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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |
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08-04-2008, 01:45 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Angelox
Derision; Im having problems with eastwastes , it does not dump all the placed-object info. I saw where objects 1-15 were, there then jumped to 2077-2015. For example I can see CRYSCAVETEL202 as an object, but it's not in the LISTOBJ dump.
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I altered the code to print out the names of the objects it couldn't find the model for. In eastwastes, there are 2054:
Code:
$ ./listobj eastwastes | grep "not found" | wc -l
2054
Of those 2054 objects, they all use 1 of 3 models:
Code:
$ ./listobj eastwastes | grep "not found" | sort | uniq -c
1 Model ELECTMONU200_DMSPRITEDEF not found
1006 Model ICETREE200_DMSPRITEDEF not found
1047 Model ICETREE203_DMSPRITEDEF not found
So all of them bar 1 are trees. I am guessing they use an animated model fragment that the .wld loader doesn't handle.
I checked all the other .s3ds, and the placeable objects with missing models generally seem to be trees, grass, flames, waterfalls, etc (all things that are likely animated), so this doesn't bother me too much, as I think they are generally the kind of objects that you wouldn't want to include in LOS anyway.
As for CRYSCAVETELE202, it is possible that the object mesh exists in the S3D, but was never actually placed in the zone by the designer, which is why LISTOBJ doesn't list it, as no objects use that model.
And KLS, I thought your comment about bloodfields meant there were loads of objects missing for that zone too, but I guess it is just the opposite 
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08-04-2008, 02:00 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Ok well, I guess what already was dumped has the houses and what not - did you have time to take a look at skyfire? I'm wondering why so many mobs there don't path properly
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08-04-2008, 02:54 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Angelox
Ok well, I guess what already was dumped has the houses and what not - did you have time to take a look at skyfire? I'm wondering why so many mobs there don't path properly
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I saw the two at the VP entrance, but I couldn't find any others. If you could give me a list of some other mobs affected (target, #wpinfo and give me the grid numbers), I'll look into is some more.
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08-16-2008, 12:02 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Here's a couple more; Crushbone and Najena Maps.
I'm doing maps and posting them as I do other work, not really gonna go all out and do them all at once, but I'll get there eventually - and share the ones I do get done with you all.
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08-26-2008, 09:16 AM
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Sarnak
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Join Date: Aug 2008
Location: usa
Posts: 43
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Kael Maps
Here are kael maps.
kael.tar.gz
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09-05-2008, 07:02 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Derision ;
I think I start to see a pattern in a problem -
BtW a good way to test things is with the bots, they basically make the same mistakes the Mobs do when theres a bugged area.
In Crushbone , inside the castle in the first big room where Darish spawns, there a big Table- that was a good place to camp mobs from, but any pull gets near the table and they fall through the floor and get waist deep. In Unrest building where Undead barkeep spawns, when you pull him, he tries run through the bar, and falls through the floor to the level below, then starts attacking you through the floor.
Seems when there's an object in the building like a bar, or a table, they get bugged and mobs fall though. I also noticed the bots getting caught up inside the walls in unrest building and stuck, I had to summon them out.
In the top floor, where the undead knight spawns, i set up camp and went to pull a mob from the next floor down: Big mistake! none came up the stairs, they came under the floor and attacked, eventually killed me - it was a train and the bots won't respond unless they have line of sight. Seems like there's still something missing in the maps, something that needs to be added to the azone and will solve all these problems at once. I have made new maps and still the problem remains. I made a new Unrest map with all the items incuded, still no dice.
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09-06-2008, 11:21 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Tell me if you still want locs and I'll get them and post here.
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09-07-2008, 06:17 AM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Angelox
In Unrest building where Undead barkeep spawns, when you pull him, he tries run through the bar, and falls through the floor to the level below
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I have code that may fix this. Essentially it changes the way FindBestZ works to a) detect if the mobs position is under the world/inside geometry and b) find all valid Z positions for the current X/Y (by valid, I mean surfaces that are upward facing and not 'under the world' and returns the closest Z.
It adds a bit more runtime overhead. For each possible Z position it casts a ray upwards. If the ray hits a face, it then checks if it is the back or front side of a polygon. E.g. if you were inside a building it would hit the front side of a downward facing poly that makes up the ceiling, so you are not under the world. If you were waist deep in the bar in unrest, the ray would hit the back side of the poly making up the top of the bar, and so you would be classed as under the world and the code would move you to the top of the bar (assuming that is 'nearer' than the floor below).
It absolutely depends on the server having Azone2 generated map files. The reason for this is that the stock azone builds EQG maps with the vertices ordered the opposite way round to S3D maps, basically meaning the 'under the world' test that works for S3D maps, returns the opposite result for EQG maps.
I'll do some more work on it one of these days.
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