Open PkllonG opened 4 years ago
confirm
Have you enabled the config option to have all creatures active at all time?
Without this option, ALL creatures will stop moving as soon as no player is in line of sight and it's extremely unrealistic (and not blizzlike imo). This is something we discussed with the long gone Stoabrogga, so he made that config option. It will use a bit more memory/cpu if enabled and may fix your issue
I'll try
thank you PreloadAllNonInstancedMapGrids = 1 SetAllCreaturesWithWaypointMovementActive = 1
Is that config Default ON? If so I think it would be better to have it Default OFF (So that they always return to home pos)
The default is off
So by default they do return to home?
It is found that only opening "SetAllCreaturesWithWaypointMovementActive = 1" can solve the problem
The default is 0
Okay, then we should make it default = 1 so that this bug does not occur...
If set to 1, it consumes some CPU resources
It is recommended to set the default to 1
It can solve a lot of mistakes
yes. I will change default later
no, don't, wait a little :D
Stoabrogga was against enabling this by default. I was for enabling it but he said it would eat more resources (obviously) and that Blizzard probably had it MUCH better handled to save resources.
If you enable this conf, it means that ALL mobs in the world will be active once loaded, at all time. Example: if a player visits a zone rarely visited like https://wow.gamepedia.com/Jaguero_Isle he will load all the mobs here. Then they will constantly patrol even if no player comes here. And since the grids never unload, they will take resources forever until restart.
So I'm not sure what to do.
@yehonal @rochet2 what do you think guys?
Blizzard saves NPC's for 15 minutes, that way they let them return
then we'd need that
also note that during all those years, almost NOBODY noticed the mobs stopped when out of sight lol
We need to implement the grid unload I guess
Solution 1: GridUnload + SetAllCreaturesWithWaypointMovementActive means: the creatures are always active except if the grid is unloaded. So, whenever no player is visiting that zone for the time specified inside the GridUnload conf, that zone will be unloaded, but the system has the time to fix the creature movement. It can also help to reduce the RAM on low-resource systems.
Solution2: However, for people that want to keep the GridUnload disabled, we could also implement a delay for stopping the creature's movements when a player left the zone. Otherwise, the issue will be still there if you want to keep both SetAllCreaturesWithWaypointMovementActive and GridUnload disabled. Maybe this last one is the fastest and easiest solution
Both should be implemented IMHO
Is there still the conf to enable the GridUnload system?
Is there still the conf to enable the GridUnload system?
Nope, It must be implemented and it's not easy to do it. The solutions 2 is definitely faster
yeah solution 2 would allow us to put the conf to true by default, and then we'd have a better ingame experience overall
solution 1 is a lot of work and might not even be used on populated servers (like on the old sunwell server aka sunwellcore)
so what do we do with the current issue? :D close?
Errors present in all instances
CURRENT BEHAVIOUR:
When there is no player in the instance, the creature does not return to its original position
EXPECTED BLIZZLIKE BEHAVIOUR:
When there is no player in the example, the living creature should immediately return to its original position
STEPS TO REPRODUCE THE PROBLEM:
Enter the instance, Make creatures follow and attack you, leaving instances, enter the instance again to view the biological position.
EXTRA NOTES:
AC HASH/COMMIT:
https://github.com/azerothcore/azerothcore-wotlk/commit/3cce44469aaf46a9884c276e29dc262c5722f9bb
OPERATING SYSTEM:
Windows 7/10
MODULES:
OTHER CUSTOMIZATIONS: