Thread: Weird object clipping

Page 1 of 2 12 LastLast
Results 1 to 10 of 12
  1. #1 Weird object clipping 
    Registered Member
    Join Date
    Sep 2018
    Posts
    5
    Thanks given
    0
    Thanks received
    0
    Rep Power
    0
    I run into this in every 667 I’ve tried.
    Attached image
    Reply With Quote  
     

  2. #2  
    Donator

    .css's Avatar
    Join Date
    Dec 2018
    Age
    29
    Posts
    579
    Thanks given
    89
    Thanks received
    270
    Rep Power
    351
    running upstairs is a bad idea
    Reply With Quote  
     

  3. #3  
    Banned

    Join Date
    Jan 2012
    Posts
    191
    Thanks given
    45
    Thanks received
    87
    Rep Power
    0
    Mate truth is the path finding is just ass I have seen the same shit myself. It's actually what I'm going through now.
    Reply With Quote  
     

  4. #4  
    Contributor

    clem585's Avatar
    Join Date
    Sep 2013
    Posts
    3,788
    Thanks given
    706
    Thanks received
    702
    Rep Power
    570
    You're using a pathfinding algorithm that only tries to reach the coordinates of the object without accounting for size. You need to account for the x/y size in the pathfinding calculations.
    Project thread
    Reply With Quote  
     

  5. #5  
    Registered Member
    Join Date
    Sep 2018
    Posts
    5
    Thanks given
    0
    Thanks received
    0
    Rep Power
    0
    Quote Originally Posted by clem585 View Post
    You're using a pathfinding algorithm that only tries to reach the coordinates of the object without accounting for size. You need to account for the x/y size in the pathfinding calculations.
    Hmm, doesn't seem to have that issue if I load a 718+ cache with the same pathfinding algorithm...
    Reply With Quote  
     

  6. #6  
    Contributor

    clem585's Avatar
    Join Date
    Sep 2013
    Posts
    3,788
    Thanks given
    706
    Thanks received
    702
    Rep Power
    570
    Quote Originally Posted by AustinH72 View Post
    Hmm, doesn't seem to have that issue if I load a 718+ cache with the same pathfinding algorithm...
    The only difference between caches should be the objects and the definitions directional flags. I'm not sure why it would affect pathfinding the same as in the gif. Have you tried debugging to see why it chooses that path?
    Project thread
    Reply With Quote  
     

  7. #7  
    Christ is King

    Makar's Avatar
    Join Date
    Jul 2011
    Age
    29
    Posts
    2,004
    Thanks given
    545
    Thanks received
    965
    Rep Power
    427
    Quote Originally Posted by AustinH72 View Post
    Hmm, doesn't seem to have that issue if I load a 718+ cache with the same pathfinding algorithm...
    Pretty sure 667 matrix hardcoded the pathing to be client sided while most of the 718+ ones finally used MGI's flags and algorithm from the client server-sided.
    Attached image
    The best open-source pre-eoc remake project that isn't in its early stages for once
    Darkan Client (727 Client Refactor)
    Darkan World Server
    “It would not be impossible to prove with sufficient repetition and a psychological understanding of the people concerned that a square is in fact a circle. They are mere words, and words can be molded until they clothe ideas and disguise.”
    Reply With Quote  
     

  8. Thankful users:


  9. #8  
    Contributor

    clem585's Avatar
    Join Date
    Sep 2013
    Posts
    3,788
    Thanks given
    706
    Thanks received
    702
    Rep Power
    570
    Quote Originally Posted by Makar View Post
    Pretty sure 667 matrix hardcoded the pathing to be client sided while most of the 718+ ones finally used MGI's flags and algorithm from the client server-sided.
    Ah, I see. In that case it seems a bit odd that the pathfinding is broken. I'd understand if it was an error in the server's algorithm, but the client's should be ok... unless it's been heavily modified / was outdated to begin with
    Project thread
    Reply With Quote  
     

  10. #9  
    Registered Member
    Stimulant's Avatar
    Join Date
    Jan 2013
    Age
    27
    Posts
    1,457
    Thanks given
    248
    Thanks received
    187
    Rep Power
    578
    Like Makar said, it' hardcoded in the client, you can always rip off The pathfinding of MXII but it has it's issues too.

    2 issues that I know: You can walk trough certain objects (exemple G.E pillars) and you can talk to npcs through walls if you have a distance of 2 tiles.
    Reply With Quote  
     

  11. Thankful user:


  12. #10  
    Christ is King

    Makar's Avatar
    Join Date
    Jul 2011
    Age
    29
    Posts
    2,004
    Thanks given
    545
    Thanks received
    965
    Rep Power
    427
    Quote Originally Posted by clem585 View Post
    Ah, I see. In that case it seems a bit odd that the pathfinding is broken. I'd understand if it was an error in the server's algorithm, but the client's should be ok... unless it's been heavily modified / was outdated to begin with
    They're the ones who added it into the client and I'm pretty sure the client's pathing was removed a long time ago so it's using an outdated algorithm that doesn't actually utilize the newer flags properly. I have the entire system refactored in Darkan and I am utilizing all the flags correctly server-sided for line of sight and pathfinding/validation logic:

    https://github.com/DarkanRS/world-se.../ClipFlag.java
    https://github.com/DarkanRS/world-se...n/ClipMap.java

    Some flags are used for route validation only and this will cause noclips if used in routefinding in default matrix (bank booths, guarded region separators like fally->draynor, stick traps, various log agility shortcuts, traps, etc). Banks, for example, have some retarded hardcoded block in objectdefinitions to make them walk throughable in matrix because their pathing didn't take into consideration these new flags properly. The pathfinding algo doesn't consider bank booths as blocked, but when validating the player's movement, they are considered blocked. This makes it so when you click a banker, your character will walk as if it can actually make it to the banker rather than talking through walls. It also prevents the bank booths from being projectile clipped so that line of sight can work properly for calculating distance interactions.

    Calculate route using routefinding flags -> validate the tiles the player is trying to move to using route validation flags -> fire events for tiles that get attempted to walk on to trigger actions (varrock gates opening up, shantay pass checking for ticket, etc) as those tiles are valid route tiles but block the player during validation so they are required to trigger an action rather than skipping over the tile with a running movement speed
    Last edited by Makar; 08-04-2022 at 07:59 PM.
    Attached image
    The best open-source pre-eoc remake project that isn't in its early stages for once
    Darkan Client (727 Client Refactor)
    Darkan World Server
    “It would not be impossible to prove with sufficient repetition and a psychological understanding of the people concerned that a square is in fact a circle. They are mere words, and words can be molded until they clothe ideas and disguise.”
    Reply With Quote  
     

Page 1 of 2 12 LastLast

Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)


User Tag List

Similar Threads

  1. Server Object Clipping (508)
    By Jason in forum Help
    Replies: 21
    Last Post: 12-22-2012, 04:53 PM
  2. Replies: 11
    Last Post: 07-17-2012, 07:43 PM
  3. 128k Object Clipping Dump
    By Streax in forum Configuration
    Replies: 14
    Last Post: 03-12-2012, 06:01 PM
  4. NPC Clipping for 317 (Object Clipping)
    By XJCX in forum Tutorials
    Replies: 14
    Last Post: 03-03-2012, 08:12 PM
  5. [req] need help with weird objects [req]
    By w0w ur d3ad in forum Models
    Replies: 4
    Last Post: 10-17-2009, 04:20 AM
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •