Project 1999

Go Back   Project 1999 > Server Issues > Bugs

Reply
 
Thread Tools Display Modes
  #1  
Old 11-04-2013, 01:52 AM
Rallyd Rallyd is offline
Sarnak

Rallyd's Avatar

Join Date: Nov 2009
Posts: 284
Default

Quote:
Originally Posted by khanable [You must be logged in to view images. Log in or Register.]
It's not that the z-axis wasn't there, it was just ignored.
This is currently not the way it works on Project 1999. Currently mobs require Z-axis resolution to be able to engage you. This is the reason why there are currently so many pathing bugs and exploits all over the server. It seems to me this would be easy to fix, however I'm not a coder.. so we'll hope that this gets some attention and is resolved for the good of all.
Reply With Quote
  #2  
Old 11-04-2013, 03:26 AM
khanable khanable is offline
Planar Protector

khanable's Avatar

Join Date: Apr 2010
Location: The Plane of Rustles
Posts: 2,711
Default

Quote:
Originally Posted by Rallyd [You must be logged in to view images. Log in or Register.]
This is currently not the way it works on Project 1999. Currently mobs require Z-axis resolution to be able to engage you. This is the reason why there are currently so many pathing bugs and exploits all over the server. It seems to me this would be easy to fix, however I'm not a coder.. so we'll hope that this gets some attention and is resolved for the good of all.
I'm aware of how it works here

The OP was insinuating that there shouldn't be a Z-axis, which isn't right. The z-axis has always been here, but classically, mobs ignored it.

Here they definitely don't ignore it.
__________________
hello i'm cucumbers
Reply With Quote
  #3  
Old 11-04-2013, 10:47 AM
nilbog nilbog is offline
Project Manager

nilbog's Avatar

Join Date: Oct 2009
Posts: 14,661
Default

Quote:
Originally Posted by khanable [You must be logged in to view images. Log in or Register.]
The z-axis has always been here, but classically, mobs ignored it.

Here they definitely don't ignore it.
Yep, and I agree with this. Will have other devs look into it possible modifications. Off the top of my head, I don't see how it could negatively impact existing mechanics (especially pathing).
Reply With Quote
  #4  
Old 11-04-2013, 12:05 PM
Elderan Elderan is offline
Planar Protector

Elderan's Avatar

Join Date: Aug 2012
Posts: 1,425
Default

Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Yep, and I agree with this. Will have other devs look into it possible modifications. Off the top of my head, I don't see how it could negatively impact existing mechanics (especially pathing).
I can confirm 100% mobs ignored z axis for aggro classic until velious for sure. I can remember running through DL and having mobs aggro below. The entrance of KC was always a dangerous place because of this.
Reply With Quote
  #5  
Old 11-04-2013, 11:18 AM
Dangermouse Dangermouse is offline
Aviak

Dangermouse's Avatar

Join Date: Oct 2010
Location: UK
Posts: 67
Default

I'm not disputing what's been said, but is it as simple as this? I remember, back on live server, running round the top levels of CoM without agroing anything from ground level. And vice versa, of course. And other dungeons like Befallen - the mobs on lower levels don't agro the people on the top level.

Or is line of sight involved too? And walls (and floors) block line of sight, presumably?
Reply With Quote
  #6  
Old 11-04-2013, 11:20 AM
nilbog nilbog is offline
Project Manager

nilbog's Avatar

Join Date: Oct 2009
Posts: 14,661
Default

Quote:
Originally Posted by Dangermouse [You must be logged in to view images. Log in or Register.]
I'm not disputing what's been said, but is it as simple as this? I remember, back on live server, running round the top levels of CoM without agroing anything from ground level. And vice versa, of course. And other dungeons like Befallen - the mobs on lower levels don't agro the people on the top level.

Or is line of sight involved too? And walls (and floors) block line of sight, presumably?
This would address an npc's ability to hit a target it has already aggroed, not the initial adding to their hatelist, if that makes sense.
Reply With Quote
  #7  
Old 11-04-2013, 11:40 AM
Dangermouse Dangermouse is offline
Aviak

Dangermouse's Avatar

Join Date: Oct 2010
Location: UK
Posts: 67
Default

I see, sorry. The mention of running thru DL with levitation, agroing everything below you, was not really the same thing then, and I'm not sure if that agrees with my memory of how it was.

However, I'm certain that it is classic that mobs you had already agrod could hit you regardless of Z axis position.
Reply With Quote
  #8  
Old 11-04-2013, 02:31 PM
Nizzarr Nizzarr is offline
Planar Protector

Nizzarr's Avatar

Join Date: Oct 2009
Posts: 1,644
Default

The game considers the ledge as being levitated above the ground and that creates the z-axis "exploit" which makes everything paths straight to you, ignoring all pathing nodes. This can be recreated in any zone in the game and is also currently used to pull things(like fungi king) to the crypt entrance and what not.

TL;dr : You can pull anything tru any amount of walls by being levitated about 50 units from any ground ( this is exploiting pathing, I suggest not doing it )
Reply With Quote
  #9  
Old 10-03-2013, 10:13 PM
Rallyd Rallyd is offline
Sarnak

Rallyd's Avatar

Join Date: Nov 2009
Posts: 284
Default

posted 08-28-2002 10:05 AM

Z axis splioting?

I see that every time a lev and sow'ed n00b goes running to KC from the spire in DL.... All kinds of shit shows up at zone...

BAN THEM ALL!


Taken from http://forums.evercrest.com/cgi-bin/...c&f=1&t=032234

Date is a bit late, but someone from era talking about a commonplace thing where running across dreadlands while levitated did not protect you from aggroing the mobs on the ground. Gorenaire was much more of a terror back then.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:43 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.