Not to insult you personally but a svn should be used for those actually contributing. Something which you have failed to do even once up until now.Quote:
about the svn thingy i made this:
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so people can share codes and help to development the proxy
if u get desperately stuck let me know and ill hunt out my old code for itQuote:
Im working with star together to get the map working on a seperate thread, to improve the speed & stability.
the dmaps dont contain all the valid/invalid co-ords. once u get a map reader up and running, you will notice, for example, that the bridges in tc are missing. but yea u need to either get more hardcore with ur reading, or do like p4n said and just log a seperate list of valid/invalid co-ords to add on top of the dmap. or u can do what i did, and check out the private server section, as obviously this issue got solved many many many moons ago by them guys :)Quote:
I partially completed A* pathfinding. Well, I don't take credit for this. I found C# algo on web and ported using DMap. Performance number is not bad. He did good job. From one corner to another took 280 ms to compute. Normally, it takes less than 10ms within the screen. Still I need to finish 2 things.
1) Current A* moves 1 step at a time. I need to remove points in the straight line to speed up movement.
2) I need to distinguish between jumpable vs not. Even though it is jumpable location, it simply avoids that spot. So instead of straight line, it just goes around.
And, I found a bug in the DMap. DMap says TC position (648, 674) is valid. But you can't get there. I tried to walk / jump but none works. If I do force, jump/shift to the location, I get dced. P4N, any idea what I can do here? I believe occasional dcs are contributed by this.
Thanks always :)
Not really what you said is true. I traced DMapLoader and it was loading bridge info from the scene. It seems the Scene info or DMapLoader has issue with merging scene information. I will debug into further if it is DMapLoader issue or not. Also, if you can help what I should search in pserver section, I'll appreciate it :)Quote:
if u get desperately stuck let me know and ill hunt out my old code for it
the dmaps dont contain all the valid/invalid co-ords. once u get a map reader up and running, you will notice, for example, that the bridges in tc are missing. but yea u need to either get more hardcore with ur reading, or do like p4n said and just log a seperate list of valid/invalid co-ords to add on top of the dmap. or u can do what i did, and check out the private server section, as obviously this issue got solved many many many moons ago by them guys :)
The map file is latest. I regenerated files and it is all same (I did binary diff). I will see if I am right about DMapLoader.Quote:
Sounds to me like you could need to re-convert new dmaps... Something that can be a bit of a pain.
I posted a tool in the pserver release to re-write the gamemap.dat to use the .dmap extention again... therefor you can batch extract all the .7z files or w/e it is tq is using now (winrar) and then run them through korvs smap creator (just delete the map folder and it should convert them if everything is in the right place)
Maps change generally with season but could be there are unaccounted for coords.
For example... Birth village path lists as invalid coords.
It would be not exactly a fun task but you could always create a batch recorder to record all 'trouble' locations. If they start poping up in the same list more than a few times it's prob a bad coord so add it to a 'bad coord' list to read as invalid when doing dmap checks.
god just looked at his code example he give, and the way uve done the packets is very strange! literally forcing ppl to know all the ids etc all thruout the code. just out of curiousity how come u didnt have like a hero.jump/hero.attack method?Quote:
Massive hint for you...
Jump is type 137, not 136 lol!
Other then that, the code should work (although it's far from perfect)
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I'm bored, anyone wanna pay for these features? I could prob write up 90 pct of what you guys are trying to do within 5 minutes... Seriously, EVERYTHING IS ALREADY IN THE SOURCE.