Do you think this patch will work on 1071? I saw it out and yours not there.
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It's running TGC on with 1071 without any problems. I have the pathing support disabled, as bestz is too cpu intensive when you have 100 zones loaded, but fishing is working perfectly.
The only issue was azone wouldn't create maps of zones without water/lava, and without maps, fishing works anywhere in the zone. So, I just commented out the lava/water check in azone and recompiled to have it spit out those maps. |
Oh, I guess I should also mention I also have this code running on my internal test with is based on 1071, with bestz fully enabled, and it works fine there.
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I spent 5 or 10 minutes fishing on TGC and didn't catch a thing, although it seems to detect water well enough :) (my fishing skill was low, and then my pole broke!) Regarding BestZ, I appreciate your problem. My pathing correction tool is coming along quite well. I'm only working on developing it for outdoor zones at the moment (using LOIO as a test subject) as they are easier to fix semi-automatically (i.e. click a button to correct ground collisions or paths that are too high above the ground). Maybe in a couple of weeks it will be in a state where I can use it produce a (nearly) complete set of corrected grids for a mostly outdoor zone (say LOIO, Frontier Mountains or Field Of Bone) that are free of hopping mobs without the need for the runtime BestZ correction. I've already proved to myself that I can do it for a couple of test grids, but there are still some glitches/bugs I need to work through. |
Yeah, fishing sucks at the lower levels. You don't start seeing catches until your skill is around 20 or so. But, once you get to master you get a catch 50% of the time, and maxed skill guarantees something everytime. Though, I agree the water detection is working great!
You have me drooling about the pathing correction tool. Hopping prevention with no additional overhead is something I am very interested in! Could that also be used to get us valid grid points for fear and flee? If so, you just nailed one of the biggest problems in EQEmu. Maybe even the biggest. Keep up the awesome work! |
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As was discussed in another thread, FNW's Apathing tool takes these grid_entries along with spawn points, fear_hints etc, to build a zone wide pathing grid that could be used for fear, flee, etc. Although it is related, it is not something I am actively looking at, although I plan to when I feel what I am currently working on is 'done', but that will probably be in a month or two. |
The reworked patch has been comitted after a bit of polishing. Good work.
I hope that some brave soul will hunt down the water info in .ter files. I think we know enough about .ter to find out what material is on each surface, which might give us enough info to build our own bsp tree. I know I spent a long time messing around with the .ter file trying to understand its format. There is some large blob of data after the material data and before the geometry data. I highly suspect that this is (or at least contains) the BSP tree, but I wasnt able to discern any sort of structure from the data. If you look in azone, you will see that I finally got annoyed at it and hard coded a ton of offsets in there to skip over this blob... if somebody figured out the structure, it might help us with water as well as help us get normal maps from newer zones... who knows.... |
I gave it a shot tonight: http://i8.photobucket.com/albums/a2/...broodlands.jpg
The blue is water, the red stuff is lava, the off-white stuff is other stuff. Only tried it on broodlands so far... I'm pretty sure that data block after the material list is probably info from that material list, just cause I can't imagine it being entirely a BSP tree when the materials looks structured like, one of the water planes as an example: Code:
Found material layer: watertable-swmp ...but it's of course just a theory of mine I can't prove it. |
Brilliant code Derision!
Grabbed the latest Win32 compile (1073), put all the watermaps in the /maps folder and set the rules in the database. Zoned to POK and grabbed my fishing pole to test it out. I couldn't fish for landsharks any longer!! Actually had to be near water for fishing to work as it should. Thanks for another sweet fix! |
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It really is nice- the land hopper and water fixes, just added so much more to the game (not to mention all the extra "playable" zones). I've been playing me a necro, got him to level 35 - Things have really changed since the first time I tried to play EqEmu. |
Definitely Angelox.
The hopping mobs and water fixes make this emu a much, much better experience. |
Derision;
I've been doing some work in Crystal Caverns. Down at the bottom, where I used to camp stags and spiders, there were "velium crawlers" that lived in the water and were pretty active. In the area of the pond at the bottom of the waterfall- if you got too close to the pond side, and a crawler happend to roam close by, you'd have him wailing on you. This pond area seems to have dead spots that stick the roamer/crawlers, I also seem to not be able to place a waypont up close to the surface - all waypoints stick to the floor. I've made work arounds to all this, but would be nice if some of those roamers could swim closer to the surface. Also, they should be able to swim up and down the water fall, but that ends up in stuck npcs too. I'm wondering if anything can be done here. |
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INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`) VALUES Code:
INSERT INTO `grid_entries` (`gridid`, `zoneid`, `number`, `x`, `y`, `z`, `heading`, `pause`) VALUES |
Yea, my rules were screwy, thanks. Hope anyone who copied my rules, knows to fix them.
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