Jump to content

Curious

Members
  • Posts

    103
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Posts posted by Curious

  1. Could it be possible to write a guideline for posting help request.

    I answer that in order to put in it the suggestion of adding [resolved] in a thread which is.....resolved. By doing so users would know that if their experience the issue there will be a answer in this thread and those who want to help would only consider those which aren't [resolved].

  2. For the 'airborne" player, could you check if the player is "on the map" and if not, generating path with the z coordinate under the player, and after a X amount of time the mob should evade, like said i don't remember where.

    What's the behaviour of a mob which as no path to the player(in a normal case i mean, like player on a wall which can be reach only by special jump location) ?

  3. We won't need to rebuild mmaps even if you don't use chunky mesh anymore ?

    And instead of checking if the directories are here you should create them (only for mmaps dir and meshes dir). There is a typo in your code, you check "Meshes" dir and use "meshes".

    I tried to look at vmap extractor way of handling necessary/to build folders but i need further investigation. Or Lynx3d could help on that :)

    I would give better help but this thing is way over my head :S

    Ad source code was easier xD

    void CreateDir( const std::string& Path )
    {
    #ifdef WIN32
       _mkdir( Path.c_str());
    #else
       mkdir( Path.c_str(), 0777 );
    #endif
    }
    
    bool FileExists( const char* FileName )
    {
       int fp = _open(FileName, OPEN_FLAGS);
       if(fp != -1)
       {
           _close(fp);
           return true;
       }
    
       return false;
    }

    but i don't know if a folder could be check as a file is.... On linux it is the case but i have no idea on win.

  4. I read your post, and i still think it's the wrong topic. Maybe haven't you read my point of view. Playerbot it's not like Vehicle system beacause it is not offlike. It's a improvement (or not) to the core but it's not trying to reproduce a offi-like behaviour. If you can't get this there is no point arguing with you.

  5. Wrong topic. I have to agree with you on the idea of always asking for things. And who need patch file when there is such things as git pull/merge.

    But spliting project in different forum is IMO a bad option, because i don't believe that every dev would register to a forum just to add a little piece of information which at the end could make a difference.

    For playerbot, i believe it's a good idea because this feature is absolutely not offlike.

  6. Yes indeed :) so there is no point using this arg. What you wrote is not false, there is only not needed information.

    @iowahc ; there is no IRC dedicated to mmaps or vmaps. You may talk to the dev(Lynx3d & faramir118) who are working on this, but i think you will get more answers in those topics.

  7. yes i built all of them. Took like 3 hours

    I think you used only movemapgen and SkipContinent is true by default so you build only the instance mmap. We are not insulting your inteligence or something but with correct machine eastern kingdoms take like 1 hour and a half to complete.

    --skipContinents true --hiResHeightmaps false 001

    there is still no point using --skipContinents true and 001 at the same time

  8. Look at first post. I might add that you have to copy the mmap extracto to the same folder that contains vmap folder. And you should create a mmaps folder too. If you can't manage to make it work you will have to wait until it's done.

    btw faramir your directories check failed for me, all i had was "unable to write...." forgot to mention :)

    and what the use of meshes folder ? Mine is empty.

  9. Tested in Uldaman, works great except when creature dosn't find a path it fly to the player ( i think) i use gm fly on and creature came right at me.

    This is a Awesome feature anyway, congratz are in order.

  10. I assume you used --skipContinents true? Try building with:

    MoveMapGen.exe --skipContinents true --hiResHeightmaps false --debugOutput false 001

    In my case, it crashes after loading the heightmaps, on "[33,42]: Intersecting meshes" (~1 min).

    EDIT: Are you on Linux or Windows?

    by adding 001 at the end you nullify --skipContinents true, it's written in the readme.

    There is something in log.txt only with map 571, 001 and 530 don't produce logfile.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use