topaz-next / topaz

💎 A server emulator for Final Fantasy XI.
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Pathed npc's and mobs moving slowly (but animation isn't slow) #751

Open topaz-next-bot opened 3 years ago

topaz-next-bot commented 3 years ago

Issue by topaz-bot Wednesday Jan 08, 2020 at 13:59:12 Originally opened as: project-topaz/topaz - Issue 7


Issue by TeoTwawki Thursday Jan 29, 2015 at 04:51 GMT Originally opened as DarkstarProject/darkstar - Issue 866


I dunno what happened, these used to look retailish but now they animate fast and move slow. That kid in south sandy is pretty much crawling, and cactrot rapido looks like he's having a seizure as I pass him by. I should not be outrunning rapido.

topaz-next-bot commented 3 years ago

Comment by topaz-bot Wednesday Jan 08, 2020 at 13:59:13


Comment by Fiocitrine Tuesday Feb 03, 2015 at 21:47 GMT


Rapido is funny. Sometimes he slows down then he'll speed up.

topaz-next-bot commented 3 years ago

Comment by topaz-bot Wednesday Jan 08, 2020 at 13:59:15


Comment by takhlaq Sunday Mar 15, 2015 at 12:19 GMT


they slow down at each point on their path, the more points there are the more noticeable it'll be (easy way to tell is to stalk them and stick prints in their onPath functions in their scripts)

topaz-next-bot commented 3 years ago

Comment by topaz-bot Wednesday Jan 08, 2020 at 13:59:16


Comment by takhlaq Monday Apr 06, 2015 at 15:13 GMT


no idea if this will still be an issue when navmeshing is done, so i'll blame it all on bendangelo til then (apparently i forgot to submit this comment til like 5 mins later)

topaz-next-bot commented 3 years ago

Comment by topaz-bot Wednesday Jan 08, 2020 at 13:59:17


Comment by takhlaq Monday May 04, 2015 at 11:41 GMT


at any rate, for mobs it's due to the path being cleared if they're too far from spawn point so when the pathfind crap checks if the mob is following a path, the path is cleared and a total of ~15 sec delay is added (see: github/DarkstarProject/darkstar/blob/master/src/map/ai/ai_mob_dummy.cppDarkstar Issue L213 github/DarkstarProject/darkstar/blob/master/src/map/ai/ai_mob_dummy.cppDarkstar Issue L2389 github/DarkstarProject/darkstar/blob/master/src/map/ai/helpers/pathfind.cppDarkstar Issue L246)

topaz-next-bot commented 3 years ago

Comment by topaz-bot Wednesday Jan 08, 2020 at 13:59:18


Comment by bendangelo Friday May 08, 2015 at 12:26 GMT


I'll take a look into this. Mobs with a scripted path shouldn't be running roaming logic at all.

topaz-next-bot commented 3 years ago

Comment by topaz-bot Wednesday Jan 08, 2020 at 13:59:20


Comment by bendangelo Monday Sep 07, 2015 at 05:21 GMT


xdemolish That check only happens on mob disengage, it won't happen when the most first spawns. I think the issue lies in mob speed and the distance between points. Rapido runs much further than most points on his path. Which causes him to stutter as he moves to points.

This has to be looked into more/

topaz-next-bot commented 3 years ago

Comment by TeoTwawki Tuesday May 12, 2020 at 02:34:56


This can close, npc pathing issues have changed (there are still issues though, but doesn't match the original description for the most part)

as for rapido it was the pathing is simply very poorly performing. lots of nodes will bog it down, and the run flag makes it even worse (take the run flag off and things move faster - thats not supposed to work that way!)