Project 1999

Go Back   Project 1999 > Server Issues > Resolved Issues

Closed Thread
 
Thread Tools Display Modes
  #81  
Old 02-10-2014, 01:59 AM
chief chief is offline
Sarnak


Join Date: Oct 2010
Posts: 256
Default

This is still an issue. Multiple mobs are warping throughout the zone.
  #82  
Old 02-10-2014, 02:55 AM
HeallunRumblebelly HeallunRumblebelly is offline
Planar Protector

HeallunRumblebelly's Avatar

Join Date: Feb 2010
Location: Roanoke, Indiana
Posts: 1,353
Default

Quote:
Originally Posted by chief [You must be logged in to view images. Log in or Register.]
This is still an issue. Multiple mobs are warping throughout the zone.
Compounding on this, some but not all mobs are warping. It's extremely selective--I suggest watching an AOE pull to see what is going on. Usually about 3-6 a pull.

Another fun bug added and not removed--mobs are still melee'ing without LOS. Either standing in walls or on the opposite side of walls meleeing through them. Gooby pls.
  #83  
Old 02-10-2014, 05:47 AM
mostbitter mostbitter is offline
Planar Protector

mostbitter's Avatar

Join Date: Sep 2011
Posts: 1,463
Default

ive seen some warping outside of chardok, yetis in the caves warping around after being snared. not sure if related
__________________
  #84  
Old 02-10-2014, 05:50 AM
quido quido is offline
Planar Protector

quido's Avatar

Join Date: Oct 2009
Posts: 5,519
Default

try having puller take lev off before running up the lev tunnel
__________________
Jack <Yael Graduates> - Server First Erudite
Bush <Toxic>
Jeremy <TMO> - Patron Saint of Blue
  #85  
Old 02-10-2014, 06:00 AM
Rogean Rogean is offline
¯\_(ツ)_/¯

Rogean's Avatar

Join Date: Oct 2009
Location: Massachusetts
Posts: 5,393
Default

If you're still seeing issues, post details for Haynar to look into.
__________________
Sean "Rogean" Norton
Project 1999 Co-Manager

Project 1999 Setup Guide
  #86  
Old 02-10-2014, 09:48 AM
Haynar Haynar is offline
Developer

Haynar's Avatar

Join Date: Oct 2009
Location: West of the Mississippi
Posts: 2,955
Default

Found the problem if you are too high in the tunnel. There are z checks to find path nodes near you. If you are too high, it doesnt find them and it skips pathing and runs right to you. Working on a fix for that. Snared mobs and skipping, what a mess, like Yeti caves. Working on how an AE pull would go, and adjusting stuff. That was a big diff in my testing, i didnt have lev on.

H
  #87  
Old 02-10-2014, 10:14 AM
arsenalpow arsenalpow is offline
Planar Protector

arsenalpow's Avatar

Join Date: Jan 2011
Posts: 2,225
Default

Did royals last night and mobs being pulled like normal seemed to follow their nodes correctly. Standing up after FD after a mob hadn't fully reset generally caused them to skip their nodes and path directly through walls back to me. This was happening in the hallway above royals.
__________________
Monk of Bregan D'Aerth
Wielder of the Celestial Fists
Quote:
Originally Posted by Hollywood Hogan
The first thing you gotta' realize, brother, is this right here is the future of wrestling. You can call this the New World Order of Wrestling.
  #88  
Old 02-10-2014, 01:29 PM
Vyal Vyal is offline
Sarnak

Vyal's Avatar

Join Date: Mar 2010
Posts: 251
Default

Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Found the problem if you are too high in the tunnel. There are z checks to find path nodes near you. If you are too high, it doesnt find them and it skips pathing and runs right to you. Working on a fix for that. Snared mobs and skipping, what a mess, like Yeti caves. Working on how an AE pull would go, and adjusting stuff. That was a big diff in my testing, i didnt have lev on.

H
Seems to me smaller mobs warp on the ledge, once they path over the rest spill over - very odd pathing.
I am now avoiding that ledge because every pull brings warps, also warps from every direction have started again.
Mobs inside walls & coming out of walls / hitting and casting from inside walls.
It worked well before I dunno what you changed, I know the feeling of changing something without a change log and never being able to exact the code perfectly again.
But levitate played some kind of roll in it, if I did the tag on ledge on say a dog it just auto path right off the ledge at super sow speed btw all other mobs would follow.
If it was a bigger mob like a golem it would be like a 50/50 chance at pathing over the ledge.
So I stopped tagging the ledge and tagged mobs lower in the trayer tunnel worked 90% of the time yesterday, today every pull no matter where it's coming from in there is 3 - 10 mob warps.
I think it has to do with the mob size/hitbox? Either way your doing a great job, path finding sucks & is confusing as hell..
  #89  
Old 02-10-2014, 01:31 PM
Man0warr Man0warr is offline
Planar Protector


Join Date: Nov 2010
Posts: 1,734
Default

They made changes server/zone wide because of some exploits - obviously they aren't going to publicize them in patch notes.

The pathing issues that have popped up since are side effects.
__________________
Green
Tofusin - Monk <Force of Will>
Manowarr - Druid

Blue
Tofusin - 60 Monk <BDA>
Shiroe - 60 Enchanter
Manowarr - 60 Druid
  #90  
Old 02-10-2014, 02:10 PM
Haynar Haynar is offline
Developer

Haynar's Avatar

Join Date: Oct 2009
Location: West of the Mississippi
Posts: 2,955
Default

Quote:
Originally Posted by arsenalpow [You must be logged in to view images. Log in or Register.]
Did royals last night and mobs being pulled like normal seemed to follow their nodes correctly. Standing up after FD after a mob hadn't fully reset generally caused them to skip their nodes and path directly through walls back to me. This was happening in the hallway above royals.
Thanks for this info. Having made that pull many times, brings back some memories.

H
Closed Thread


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 07:15 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 - 2026, Jelsoft Enterprises Ltd.