ini:
Code:
bloodmoon.eqg,1,2,3,4,5,6,7,8,9, etc. up to 230
and all the walls are present.

You can confirm if your map is good, by issuing the GM command #bestz at the location you are standing, then move to where the mob is and issuing #bestz again.

If you get a response that says 'Z is n1 or n2 at (x, y)' for both locations, then your map is OK. If you get a message saying 'unable to find node' or 'Found no Z', your map is bad.

Assuming your map is good, then you may be running into a long standing flaw with the LoS code that only checks for obstructions in the node you and the target are in, but not in any intervening nodes.

The newer pathing code checks all intervening nodes, but the older code used for aggro and the #los command calls this method in zone/aggro.cpp:
Code:
bool Mob::CheckLosFN(float posX, float posY, float posZ, float mobSize)
which has the flaw I mentioned.
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  #4  
Old 02-12-2012, 12:15 PM
Relyt
Fire Beetle
 
Join Date: Jun 2011
Posts: 12
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I included every object too, but our .maps are building differently?

"Found no Z.
Water Region Map not loaded for this zone."

I'm assuming the Water Region Map is irrelevant because it doesn't have a water map. I downloaded my tools here: http://code.google.com/p/projecteqem...s.zip&can=2&q=.
I wonder if that's the culprit. It's seemingly a better release than the source though, oddly enough.
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  #5  
Old 02-12-2012, 12:43 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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I used the latest source, but azone2 hasn't changed for a couple of years, certainly not since the Windows executables you linked where posted.

Your output should be exactly the same as mine:

http://www.rama.demon.co.uk/bloodmoon.txt

in particular, the bit at the bottom:

Code:
After processing placeable objects, there are 2022930 vertices and 674310 faces.
Bounding box: -1276.30 < x < 1648.32, -572.67 < y < 1168.28
Building quadtree.
Done building quad tree...
Match counters: 3435858 easy in, 10165604 easy out, 3770 hard in, 0 hard out.
Writing map file.
Map header: Version: 0x01000000. 674310 faces, 788 nodes, 711249 facelists
Done writing map (36.17MB).
Dumb question, but I have to ask You are copying the newly generated bloodmoon.map file into your server Maps directory ?

You can verify this, because in the zone log, you will see:
Code:
Map header: 674310 faces, 788 nodes, 711249 facelists
Loaded map: 2022930 vertices, 674310 faces
Map BB: (-1276.30 -> 1648.32, -572.67 -> 1168.28, -146.18 -> 459.89)
Map ./Maps/bloodmoon.map loaded.
which matches up with the output of azone2 when the .map was generated.
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