ArcEmu: Why Pathfinding Is Off ? - ArcEmu

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Why Pathfinding Is Off ?

#1 User is offline   Magnifikator 

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Posted 03 November 2012 - 03:57 AM

Arcemu has a nearly perfect pathfinding system in it.
If you use additionally mmaps than the NPCs, pets and a lot of other stuff works much better and more realistic. Walking trough walls was yesterday. ;)

Why it is switched off in the source ?

We are trying it at the moment and it's amazing :)
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#2 User is offline   dfighter 

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Posted 03 November 2012 - 08:42 AM

Because it's unfinished, experimental and the guy who was working on it left, and since we are already extremely short on staff, we can't take on the responsibilities of yet another unknown code mass.
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Posted 03 November 2012 - 11:08 AM

As far as I can see it works fine for the moment. And it helps to save 1000 of hours to change all the waypoints that are not correct without pathfinding. NPCs that are 'flying' up and down on stairs, animals that climbs on trees (or through), all that's over with pathfinding. Pets are not falling down on bridges anymore.

I will write a tutorial next week in the wiki for enabling pathfinding and mark it as 'optional'. Than everybody can decide himself if he give it a try or not. At least it's amazing to see the differences.

Aaron made an extractor for the movement maps (mmaps). Modified from M... you know from where ;)
Extraction needs about 12-24 hours :D on a fast computer.
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#4 User is offline   dfighter 

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Posted 03 November 2012 - 11:33 AM

View PostMagnifikator, on 03 November 2012 - 11:08 AM, said:

As far as I can see

That's the problem.
Btw there is at least one crash report on github regarding path finding.
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#5 User is offline   aaron02 

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Posted 03 November 2012 - 11:49 AM

i saw this crash and i was decided to reproduce it but i cant .I testet it with hunter`s with undead with pets never crashed the only thing thats happening the pet stops movening when it cant find a path to me
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Posted 03 November 2012 - 12:12 PM

View Postdfighter, on 03 November 2012 - 11:33 AM, said:

That's the problem.
Btw there is at least one crash report on github regarding path finding.

If you will commenting code for every crash report .....
... at the end nothing will be left :lol:

But I know what you mean. We will have an eye on that point on our server.

But still it's an amazing experience to see what ArcEmu could do. And at least worthy to try 'for educational purpose' :D

Beside extraction of the mmaps there is only 1 line to uncomment and than recompile. So... not a lot of work.
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#7 User is offline   dfighter 

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Posted 03 November 2012 - 12:29 PM

View PostMagnifikator, on 03 November 2012 - 12:12 PM, said:

If you will commenting code for every crash report .....
... at the end nothing will be left :lol:

But I know what you mean. We will have an eye on that point on our server.

But still it's an amazing experience to see what ArcEmu could do. And at least worthy to try 'for educational purpose' :D

Beside extraction of the mmaps there is only 1 line to uncomment and than recompile. So... not a lot of work.

The pathfinding code has never been "live".
So it wasn't commented out because of a single crash report.

View Postaaron02, on 03 November 2012 - 11:49 AM, said:

i saw this crash and i was decided to reproduce it but i cant .I testet it with hunter`s with undead with pets never crashed the only thing thats happening the pet stops movening when it cant find a path to me

That in itself doesn't mean anything.
For example, I can't reproduce your crash report either ( regarding those TOC lua scripts ).
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#8 User is offline   aaron02 

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Posted 03 November 2012 - 01:19 PM

these crash is because i spawn an creature when i habe no punit , because i despawn him 2 seconds before i spawn the creature .
i need to edit this post in the issue tracker
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