#46 Loot Chest continuously opens/closes when off ground axis

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aberta %!s(int64=4) %!d(string=hai) anos por image · 9 comentarios
https://cdn.discordapp.com/attachments/603677936582918189/689133496987418665/eq2_treasurechest_repeatopen.mp4

take that back seems to intermittently happen with any chest type if its a floating chest (off the ground)

take that back seems to intermittently happen with any chest type if its a floating chest (off the ground)

There is no official heightmaps/generation tools for mapping. There is some existing class for EQ2Map files (SPGrid.cpp/.h). This is going to be a large project to implement since all zones need some sort of heightmap / collision detection server side.

There is no official heightmaps/generation tools for mapping. There is some existing class for EQ2Map files (SPGrid.cpp/.h). This is going to be a large project to implement since all zones need some sort of heightmap / collision detection server side.

Progress has been made and lots of thanks to Jabantiz for the model viewer to go off of. The LUT format has changed and the VOC format has also changed, these form the 'world'/map if you will by referencing other files, give various nodes (meshes, textures, particles, blah blah).. its a long list...

In any case the RenderMesh is a bit strange in that some .draw (RenderMesh) files have data inbetween the end of the expected vertices and just before the normals which is a dynamic size. It is looking like additional vertices .. or something .. however the data length has varied greatly, from 0 bytes, 8 bytes, 25 bytes, 80 bytes, 108 bytes.. and so on..

Update: The extra data is due to likely bad zlib decompression! There is an old python scrypt in 2.x made by Daeken and unfortunately zlib might be too old and is decompressing wrong and giving extra data. Only use the VPK Tool 1.2.3!

Progress has been made and lots of thanks to Jabantiz for the model viewer to go off of. The LUT format has changed and the VOC format has also changed, these form the 'world'/map if you will by referencing other files, give various nodes (meshes, textures, particles, blah blah).. its a long list... In any case the RenderMesh is a bit strange in that some .draw (RenderMesh) files have data inbetween the end of the expected vertices and just before the normals which is a dynamic size. It is looking like additional vertices .. or something .. however the data length has varied greatly, from 0 bytes, 8 bytes, 25 bytes, 80 bytes, 108 bytes.. and so on.. **Update:** The extra data is due to likely bad zlib decompression! There is an old python scrypt in 2.x made by Daeken and unfortunately zlib might be too old and is decompressing wrong and giving extra data. Only use the VPK Tool 1.2.3!
Progress in qeynos harbor! https://cdn.discordapp.com/attachments/380808849722048525/694047108042326077/eq2_mappathing.mp4

previous progress was Z Pathing this is a very early edition of the movement pathing (around walls and the like)... no smoothing setup yet

https://cdn.discordapp.com/attachments/603677936582918189/694272289658765342/eq2_pathingaroundwalls.mp4

previous progress was Z Pathing this is a very early edition of the movement pathing (around walls and the like)... no smoothing setup yet https://cdn.discordapp.com/attachments/603677936582918189/694272289658765342/eq2_pathingaroundwalls.mp4
Moving away from SPGrid to a NavMesh system.. https://cdn.discordapp.com/attachments/603677936582918189/694968998655426560/eq2_zcorrectiontest.mp4 https://cdn.discordapp.com/attachments/603677936582918189/694976765101211748/eq2_cheststickgroundrun.mp4
NavMesh system (pathing around walls yada yada): https://www.youtube.com/watch?v=13W3HT3Qs3Y https://www.youtube.com/watch?v=Wyo6dv865Bg

The implementation of maps/navs is working.

Unfortunately I have found in zones like frostfangsea there are so many mobs and are constantly updating that the client is getting overwhelmed with position updates.

This means there is one final change required before I push the map/nav updates and that is bulk position updates... yay..

The implementation of maps/navs is working. Unfortunately I have found in zones like frostfangsea there are so many mobs and are constantly updating that the client is getting overwhelmed with position updates. This means there is one final change required before I push the map/nav updates and that is bulk position updates... yay..

Temp patch to allow the map/pathing code to go forward. Will revisit with a new issue #63 to resolve bulk position updates.

#define SEND_SPAWN_DISTANCE 150 -> 90 /* when spawns appear visually to the client */

#define REMOVE_SPAWN_DISTANCE 180 -> 100

Temp patch to allow the map/pathing code to go forward. Will revisit with a new issue #63 to resolve bulk position updates. #define SEND_SPAWN_DISTANCE 150 -> 90 /* when spawns appear visually to the client */ #define REMOVE_SPAWN_DISTANCE 180 -> 100
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