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-   -   Getting boats working... (https://www.eqemulator.org/forums/showthread.php?t=11085)

mattmeck 01-07-2004 09:09 AM

If anyone other the the Devs deserve a boat named after them its Scorp and Myra IMO

Scorpious2k 01-07-2004 09:18 AM

Quote:

Originally Posted by mattmeck
If anyone other the the Devs deserve a boat named after them its Scorp and Myra IMO

I still like leaving it as an honor for the devs. Myra would settle for butts - low ambitions right now. LOL (she was calculating how many messages she would have to post the other day...)

Besides, the Myra wouldn't even get out of the docks until noon if you didn't drag it! That means we'd need tugboats too.

mattmeck 01-07-2004 09:23 AM

Quote:

Besides, the Myra wouldn't even get out of the docks until noon if you didn't drag it! That means we'd need tugboats too

ROFL

Wumpas 01-07-2004 10:11 AM

ROFL
 
hahahaha

thats great you guys are clowns :lol:

I experimented with Fqadmin for pathing and its a hellish nightmare for me either im dumb or that program has some quirks I have yet to learn. anywho for now im going to stick to notepad and mysqlfront as I have been.

I think theres enough boats around for you scorp counting kunark shuttles and if not we could always put a High level size 150 giant scorpion in FOB named after you LOL

P.S. whats the status on the heading issues? anyone find the problem?

mew972 01-07-2004 02:46 PM

Wierd problems happening....
I start with creating the grid
Code:

#grid add 2930 4 2
then spawn some dummy spawns (in place where the waypoints should be)
Code:

#spawn WPDUMMY 60
then go through and add the waypoints (i change the last digit for each waypoint 0, 1, 2, 3, 4, ect)
Code:

#wp add 2930 1 0
then assign the boat to the grid
Code:

#gassign 2930
Finally i repop the zone so the boat will follow the grid
Code:

#repop
The boats to go to the first waypoint fine sometimes the second and occosinally the third.. but after the 2nd or the 3rd it seems to go to a random waypoint... any idea why? (using latest dr2 with pearl and myra DB)

Scorpious2k 01-07-2004 03:05 PM

Quote:

Originally Posted by mew972
#grid add 2930 4 2

Note: You will want to use pause type 1 - full pause - for boats. So when you tell it to stop at a dock for 120, it stays there the full 2 minutes. No biggie, easy to fix. Just a comment.

Also I see you are using wander type 4. That has only been in the dev distributed version as of the LAST (1/4) release by Shawn319. I will assume that's the one you have.

Quote:

The boats to go to the first waypoint fine sometimes the second and occosinally the third.. but after the 2nd or the 3rd it seems to go to a random waypoint... any idea why? (using latest dr2 with pearl and myra DB)
That is a wierd behavior. It may be related to the other problems (heading and vanishing/misplaced mobs). The only thing that comes to mind is that it thinks the boat is somewhere else and is trying to move it back on the grid.... or the server thinks it is on the grid but the client thinks it is somewhere else. The server then tries to move it along the grid and the client moves it where it thinks the boat is at...

Anyway. Working on the bug. Took a little time off from it and did a little work on zone points today. Did about 250 of them, and have them on the server to be tested. Myra is working on them now.

Tomorrow, back to looking at the code and trying to figure this thing out.

Wumpas 01-07-2004 05:07 PM

response
 
Quote:

The boats to go to the first waypoint fine sometimes the second and occosinally the third.. but after the 2nd or the 3rd it seems to go to a random waypoint... any idea why? (using latest dr2 with pearl and myra DB)
Are you riding the boat or monitoring from a distance like on a dock watching it???

The Client dosent seem to update the boats position corectly unless you are right on it or VERY close im talking like within 20 meters in scale.

If you are more than that distance away the client seems to get confused to whare the boat is and it apears to teleport to random locations. I am not sure if that is desirable operation or if the position should update with the client more frequently then it does.

I might be off base here its just a guess :)

p.s. Once in a while ill have a real hard time with a spawn I tried making just one moving NPC in NKarana for Krich to debug with and no matter what it would not follow its path it would bounce high into the air and walk to random locations that i never waypointed. This might be as you are seeing and may be somthing to do with a set of circumstances (I dont know what but mabe in certain circumstances the pathing wont work "shot in the dark here") by the way that was wander type 1 pause type FULL

Also was the heading bug noticed at all in 5.0 or 5.1 ?? mabe it has to do with what was changed to make movment really fluent in 5.2? Mabe somthing got Omited acidently. There is a lot of code remed out dealing with angle?

