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I checked and have directx12 and everything is goot..
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I have been able to replicate this on 3 different windows 10 computers fyi.. Figured I would offer that up as well. I wonder if the directx 12 is the issue.. I'll see if I can downgrade to 10
I checked and have directx12 and everything is goot..
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I have been able to replicate this on 3 different windows 10 computers fyi.. Figured I would offer that up as well. I wonder if the directx 12 is the issue.. I'll see if I can downgrade to 10
Toots-- Good question... I've had the same issue.
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Another issue is that the bot gets "caught" in some kind of update cycle and goes back and forth and back and forth between two points. Almost as if it gets to a point and decides another route in quicker, then when it tries that it decides the original path was right... and recycles in an infinite loop. There needs to be a way for it to "decide" if it catches itself in such a loop.
Brainiac-- what can I provide to help solve this issue?
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Brainiac-- another minor issue-- sometimes I cannot get the UI to show up with /nav ui. Any clue on that?
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Finally... is there a way to PLACE a path in the mesh, or put OBSTACLES in the path to force the pathing?
you can try to delete the tiles where the logs are, this will make nav go around those missing tiles. i had to do that inchardok where my puller was getting hung up on flower pots.
Brainiac,
I'm at work, can try to send over a screenshot later. But it is at the gate to the far NW sarnak for in FM. Nav doesn't recognize any of the sharpened log post walls. So I tried to build a shape around the one that sits in the doorway so it would run to either side, but it my toon likes to try and run straight at it.
you can try to delete the tiles where the logs are, this will make nav go around those missing tiles. i had to do that inchardok where my puller was getting hung up on flower pots.
I've been working on fixing the new EoK zones, there are a lot of models that don't show up in the navmesh.
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It might be the same problem as the missing models in other EoK zones
What exactly does "No end reference" mean? I am getting that most of the time when trying to build and use meshes for zones.
Brainiac,
In Lceanium, trees are not showing up.
You already know about the trees in Frontier Mountains , but the tent objects at sarnak fort/camps are not showing up either.
Brainiac
Can you a delete button to the UI for Waypoints please.
It means your mesh is bad
Brainiac-- would be nice to be able to reload the settings for a saved mesh...
Brainiac, I have been unable to get the UI to physically show. When I /nav ui, the cursor shows there is an element under it but only the cursor changing to the windows scheme is all I see to know its there. I have reloaded UI files, cleaned and dumped new ones in the directory. Even went as far as removing my compile and reinstalling to ensure it was pointing at the right directory. I'm not sure what broke this but it has been this way a month or so. Any advice?
I am using Innerspace/Isboxer. I have had it work on a couple toons when I loaded and unloaded all toons at once using /bcaa, but not with repeatable results.
Can it be changed to not even overlay in the game and operate more like the meshgenrerator and be stand alone with a /keepontop type deal?
Nope, thats what I was doing.
Another issue is that the bot gets "caught" in some kind of update cycle and goes back and forth and back and forth between two points. Almost as if it gets to a point and decides another route in quicker, then when it tries that it decides the original path was right... and recycles in an infinite loop. There needs to be a way for it to "decide" if it catches itself in such a loop.
Brainiac-- what can I provide to help solve this issue?
Great! Was it algorithmic or something related to the tile placement-- or other?
jjb
This is big fix. That is exactly the problem that borked mq2nav using the ramps in Pok. You should use the the pok ramps in some of your testing.
That is awesome. With JooJooBee's new code we included in Kiss and other Kiss MQ2Nav fixes in KissAssist. 9.2 Monster Crush Edition this will be a game changer.
Have you been able to figure out the dreaded kunark tree yet?