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New Navigation System, finally !
#1
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Hello fellow Minions,

after 4 mind blowing and hair ripping months, I finally finished the new navigation system and pushed it out just now to GW2Minion. Cutesmile  ( FFXIVMinion is currently being tested, and will follow very soon)

What is new you may ask ? :
  • A new dynamic 'NavConnection' class was implemented, freely allowing any kind of 'connections' between mesh and cube parts.
  • A new MacroMesh ( made also out of these NavConnections ) is fully integrated into the actual pathfinding, speeding up long distance paths and quick searches.
  • No more freezing of the client when very ugly / long paths have to be found.
  • To "check" if a target / position is actually reachable before deciding to go there is now super fast.
  • Internal caching of paths further improve the speed.
  • Possibility to filter specific "mesh / cube" -types ( water, border, highdanger etc.)
  • The new 'MeshConnection' type of the NavConnections, replaces the old Offmeshconnections and can be toggled on/off by gamecode ( We are finally able to handle portals and doors etc.)
  • A lot less hair on my head.

Work in progress:
  • FFXIVMinion ofc. gets the same update soon.
  • The lua code will get updates to handle the doors in specific maps. I'll start with the sPvP maps, since here they are really reallly needed.
  • Some may remember the old 'Obstacles', these will come back soon as well.
Bugs :
  • KEEP IN MIND THAT ADDONS LIKE MMOALT FOLLOWCOMMANDER AND MADAOPVP HAVE TO GET UPDATED IN ORDER TO WORK. Which should happen today!
  • If you find something bugged, please report it here with PROPER DETAILS so I can reproduce it!

Oh and thanks to the user Multi-Pass, we got a lot new mapcompletion profiles as well. But keep in mind, these have not been all tested with the new navigation. I ran through 2 of them and they worked nicely 98% of the time, just a few jumps to vistas etc were failing.

Superman
If you like my work, buy me a beer ..or a golden porsche ;) : http://paypal.me/fxfire
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#2
ofc already the first bug found haha.
Please restart once more.
If you like my work, buy me a beer ..or a golden porsche ;) : http://paypal.me/fxfire
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#3
Oh , if you run any custom meshes, you NEED TO GO INTO THE NAVIGATION MANAGER AND HIT SAVE ON THE FIRST LOAD OF THE MESH! else shit is lost and you can redo all "offmeshconnections"
If you like my work, buy me a beer ..or a golden porsche ;) : http://paypal.me/fxfire
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#4
If you keep getting the frostgorge sound update in the updater, please go into c:\minionapp\bots\gw2minion\navigation\ and delete all frostgorge files once.
If you like my work, buy me a beer ..or a golden porsche ;) : http://paypal.me/fxfire
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#5
Thanks so much FXFIRE! Is the mapcompletion included with the update? Thanks so much for the hard work! ABout to test it out now!
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#6
yes the mapcompletions are in the update.

@EVERYONE: Please be aware that there seems to be a little logic bug in the spvp, it kinda happens that it runs back and forth on the same spot sometimes...I'm still investigating where that comes from -.- ....
If you like my work, buy me a beer ..or a golden porsche ;) : http://paypal.me/fxfire
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#7
Thanks FXFIRE I was just going to report this with logs about spvp :) Keep up the great work!
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#8
(02-01-2018, 06:37 PM)Viper3881 Wrote:  Thanks FXFIRE I was just going to report this with logs about spvp :) Keep up the great work!

Does the same in Verdant Brink in gathermode, runs back and forth on the same spot. Grindmode i just stand still.
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#9
then use a diff map for now
I'm trying to fix the back n forth issue, hard to trace down....but I'm on it.
If you like my work, buy me a beer ..or a golden porsche ;) : http://paypal.me/fxfire
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#10
am getting the back n forth thing in bitterfrost frontier map
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