Would it be a quicker dirtier fix to somehow make mobs calculate heading to next target after its pause is over?? at the very least least it may find the problem is in between someware.

This is the partial output monitoring calculateheadingtotarget()

Quote:

Wp#||delta_x||delta_y||delta_z||delta_heading||Hea ding

1|0|0|0|0
1|0|0|0|0|585
1|3.40723|-0.543457|0.00167656|-515|70
1|3.40723|-0.543701|0.00167656|0|70
2|61.2969|-9.77979|0.0301838|0
2|61.2969|-9.77979|0.0301838|0|70
2|3.3916|-0.633789|-0.000461578|1|71
2|3.3916|-0.633789|-0.000461578|0|71
2|3.3916|-0.633545|-0.000459671|0|71
2|33.1904|-6.20508|-0.00451279|0|71
3|-3.3916|0.634033|0.000461578|-128
3|-3.3916|0.634033|0.000461578|-128|-57
3|-3.38184|0.681885|0.000576019|1|-56
3|-3.38184|0.681885|0.000576019|0|-56
3|-3.38184|0.681885|0.000576019|0|-56
3|-3.38184|0.681885|0.000576019|0|-56
3|-3.3916|0.634033|0.000461578|0
3|-3.3916|0.634033|0.000461578|0|-57
3|-3.38184|0.684814|0.000583649|1|-56
3|-3.38184|0.684814|0.000583649|0|-56
3|-3.38184|0.684814|0.000583649|0|-56
3|-3.38184|0.684814|0.000583649|0|-56
3|-3.38184|0.684814|0.000583649|0|-56
3|-3.38184|0.684814|0.000583649|0|-56
3|-3.38184|0.684814|0.000583649|0|-56
3|-3.38086|0.684814|0.000583649|0|-56
3|-3.38086|0.684814|0.000583649|0|-56
3|-3.38184|0.684814|0.000583649|0|-56
3|-3.38086|0.684814|0.000583649|0|-56
3|-3.38184|0.684814|0.000583649|0|-56
3|-3.38086|0.684814|0.000585556|0|-56
4|-51.6387|10.458|0.00890923|0
4|-51.6387|10.458|0.00890923|0|-56
WP 2 is a dockpoint and the ship exibits a "strange heading in game at this waypoint"

also Note: 0|-10|-10|-110|-1024 was spamed alot usualy 21 Iterations between each WP I listed I asumed that it was casued by something else in the zone and cut these out so my post wouldnt be monsterously long.

anything about these numbers seem odd?

Scorpious2k 01-08-2004 06:04 AM

Re: response
 
Quote:

Originally Posted by Wumpas

Code:

Wp#||delta_x||delta_y||delta_z||delta_heading||Heading

1|3.40723|-0.543457|0.00167656|-515|70
1|3.40723|-0.543701|0.00167656|0|70
2|61.2969|-9.77979|0.0301838|0
2|61.2969|-9.77979|0.0301838|0|70
2|3.3916|-0.633789|-0.000461578|1|71
2|3.3916|-0.633789|-0.000461578|0|71

WP 2 is a dockpoint and the ship exibits a "strange heading in game at this waypoint"

See what happens at wp 2? Looks like a major leap... and a heading of 0 too. Did you set the boat to make a major turn at that point or is this something the server did in error?

Unless I misunderstood something in the code, the delt values are how much to change the valuse. In other words how much to move the NPC from the current position for X/Y/Z and how much to turn (and what direction) in the delta heading.

At the wp, the server sends a different packet. This one contains the actual position thet the NPC should be at. The real X/Y/Z and heading, not delta values. This allows the client to synch with the server so they agree where the NPC is, in case a packet has been lost or rounding on either side has caused a variance.

It is the second type of packet I have become suspicious of.

Wumpas 01-08-2004 08:20 AM

i see it
 
I see the large jumpo and it is not intentional i cant fatham why its so huge ill run this check on my other boat and see if I get similar numbers

heading 70
heading 70
heading 0 <<<< This look slike the wierd turn to me
heading 70

Scorpious2k 01-13-2004 06:45 AM

I've been running some tests and have gotten the behavior of moving NPCs some better. I am now convinced its a bad packet (bad data in it) that is causing the problem....

You can check out what it looks like at this point if you would like, my test fixes are running on our server (Scorpious2k).


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