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  #1  
Old 12-20-2010, 11:01 PM
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provocating
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I just checked before I imported the new West Freeport in. The original West Freeport had 378 spawn points, this new one has 433 spawn points. I just zoned into West Freeport and I repopped the zone, damn I am impressed. I actually got the group of guards pathing correctly. It is worth the effort just to see them pathing like they should. Whoever wrote the extractor, give them a raise.

My database went up 10mb in size too. I will do adjacent zones tomorrow.

UPDATE

I just checked my East Freeport collect after sourcing it in. I have a bunch of Tyker Renlin's and Plnorrick Spinecracker's apawning at the docks and pathing. Not sure what happened there. Also the boats are patching into the rocks, which that could be explained by me not knowing that I was collecting information about the boats, I can sit around the water next time. Any help on this would be welcome, not sure what I did wrong. Could this be caused by me passing by the same area twice or something ? I do not know enough about what goes on in the background to make an assumption on what I did wrong on the packet collect. I definitely took my time and tried to be thorough. West Freeport looks great so far, other than there are multiple spawns of like the Holiday spawns.
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Old 12-21-2010, 01:52 PM
Derision
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According to Allakazam, Tyker Renlin spawns and then despawns after 4 minutes, so getting multiple spawns is to be expected. I imagine the other NPC must similarly respawn frequently.

The problem with collecting pathing data is that Live sends updates less frequently the further away you are from a mob, so you can get fairly good pathing for the mobs that are nearby, but not the ones further away.

Problem is, if you sit near the docks to get good pathing for the boats, then the mobs on the other side of the zone will have poor pathing. There is no easy answer to this. I would just treat the collected pathing data as a 'rough guide' to be fixed by hand later.

Regarding me getting the West Freeport data sourced in quickly, that just happens to be the zone I used to test the collector after Live patches, so I had already nuked the PEQ data for that zone and so I just needed to source in your collect without worrying about having to delete rows first, as all my data from that zone was already numbered by the collector, and so the auto-generated DELETEs at the top of the SQL deleted everything.
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Old 12-21-2010, 01:56 PM
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provocating
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You are awesome, that explains it.

Quote:
Originally Posted by Derision View Post
Problem is, if you sit near the docks to get good pathing for the boats, then the mobs on the other side of the zone will have poor pathing. There is no easy answer to this. I would just treat the collected pathing data as a 'rough guide' to be fixed by hand later.
But if you also spent time on the other side of the zone would you not also have good pathing, does it somehow overwrite the other ? Not sure how it is coded.
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Old 12-21-2010, 02:02 PM
Chanus
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Quote:
Originally Posted by provocating View Post
You are awesome, that explains it.



But if you also spent time on the other side of the zone would you not also have good pathing, does it somehow overwrite the other ? Not sure how it is coded.
I think he's just saying you can't get it all at once, you'd need to do it in pieces to get everything accurately... like the Heisenberg Pathing Uncertainty Principle :P
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Old 12-21-2010, 02:46 PM
Derision
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Quote:
Originally Posted by provocating View Post
But if you also spent time on the other side of the zone would you not also have good pathing, does it somehow overwrite the other ? Not sure how it is coded.
Say you are near mob A, which is walking a square route, say around the outside of a building. While you are near it, you get good pathing data.

Now if you move to mob B on the other side of the zone, the server is still sending you movement data for mob A, just not as frequently. What will likely happen now is you get a movement update for mob A when it is on one side of the building (let's call that grid_entry n), and the in the next update (n + 1) it may have turned the corner and moved some distance.

When the SQL is sourced in and you enter the zone in EQEmu, when the mob gets to waypoint n and sets of toward waypoint n+1, it will walk through the walls of our hypothetical building, because the chances of us getting a movement update in the capture at the precise time it was at the corner of the building and making a 90 degree turn are not very high.

Again, this can be fixed by manually editing the database later, by deleting the grid_entries other than the ones that were captured when you were nearby the mob and got frequent movement updates, which would have included direction changes.

Manual editing will also be required if you are in the zone for a long time. If you are in a zone for hours, you will have captured the mob making many circuits of its patrol route, so any waypoints beyond that required to complete one circuit are redundant and should be deleted.
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Old 12-21-2010, 03:26 PM
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provocating
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That makes sense, thanks again for replying Derision.
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