1 (edited by mathman 2015-07-06 22:59:49)

Hi,

I've adapted the spline system from cmangos in oregoncore.

Link : Spline System

Know issues :
- Problem with some creature speed (fixed).

I need more test to improve the system.

you are amazing

nice one, this will improve the creature movement a lot (not only)
great work

i hope we see this soon in the main repository

btw: mangos(one) had problems with speed as well (in some cases)
but i don't know if this was resolved by mangos.
but TC2 has spline as well and they have no problem (as far as i know)
maybe you find the solution there

Ok i check that

awesome! I'll test this in near time and if it works it shall be merged.

"A little hard-work never killed anyone important." - Abe

Excellent stuff!

simply great, you are amazing!!

I've make some test.
I've compared speed beetwen trinitycore and oregoncore.
The GetSpeed method return 4.95 for oregoncore and 2.5 for trinitycore with npc entry 10038.
So the problem is in update speed or something like this

Problem fixed.

On TC2 movement flags are set dynamically but vmaps are not perfect so this might not work.
I set all movement flags on creature spawn or respawn.

See Creature::UpdateMovementFlags(), i try to get ground, fly and water. Tell me if it's not correct.

10 (edited by desteny 2015-07-07 16:23:23)

to give you a answer i must take a more detailed look on it, but i have no time atm, i'm sorry for this but i can't give you a concrete answer on this, but i think the OC devs will take a closer look on it...

but i can give you a hint on vmaps if you want (need)
TC2 uses vmap4 (including dynlos system) OC uses old vmaps3.
maybe they are not as accurate as the vmap4 system is
(but i don't know if this is true, or if vmap4 are only vmap3 with dynlos)

how ever if you need some input on vmap4 porting, there was a attempt on old OC forum back in 2012 to port vmaps4 for OC, but this was never finished.

i saved the code but it was not my work and i have never reviewed it in detail.

feel free to use all related stuff from this repo: (its only one commit, the base is clean OC)
https://bitbucket.org/desteny/oregoncor … f9f131a18f

I've create a branch with dynamic movement flags.
UpdateMovementFlags() is call every creature update.
This is also called after each finished movement (packet only).

This is very interesting! I can't wait to test this once chess is merged.

VMaps4 are a thing I want to have implemented in OC, along with dynamic los and dynamic pathfinding, but I don't know yet the binary difference between vmaps3 and vmaps4 and if it could cause our mmaps extractor to emit unwanted errors.

"A little hard-work never killed anyone important." - Abe

Things that get resolved:
Charge movement on NPCs is working as intended.
Waypoint movement that wasn't activating before is now moving as intended (See Kalecgos in Magisters Terrace).
NPCs no longer charge run their paths when not in visibility range of players.
Movement speed issues on creatures such as Lieutenant Drake are solved.

Things that get broken:
[need testing on clean]  flying NPCs not falling to the ground. See Mature Netherwing Drakes for example.
Lieutenant Drake does not follow his pathing. It looks like he's trying to go but stopped by an invisible wall.


This is something we most definitely need merged.

Zaffy wrote:

VMaps4 are a thing I want to have implemented in OC, along with dynamic los and dynamic pathfinding, but I don't know yet the binary difference between vmaps3 and vmaps4 and if it could cause our mmaps extractor to emit unwanted errors.

if you want i can take a look at the extractor code, and analize the output, then i can tell you what the differences are.
but as far as i know the mmaps code have not changed by changing the vmaps version. but the vmap data changed, for this reason also the mmap output changes

16 (edited by mathman 2015-07-09 19:39:00)

Lieutenant Drake does not follow his pathing. It looks like he's trying to go but stopped by an invisible wall. (Fixed)
Do not start movement in MovementInform.

In dynamic branch Mature Netherwing Drakes falling to the ground.

I think we can merge dynamic branch in main repo. Just we need to adapt npc scripts movement (remove setting movement flag in npc scripts)

All right.

What about "(can cause bad animation if vmap is not correct)"

If the vmaps is not correct the animation can fly on ground for example

All right, but by default vmaps should be correct right? Like if the person just extracts the vmaps and runs it it will behave fine?

In some areas the ground or water level or fly level can be not correct because of vmaps extractor is not perfect.
i don't know it's the case in OC.

Do you know about why some root spells dont unroot at the end of the duration? Someone also mentioned ships and transports don't work either.

I check that

23 (edited by mathman 2015-07-11 11:18:48)

No problem with ships and transports.
Sometimes i've a visual bug with mount when transports change. It's normal?

24 (edited by mathman 2015-07-11 17:10:01)

edit: It's fixed

many bugs with this spline system

Sorry for my bad english