SPGrid

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Jabantiz
Lead Developer
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Joined: Wed Jul 25, 2007 2:52 pm
Location: California

SPGrid

Post by Jabantiz » Fri Nov 24, 2017 7:00 pm

SPGrid = space portioning grid

What this does is load a custom file for a zone that will contain the level geometry for that zone. From there it will use that info to divide the entire map up into a 2D grid. Currently what this does is gets the eq2 grid id from the geometry and updates the spawn as they move around.

Before we had an issue if the Spawn moved around and went into a section with a different grid id then where it was spawned it would start acting strange on the client, some times blinking, some times floating in the air, and other times just disappearing all together along with various other issues. Now if the zone has the map file every time spawns moves it will check the level geo and update its grid accordingly so we can have spawns wonder the entire map now.

Future plans for this will be to have range checks only checking the range of spawns in its own grid and neighboring grids instead of the current method that checks range on all spawns in the zone, this should improve performance in larger zones. Long term goals would be pathfinding.

If a zone doesn't have a map file you will get a warning but the zone will continue to work like it always has so map files are not required.

The server will look for the maps in the "Maps" folder in the same directory as the server exe. I have attached a test map file for Nektropos Castle as that is where we had the grid problem the most and the first real dungeon that has been spawned and scripted on the emulator server.
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tyrbo
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Joined: Thu Feb 18, 2016 12:33 pm

Re: SPGrid

Post by tyrbo » Fri Nov 24, 2017 7:27 pm

Jabantiz wrote: Fri Nov 24, 2017 7:00 pmBefore we had an issue if the Spawn moved around and went into a section with a different grid id then where it was spawned it would start acting strange on the client, some times blinking, some times floating in the air, and other times just disappearing all together along with various other issues.
Awesome.

This happens a ton in Antonica from what I've seen. Glad to hear it's likely resolved once I update my fork with svn.

Is the tool for generating the maps available?

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: SPGrid

Post by Jabantiz » Fri Nov 24, 2017 7:31 pm

tyrbo wrote: Fri Nov 24, 2017 7:27 pm Is the tool for generating the maps available?
Not yet, still need to figure out some odd issues in some zones, one of them actually being antonica, guard towers by the north gate aren't where they are suppose to be and the wiz spire is on its side. Not the easiest thing to debug either because a zone is made up with multiple files each with a crap load of information so it is difficult to track down the problem objects to figure out what the issue is.

tyrbo
Team Member
Posts: 271
Joined: Thu Feb 18, 2016 12:33 pm

Re: SPGrid

Post by tyrbo » Fri Nov 24, 2017 7:36 pm

Jabantiz wrote: Fri Nov 24, 2017 7:31 pm
tyrbo wrote: Fri Nov 24, 2017 7:27 pm Is the tool for generating the maps available?
Not yet, still need to figure out some odd issues in some zones, one of them actually being antonica, guard towers by the north gate aren't where they are suppose to be and the wiz spire is on its side. Not the easiest thing to debug either because a zone is made up with multiple files each with a crap load of information so it is difficult to track down the problem objects to figure out what the issue is.
I understand. I've spent some time digging around the zone geometry files as well.

Any ETA on the code hitting the public svn?

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: SPGrid

Post by Jabantiz » Fri Nov 24, 2017 7:38 pm

Should be Sun or Mon, that is when DEV automatically syncs with public.

tyrbo
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Posts: 271
Joined: Thu Feb 18, 2016 12:33 pm

Re: SPGrid

Post by tyrbo » Fri Nov 24, 2017 7:44 pm

No manual release button? :)

Image

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: SPGrid

Post by Jabantiz » Sat Nov 25, 2017 4:12 am

Not for me and even if there was I wouldn't do it as this was mixed in with other changes that need testing by devs before it hits public.

tyrbo
Team Member
Posts: 271
Joined: Thu Feb 18, 2016 12:33 pm

Re: SPGrid

Post by tyrbo » Sat Nov 25, 2017 4:47 am

How many devs have access to the dev svn that actively test the changes? Out of curiosity.

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