JAB YOUR ARE A FU** GOD !!!!!!!!!!

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alfa
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JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by alfa » Sat Mar 23, 2013 6:10 pm

First time EVER I see combat mouvement without lag, mob not warp, amazing base, really thanks thanks thanks !
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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by xinux » Sat Mar 23, 2013 6:17 pm

I see a Bromance forming. LOL


FYI Nice work Jab :D
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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Jabantiz » Sat Mar 23, 2013 6:43 pm

I should probably let you know the code you are testing on supports overriding the AI with a lua script function too then.

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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by John Adams » Sat Mar 23, 2013 6:54 pm

I believe Alfa will now propose to you, Jab. He gets to inject LUA into combat :)

I take it this is not on SVN yet? I'll see if I can connect to your world now for a test.

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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Jabantiz » Sat Mar 23, 2013 7:01 pm

Not on SVN yet, code changes are massive and not up to the level of functionality that we had (no encounters so last person to hit gets the kill and xp, no looting, loot was designed for the old system and wouldn't work with what I have). I am currently waiting to see if what I have will work out before I spend time adapting encounters and loot to work.

And while this code will allow lua to over write it I have written it in a way that c++ code can inherit from the AI class and extend it (that's what I did for pets) or completely redo it without modifying the default code. Also not enough functions have been exposed to allow an AI be developed in lua yet, that will come later if this code works out.

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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by alfa » Sun Mar 24, 2013 5:33 am

Jab, repport:

Tested in Queen Colony:
- Some mobs, like human or bird movee too slow in combat, they walk all the time, but they should run to you (not walk) if you go too far away.
- Maybe you should cancel NPC mouvement if player go again in short range. Now if you pull a mob, run away, and go back, the NPC continu to go at point and then go back to you.
- Check face target, after moving some mob don't face to you when fighting.
- With a big aggro (like 15 mobs) warpping go back again (I have notice that only when mob go back to there onw spawn after loose aggro).
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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by John Adams » Sun Mar 24, 2013 11:10 am

Jabantiz wrote:I am currently waiting to see if what I have will work out before I spend time adapting encounters and loot to work.
Jab, when weaving Loot back into your new system that the Loot System itself needs a revamp. We have no "smart loot" at all yet, so when planning how Loot will integrate with the new Combat/AI, please keep this in mind. I've been waiting for core server to stabilize before changing the Loot System. If you can, evaluate the current Loot Systems viability, or if it needs to be completely re-written as well.


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John Adams wrote:I'll see if I can connect to your world now for a test.
I never got on your server as I have completely wiped my Windows 7 workstation due to a ton of things that just stopped working one day. In the process of rebuilding all my apps, EQ2 wouldn't launch heh. Doh, forgot DirectX :)

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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Jabantiz » Sun Mar 24, 2013 3:17 pm

@alfa
Thanks for the reports I will look into them and see what I can do.

@John
If you want to redesign loot now would probably be the best time as I will probably have to rewrite small portions related to who is allowed to loot. I have not been over loot code at all yet so no clue what it is currently capable of.

Also been trying to leave my server up as long as possible but I do shut it down in the mornings. Only had 1 crash so far and it seems to have been related to a spellprocess deadlock, haven't touched that code in this revamp and call stack was worthless trying to figure it out. Will continue to leave it up like this until the code gets committed, if it gets committed.

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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Jabantiz » Sun Mar 24, 2013 6:34 pm

alfa wrote: - Some mobs, like human or bird movee too slow in combat, they walk all the time, but they should run to you (not walk) if you go too far away.
I changed it so when mobs go into combat their speed is set to their max speed, before it was using its current speed.
alfa wrote: - Maybe you should cancel NPC mouvement if player go again in short range. Now if you pull a mob, run away, and go back, the NPC continu to go at point and then go back to you.
This one is tricky, code already does checks for distance to the target and distance the target is from the running location, however movement is on a timer to prevent packet spam, timer itself is set rather low currently and I was thinking of increasing it. Will have to think about this one and double check the distance checks it is already doing
alfa wrote: - Check face target, after moving some mob don't face to you when fighting.
This should be fixed now.
alfa wrote: - With a big aggro (like 15 mobs) warpping go back again (I have notice that only when mob go back to there onw spawn after loose aggro).
I added a check to see if a mob ran back and clear the runback location once they arrive, hopefully that will fix the warping issue

EDIT: Spawns with a movement loop seem to have an issues after they runback once they are out of combat, looking into this to try and figure out why but no luck so far, this issue is probably on the current SVN code as well.

