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  #1  
Old 11-29-2019, 04:04 PM
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strugglegenerator
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Default NPC's falling through floors in Burning Wood

Some NPC's in Burning Woods work great until they start to flee. The moment they begin to flee, some NPC's (not all) will fall through the floor, then pop back up on the ground about 10 seconds later. I can see them at this point, but I cannot hit them anymore.

I've seen it happen to Wurms and Giants so far. Doesn't seem to happen to other races yet.

Any ideas what would cause this?
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  #2  
Old 11-29-2019, 07:52 PM
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I've been having this problem for months. Have tried different map files from various years. Have tried generating new map files. Have mentioned it a few times in Discord.

No solution yet. Temporarily just made all the npcs no-flee.
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  #3  
Old 11-29-2019, 09:04 PM
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I desperately tried to replicate your issue. I went into Burningwood with a non-gm toon and pulled a ton of mobs, (wurms, giants, etc.), over 45 minutes. None of the fleeing mobs ever went into the ground. I tried both RoF2 and Titanium client, using current source and database. I tried ..... lol
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Old 11-30-2019, 11:46 AM
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Quote:
Originally Posted by Huppy View Post
I desperately tried to replicate your issue. I went into Burningwood with a non-gm toon and pulled a ton of mobs, (wurms, giants, etc.), over 45 minutes. None of the fleeing mobs ever went into the ground. I tried both RoF2 and Titanium client, using current source and database. I tried ..... lol
Yeah. I even rebuilt a lot of the grids just to be safe. Tried static grids and dynamic pathing. Still having the issue lol.
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Old 11-30-2019, 04:33 PM
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Quote:
Originally Posted by chrsschb View Post
Yeah. I even rebuilt a lot of the grids just to be safe. Tried static grids and dynamic pathing. Still having the issue lol.
I'm actually suprised to hear of anyone still having any serious issues with mobs dropping, especially since the Navmesh system came along last year. I really haven't run into much of that in a long time. But all that work done on the mob movement overhaul last december seemed to help out a lot.
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Old 11-30-2019, 04:47 PM
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It's really tough to replicate because it doesn't always happen. Even for me, it happens SOMETIMES, but it does happen.
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Old 11-30-2019, 05:06 PM
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Quote:
Originally Posted by strugglegenerator View Post
It's really tough to replicate because it doesn't always happen. Even for me, it happens SOMETIMES, but it does happen.
Ya, but I have a test server here that I play on all the time, and I never see those issues. It used to be a problem a long time ago, but since many updates done to the source code in the last year, I don't see it anymore, in any zones.
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Old 11-30-2019, 05:50 PM
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Something that is really unfortunate on these forums, is when a server is having some kind of glitch or issue, not too many of the other servers are willing to chime in and let us know how many are having the same problem, and if not everybody, then figuring out what the difference is. Like now, there is 140+ active servers. But even the PEQTGC, is that server having this problem ? We use the same stuff they have. (database, code, etc).
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Old 11-30-2019, 06:22 PM
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The real kicker is that it only happens in a single zone.
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  #10  
Old 11-30-2019, 06:23 PM
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Yup. Only in Burning Woods.
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  #11  
Old 11-30-2019, 06:25 PM
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Curious, have you guys updated your maps since July ? (burningwoods was added then)
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Old 11-30-2019, 06:28 PM
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Yeah, that map was added because of me reporting this issue.
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  #13  
Old 11-30-2019, 06:31 PM
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I started my server on May 31st, 2019.
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Old 11-30-2019, 06:35 PM
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Actually, I got the date wrong, the .nav for burningwood was commited Aug 27
https://github.com/Akkadius/EQEmuMaps
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  #15  
Old 11-30-2019, 06:40 PM
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So that update doesn't happen automatically? I need to manually overwrite the nav folder and the tools folder with the files supplied in the github link and then reboot my server to see if it fixes Burning Woods?

Just trying to understand the workflow here as I've never done that type of update yet.
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