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Grounded NPC flying over gap and crossing boundaries (mmap issue) [$75 awarded] #2688
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Confirm! |
I almost want to put priority critical for this |
@BarbzYHOOL , have a look at something like this, maybe it could be corrected in a similar way like this one? I've done this one long time ago and I forgot what was it about in specific but perhaps can be related to this one in some way. |
OregonCore/OregonCore@55d9bdc should be backported as it improves the pathfinding in general a lot, here is an example http://prntscr.com/vc4fct, without it (the stock values) the path would be like this: http://prntscr.com/vc4ga8 |
yeah, that fixes the issue, http://prntscr.com/vc4mk7 - they will stop at the edge and not going to fall underground... In addition, I have added this for testing purposes, not sure if it's related and fixes it, but it's still worth the try - https://gist.github.com/FALL1N1/5d6ec1874303587ab61abbf68ab782d1 That may also be the solution:
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That commit is quite an old one so I can't fully recall what it improves exactly when I committed it back in days ... 1 thing I recall is that npc pathing should be slightly smoother And @FALL1N1 , regard changing |
I'll benchmark it later and see how it performs, they are already .1s/.2s at Trinity, so it shouldn't have that heavy impact. @Goatform |
RAM remained the same, cpu as well, I did not see any performance drops so did the VS debugger, so it's fine to be tested. |
SMALL DESCRIPTION:
Mobs can fly over a gap, or climb up/down a wall while it's impossible normally.
EXPECTED BLIZZLIKE BEHAVIOUR:
NPCs should follow the laws of nature, like the player characters do.
CURRENT BEHAVIOUR:
Mobs can fly over a gap, climb up/down a mountain or a wall etc... it's gamebreaking and visually horrible and screams "BUG" to the players' ears.
STEPS TO REPRODUCE THE PROBLEM:
.cheat god
.go cr 90632
(inside BRD)BRANCH(ES):
master
AC HASH/COMMIT:
8760a9f
OPERATING SYSTEM:
Deb 9
The $75 bounty on this issue has been claimed at Bountysource.
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