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MMaps Redux


Guest auntieMangos

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Had some time on my hands yesterday, so I finally decided to try and add pathinding to ConfusedMovementGenerator and to FleeingMovementGenerator.

Pushed the changes into git yesterday.

FleeingMovementGenerator had to be totally remade, including all its logic. The good, is that it is much simpler now. The bad, is that it will work really poorly on maps with no MMAP enabled (fearing off cliffs, etc ..)

Changes to ConfusedMovementGenerator were less extensive, the logic left the same, just the paths generated by pathfinding system and some minor logic changes, like not generating all points in advance, etc...

As always, lots of testing is needed.

On the subject : unfortunately, I see no correlation between the number of people using our little system, and the number of reports/feedback we are getting. Thats a shame. There are at least 6 (I know of) hugely popular sub/projects/branches using mmaps, yet we have even less feedback from the times we started.

I know I sound like a broken record, same "bla, bla bla", but it would be shame, if this initiative will die out after all work invested in it.

If you find a bug, please make sure it is not a known issue (stuff like dynamic GOs, etc), then report it here. Include exact coordinates and way to reproduce it + system info.

Thanks in advance.

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Outside karazhan, (arround X: -11155.110352, Y: 1978.645874, Z: 54.798313) the system has some troubles, the NPCs can't find a proper path. Is all over the area, not only at that coords. But it seems related with bad vmaps data.

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I can only report for mangos-zero which I mostly use mmaps on, and yet I only discovered a few spots where things go wrong, but these are also failing without mmaps, and caused by vmap data errors, e.g. in Deadmines before the Ogre boss, there is a spot not recognized as part of any valid map, but this happens without mmaps, too.

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Outside karazhan, (arround X: -11155.110352, Y: 1978.645874, Z: 54.798313) the system has some troubles, the NPCs can't find a proper path. Is all over the area, not only at that coords. But it seems related with bad vmaps data.

Those coordinates on map 0 sent me to Westfall :), I guess there's minus missing at Y coord.

Anyhow, there's indeed strange issue there.

For some strange reason, when you stand there and at couple more locations, the closest polygon selected in the one from the basement just beneath and not the ground.

No idea why it happens only there. This will need a closer look little bit later.

I can only report for mangos-zero which I mostly use mmaps on, and yet I only discovered a few spots where things go wrong, but these are also failing without mmaps, and caused by vmap data errors, e.g. in Deadmines before the Ogre boss, there is a spot not recognized as part of any valid map, but this happens without mmaps, too.

Haven't had the time to look at that location (nor I can on zero client only 3.3x), but, generally speaking ...

You (as general "you", not particular) can debug alot of the problems all by yourself. For instance, you can generate mmaps for that map using the --outputDebug flag, then open it in recast viewer and the the actual mesh generated.

As for mangos one/zero - it can be nice if someone maintained those branches, someone who actually use those ... wink, wink ...

About pathfinding, does exist a way to detect gameobject size and go around them

It's just a simple question :)

Short, simple answer would be "yes".

I mean, sure, way(s) always do exist.

A little bit longer answer:

Does current code support it - no.

Why? Since none implemented it.

Why? Since VMAPs do not support those and we rely on them to generate our input meshes.

Why don't "we" implement it? go ahead, I think we already had someone working on those.

As for mmaps, I think we already spoke about ways to make it happen on mmaps without modifying meshes on runtime.

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Why? Since VMAPs do not support those and we rely on them to generate our input meshes.

Why don't "we" implement it?  go ahead, I think we already had someone working on those.

SilverIce is working on it's implementation (and some other awesome things) at: https://github.com/SilverIce/mangos Dynamic vmaps are in branch dynamic_vmaps (Cpt. Obvious at your service). I've compiled it and did some basic running around, but sadly nothing deeper. Just don't have enough time to play.

Regards

Skirnir

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Some test's on mzero.

Confused movement generator.

Before i use your patch i add it manually.