EDIT 2: Think I got a proper fix for spawns with scripted movement, only tested it on solo mobs and didn't pull large amounts of mobs.
Last edited by Jabantiz on Sun Mar 24, 2013 9:07 pm, edited 2 times in total.
Reason: Fix for the fix that didn't fix anything

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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by alfa » Mon Mar 25, 2013 5:39 am

About NPC mouvement, don't forget anti kitting, it was implemented in 2007 as far as I remember.
This prevent some cheat, explain it:

MT have mobs in aggro, DPS behind, if MT move too fast, NPC don't follow he, NPC switch to the hightest aggro in short range, that prevent kitting, if a MT want to move fast he have to cast some spell like rescue for for NPC focus on he.

On some mob you need to disabled this function (maybe by AI combat) cause MT have to move all time (ex Hoshkar in VP), but some other mob have it, and MT have to be carrefull to have a rescue like skill up
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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by John Adams » Mon Mar 25, 2013 4:10 pm

I actually like the idea of disabling anything "new"ish, for those servers we expect to want that Classic look and feel. Rules, baby. Rules!

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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by John Adams » Mon Mar 25, 2013 4:29 pm

Since this appears to be the official "Jabantiz is a FU GOD" thread, I'll just post here :) I am sitting on his server now, perched as always at the Defender outpost - and trust me when I say, I know how this encounter looks, as I've stood here for days on end watching.

I have NEVER seen this encounter look so smooth in our history. The defenders are engaging, running back, they are not getting stuck, not warping >>at all<< and aside from perhaps a speed issue, they are performing exactly as I believe they do on Live. Holy shit, Jab... you ARE a FU** GOD :)

2 things I notice just off the bad, as I mentioned speed. I think they are running a little too fast, maybe. We have those speed offsets that we continually mess with release to release, so we might need to calc based on client version, if we do not already (I am on 1205)

Second, when a spawn runs back to it's spawn point, they need to turn to face their spawned heading. Otherwise, they look perfect.

Going to go kill some shizt now.

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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Zcoretri » Mon Mar 25, 2013 4:59 pm

Very nice work Jabantiz! :mrgreen:

Couple of observances from me. I would like to see the spawn you are engaged with, when you move away from it, that it respond slightly quicker to come back at you. That can probably be tweaked later on if need be.

The second is, is there code for the spawns to stop attacked you after running away from them after a certain distance from their spawn point? I dragged toxic crawlers to the the guards, who promptly put a beat down on the crawlers, lol.

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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by alfa » Mon Mar 25, 2013 5:01 pm

Two new bug for you Jab,

1 - Sometimes, I think it's when you kill a mob with riposte or other and casting a skill to, the cast bar still show (full) and you cannot cast another spell, just enable/disable auto attack.

2 - On Queen Colony, have a big aggro, run away (long distance), seem to mobs go away, I stop, and was killing by invisible mobs, it show me damage, auto target NPC cause he hit me but don't see it (maybe underground) but whit the distance I do they should have return to spawn point.

+ Maybe I have crash your server...
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Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by John Adams » Mon Mar 25, 2013 5:07 pm

Jabantiz wrote:@John
If you want to redesign loot now would probably be the best time as I will probably have to rewrite small portions related to who is allowed to loot. I have not been over loot code at all yet so no clue what it is currently capable of.
Your wish is my command!

Official Loot System Revamp discussion

Hope to hear from everyone over there...

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