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  #1  
Old 11-28-2007, 06:26 PM
moydock
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Very nice, does this also fix mobs going under the world while attempting to path over hills? If so, you are my hero! If not, still very nice .
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  #2  
Old 11-29-2007, 01:10 AM
Diuretic
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Aye, this is fascinating work! The problem's obviously less easy to solve than I originally thought.

Thanks again for the eye opener.
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  #3  
Old 11-29-2007, 09:30 AM
Derision
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Quote:
Originally Posted by moydock View Post
Does this also fix mobs going under the world while attempting to path over hills?
I hope so, however I can't say for sure that it fixes all such occurrences as I only checked a limited number of mobs in a limited number of zones.

If you can give me some specific examples of where this occurs, I can check those out for you.

Last edited by Derision; 11-29-2007 at 05:35 PM..
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  #4  
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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  #5  
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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  #6  
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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  #7  
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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  #8  
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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  #9  
Old 11-29-2007, 02:54 PM
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Rogean
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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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Location: Grand Rapids, MI
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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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