At first in original confused move gen add normalyzer for coordinates.

         unit.UpdateAllowedPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
         i_waypoints[idx][2] =  z;

+        if(!unit.IsWithinLOS(i_waypoints[idx][0],i_waypoints[idx][1],i_waypoints[idx][2]))
+        {
+            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
+            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
+            i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
+        }

plus i use monster move by path as in home move gen.

But today i update zero to latest revision backport my changes & try to test your patch.

bugs:

Player get incorrect z coord.

x\\y - correct but fale on z coord. at result some times player get under textures or in-to wmo.

Tested in zul'gurub at ladder on enter & at searing gore by spells 29848 & 21060.

In ZG sometimes sheep gone down with ignore of LOS. In to wmo.

feelings movement generator.

Very bugged.

1 - cast self 12096

After fade fear player run as in fear. before player not command some wasd positions. If player not controlled - gamer afk than player run forewer

2 - duel. 2 warriors

Used warriors fear. Feared players stand at positions & not run anywhere. Only stand untill fear fade.

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I can only report for mangos-zero which I mostly use mmaps on, and yet I only discovered a few spots where things go wrong, but these are also failing without mmaps, and caused by vmap data errors, e.g. in Deadmines before the Ogre boss, there is a spot not recognized as part of any valid map, but this happens without mmaps, too.

On zero exist some bugs with wmo.

You can see more in ZG near Hakkari

This troubles with some format differences wmo v 17 & wmo later than vanilla.

Also at vmap3 exist problem with liquid types. But make lava burn it's easy.

If you need correct work npc with wmo you can use vmap from m_one. Just change used type from z to s.

Yup it is incorrect but in is work!!

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bugs:

Player get incorrect z coord.

x\\y - correct but fale on z coord. at result some times player get under textures or in-to wmo.

Tested in zul'gurub at ladder on enter & at searing gore by spells 29848 & 21060.

In ZG sometimes sheep gone down with ignore of LOS. In to wmo.

feelings movement generator.

Very bugged.

1 - cast self 12096

After fade fear player run as in fear. before player not command some wasd positions. If player not controlled - gamer afk than player run forewer

2 - duel. 2 warriors

Used warriors fear. Feared players stand at positions & not run anywhere. Only stand untill fear fade.

This sure sounds like the behavior of fear on maps/tiles with no mmaps loaded. Make sure those do work there.

Added little safety check for z value, just in case - but it really shouldn't change too much for proper mesh data.

I'll check ZG tomorrow, but on 335 client, don't have earlier versions. As one of the above posts said : you can easily see the mesh generated.

PS: please include exact coordinates next time ... searing gore isn't small place.

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qsa

mmap loaded always..

Before this tests in searing gore i test here charge movement generator & cmg work really good.

Besides some positions in steep mountain where sometimes player can tace some incorrect z pos.

About feeling's movegen.

Visually this taked positions is too small. 1\\2 sheep or ears of sheep visible\\other body under textures. On next movie sheep take correct coordinates & go to them..

But..

------

Also i forgot. Few days ago i revert my vmaps from s version to z. When add lyquid types. At game server use s vmaps but in test only z. I forgot apply new svmaps with liquid at test server.

I rebuild server now & wrote here after tests!

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qsa

At first incorrect z pos. at previous post taked from vmap z. on s it's ok.

But there is some bug's

Searing gore

Map: 0

Zone: 51

Area 246

mmtile 0003444

Tests on tower.

Polymorph - (cast self 29848)

Position start:

x: -6915.680176

y -1077.494019

z 257.127441

incorrect positions for next move:

x - 6915.983887

y -1072.910767

z 240.013611

Some times for next move player\\mob take incorrect coord. if you up, on tower next move may be generated on terrain down near the tower & mmaps ignored when unit came from this pos.

Fear - (cast self 12096)

Start feared position:

x -6966.879883

y -1038.273193

z 240.743942

fear fade position:

x -6931.979980

y -1055.009399

z 241.132629

move stop position

x -6924.533691

y -1055.603516

z 240.642548

i test above 30-50 times. but wrote only one example.

