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  #1  
Old 09-03-2018, 08:39 PM
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Mortow
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Join Date: Apr 2013
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Will try it again. I pulled at about 2am EST. I will look to see if I pulled the code too early. Thanks Akka.

Just pulled and recompiled. The issue is still occurring. I have run eqemu_server and checked for updates but it reports I am up to date. Is there anything else I need to run or modify for the navmesh to work properly?
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  #2  
Old 09-03-2018, 09:52 PM
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Akkadius
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One thing to make sure is that the following two rules are enabled which honestly there should be no reason for them to be disabled

Code:
Pathing:Fear
Combat:EnableFearPathing
Flee and fear work off of the same logic and it all binds to navmesh. Make sure that you followed the recent instructions in the changelog to make sure you have all of the latest maps and navs and it should work just fine. I did extensive testing with it last night and it was all working smoothly. If you still have issues beyond that we can certainly do more digging
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  #3  
Old 09-03-2018, 10:01 PM
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Mortow
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Join Date: Apr 2013
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Thanks Akka. I found this post by Grumpy:

http://www.eqemulator.org/forums/sho...hlight=navmesh

I had not updated the maps folder. I ran the perl eqemu_server.pl maps command and updated the maps folder. This did fix the issue after the fresh compile. Mobs are no longer falling through the world on flee.

I appreciate the help everyone.
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  #4  
Old 09-03-2018, 10:04 PM
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Akkadius
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Glad to hear! Enjoy navmesh, its pretty slick

One thing that we have left on the hitlist is to smooth out movement updates but that is pretty small in comparison to the rest of the work that has gone into navmesh
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  #5  
Old 09-04-2018, 09:51 AM
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Mortow
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You guys do killer work. I really appreciate all the effort you and the other devs put in to this project.
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