View Full Version : Pathing Still some pathing issues after patch
Man0warr
03-30-2014, 11:44 AM
In City of Mist, when pulling Black Reavers, they path back into their building up an invisible set of stairs out in front of the temple instead of pathing back through the front door.
Haynar
03-30-2014, 12:52 PM
I need more info.
Where are you pulling them to?
Just trying to understand where the stop going to where they should.
It might be east to fix by connecting some path nodes.
H
Man0warr
03-30-2014, 08:43 PM
Pulling them out front of the temple, where monk FD's - then someone to the left or right side would tag after other mobs have pathed back.
Haynar
03-30-2014, 08:51 PM
Ok. Will try doing that.
H
baalzy
03-31-2014, 02:23 PM
Was in LGuk at the Lord camp. Had a critical resist when attempting to lull a guk wizard. I still had jboots on and was set to run in case it happened. I took off running as soon as I saw the resist message but the mobs warped on top of me and wafflestomped me. Instead of pathing around the corners and taking that extra time to get to me.
Man0warr
03-31-2014, 03:10 PM
Yeah, mobs/pets go straight through walls now - pretty sure it's the cause behind the huge trains being caused in places like Sebilis and Howling Stones.
Scrubosaur
03-31-2014, 03:28 PM
Same thing happening in Felwithe. Killing guards and they are just walking straight through the walls and attacking through walls if possible.
Haynar
03-31-2014, 03:37 PM
Mobs always go through walls? Or sometimes? There is a big difference.
In city of mist, were you pulling the black reavers that are up the elevator? I see no pathing to connect those, so they would run through walls, and bring anything they find with them.
H
Man0warr
03-31-2014, 03:51 PM
Pulling from up the elevator, out the front door of the temple to the walkways over the water - then FDing.
Previously they would walk back through the front door, back to the elevator. Now from the walkways in front of the temple they just start floating up an invisible escalator back to the 2nd floor.
Mobs always go through walls? Or sometimes? There is a big difference.
If it's a caster, I can always get a mob to walk through walls in Sebilis or Howling Stones - all you gotta do is aggro it from it's spawn point and run back to your camp, the mob will finish casting and then it will either run straight through walls to get to you the fastest or warp to you. While it's doing this there is a chance it will fall straight through the ground and aggro whatever is below you (HS Basement, Juggs/Shrooms in Seb) and create a ginormous train.
Haynar
03-31-2014, 04:54 PM
There was no pathing nodes upstairs, so they had no path to follow. It looked like they might have been pathing, but I think they were probably stuck. Now they dont get stuck, and there being no pathing just makes it really bad.
One of the consequences of fixing the pathing code. It made places with bad or no pathing more evident.
I have the city of mist pathing for the elevator, going up or down working good now.
I have some tests to make with fixes for the other stuff still.
H
baalzy
03-31-2014, 07:02 PM
Heres an example to reproduce a pet going through a wall.
In Droga at the Chief camp guard your pet.
Send your pet on a mob in the side area (where the Goblin Stitcher spawns), he'll path down the hallway correctly but if you /back him he runs straight through the wall back to where he was set to guard instead of pathing correctly.
Man0warr
03-31-2014, 07:15 PM
Yeah, most of the time I've had my pet fall thru ground in Seb/HS was when I had him set on guard - they seem to ignore path nodes while in that stance.
Kostou
03-31-2014, 10:22 PM
# 1 )When pulling mobs from BR they will path entire zone instead of following you.
# 2 ) Shaman pet took indirect path in gukbottom instead of attacking froggies. Came back with a huge train.
Sorry for the brevity, but many ppl are reporting these same issues to me. Hope this helps.
Haynar
04-02-2014, 02:10 AM
Yeah, most of the time I've had my pet fall thru ground in Seb/HS was when I had him set on guard - they seem to ignore path nodes while in that stance.
Found it. And you are totally correct. They did not use pathing at all when returning to their guard position. This piece of code has not changed in forever.
Fixed, pending update.
Using the pet guard option, means you are going to be trained when they come back, til this fix goes in.
H
Man0warr
04-02-2014, 11:35 AM
I've stopped using pets since the trains but they aren't the only problem - please keep researching why mobs (particularly casters) are ignoring pathing and going through walls (and falling through ground while trying).
Just last night pulling the brain room behind Disco I was able to get the Iksar Necromancer to fall through the world and presumably start up a train, thankfully we had a wizard in group so I called an evac before it got to us. When I got back to Seb a group said they ended up killing the Necromancer at NG camp after he had walked up from Crypt.
Haynar
04-02-2014, 01:01 PM
Might be an issue with movement code that when they start casting, while moving, it doesnt mark the moving as stopped. So when spell is finished, they register where it projected it would have been in that direction. I think I know what to look for. Bet its related to casting code. So its probably not my fault =p.
Haynar
04-02-2014, 07:11 PM
Yep. There are issues with the persuit spell casting code. I dont see anything that updates movement changes. I didnt write this, so figuring it out so i can see what needs fixed.
H
Haynar
04-02-2014, 07:26 PM
I see a few things wrong when a mob stops to cast.
I can fix that. Hopefully I am getting some of the train makers ironed out.
Because of the way the node pathing system was broke where it basically recalculated routes repeatedly, it masked these issues. Thats what is the source of this issue. Now that pathing is working, the fact that they dont actually stop to cast is a problem.
Also if you aggro a mob while its in middle of casting a buff on a mob, it should wait til casting is finished before going after you. Instead it does this warping thing. So was actually a few probs in mobs spell casting ai code.
H
Man0warr
04-02-2014, 08:57 PM
Glad you found the issues - this makes zones with multiple levels very dangerous so hopefully it can get patched quickly.
Haynar
04-03-2014, 01:35 AM
Expect a big stress test on beta this weekend. We have made tons of changes towards optimizing code. But testing is needed.
Rogean will get it organized.
H
Scrubosaur
04-03-2014, 12:43 PM
This is definitely what is going on with mobs that are caster. After they finish a cast they warp to where they would have been had they not stopped to cast.
chief
04-03-2014, 01:18 PM
was doing king last night in seb, we were camped at zone out, a shroom gated and ended up bringing all of disco down and juggs with him.
Man0warr
04-13-2014, 06:22 PM
Any fix for this incoming? It's been 3 weeks and pretty much every group in Sebilis and HS ends with some glitched train railroading your group.
Adolphus
04-26-2014, 01:05 AM
Bump!
Pathing still an issue in all multi-level dungeons. Mobs drop through the floor in Sebilis, Guk, COM, Unrest, HS and more. Hopefully next patch will resolve these issues.
Keep up the good work devs!
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