This bug we have if player take next position near time when fear fade & next positions not near. After fear fade player run to the end point. We can control player. But if it not controlled motion stop only when player came at end positions.

Zul'Gurub

Map: 309

Zone 1977

Area 1977

mmtile 3093454

Polymorph - (cast self 29848)

start position -

x -11917.405273

y -1244.526978

z 92.533783

some incorrect positions

x: -11924.686523

y -1249.408569

z 92.616959

Player on sheep take some coord's near start point behind \\under wall or some object not in los but in correct position on mmtile. Way to point too long & mmap's ignored. player go to next move through textures.

full fale with intimidating shout.

This spell not work when player confused. Need more test's on 2.4.3 & 3.3.5a with mmaps. Maybee spell broke in some revision.

In conclusion..

Todo.

Confused movement generator:

Need some IsWithinLOS check's for next move to prevent move with ignore of pathfinding.

Fleeing Movement Generator

Need some check's to spell fade. And if spell fade need stop motion to next point of players\\creatures.

Need more tests

Warriors - intimidating shout. To understand it's only zero problem or someone else..

& sorry for my bad english. I am from Russia. )

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KuraiNeko:

I don't think Intimidating Shout has anything to do with my changes. See spell 5246, its first triggered effect is stun, which is used for the glyph. It is what prevents you from running :) You can clearly see it by using ".aura 5246" on self.

missing tile's

Map: 429 (Dire Maul)

Zone: 2557 (Dire Maul)

Area: 2557 (Dire Maul)

mmap tileloc: 4293232.mmtile

gridloc [32,32]

Calc [02,01]

Dt [??,??] (invalid poly, probably no tile loaded)

It is extracted just fine for me (on 3.3.5). Look for file named 4293232.mmtile - if it isn't there, re-extract the map.

About those issues with fear and confusion : well, obviously they need some more work :)

I'll push few more changes that should solve atleast some of the problematic cases soon enough.

Thanks for the testing and input.

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Sometimes the path generated by confused movement generator is very large, for example in warsong gluch, you use fear in the base and the system sometimes generates a path to the roof. You are going to walk until you reach the destination point, ignoring if the enemy fear stills on you. Also I think that if you use trinket when feared (or confused etc), you don't stop unitl you reach the next destination point.

May be my reports are invalid because I use old patch from insider's repo that tunes some values related to confused movement generator to avoid fall under textures. May be someone can confirm this problems.

Anyway, soon i will revert those custom changes and I will report more problems (if any).

Greetings.

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Sometimes the path generated by confused movement generator is very large, for example in warsong gluch, you use fear in the base and the system sometimes generates a path to the roof. You are going to walk until you reach the destination point, ignoring if the enemy fear stills on you. Also I think that if you use trinket when feared (or confused etc), you don't stop unitl you reach the next destination point.

.

Should be solved in latest (mmaps_rewrite branch).

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It is extracted just fine for me (on 3.3.5). Look for file named 4293232.mmtile - if it isn't there, re-extract the map.

mmtile: http://filebeam.com/886c88901ab8b910f8983678bf84b86f

reextracted several times (with offmesh) & game serv & at my serv.

& not work inside instance.

Well, the mesh looks ok to me, beside some single poly that out of order - but that shouldn't affect much.

But I cannot match it to the geometry of old maps. That's since 335s 32,32 tile on that map is totally different. Furthermore, I cannot test it ingame.

You can always try and extract with debug flag and upload geometry too. Or better, see for yourself using the recast demo.

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Or better, see for yourself using the recast demo.

Sorry i misunderstand this part.

What does it mean?

Recast demo??? What is this??

Mmap's with debug flag try add at 2 days.

----------

Some test's with movement generators with latest commit./

Confused - work good. take correct positions. Without ignore mmap.s now

Feelings

Map 309 - ZG

x: -11910.832031

y: -1266.317261

z: 90.819115

Wide railing beside the stairs. If we cast fear here. target stand at one point.

Confused movegen work good at this position.

But feelingsMG not.

Other tests look great.

No bugs find exclude upper

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