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    MQ2Nav Release Thread

    MQ2Nav release thread
    (Also, its no longer beta...)

    Latest Release: https://github.com/brainiac/MQ2Nav/releases/latest (Click on the MQ2Nav-X.X.X.X.zip file)
    Sourcecode on Github: https://github.com/brainiac/MQ2Nav

    1.2.0

    Improvements - MQ2Nav
    • New feature: active navigation path will now be displayed on the map if MQ2Map is loaded.
      • Color, layer and toggle added to MQ2Nav settings.
    • New feature: automatic door opening while following path
      • Door opening is only enabled while a path is actively being followed. Check out the "Door Handler Debug" UI to tweak behavior.
      • Current behavior is: click door every 2 seconds for any door with distance < 20. Check the "Door Handler Debug" to find tune the distance.



    Improvements - MeshGenerator
    • New feature: Maximum Zone Extents
      • Some zones have geometry that exists far outside the normal zone area, leading to issues generating the mesh for that zone. Added a new feature that will filter out geometry that exists outside these maximum boundaries on certain zones. See NavMeshData for the list of existing zones that support this feature.
      • This feature has a checkbox to disable it in settings if you want to be a rebel and see the filtered out geometry.


    Bug Fixes
    • Zones.ini: fix shortname for Chelsith Reborn.
    • Waypoints now use FloorHeight when calculating player position (if enabled in settings).



    1.1.1

    Bug Fixes
    • Fix crash when loading MQ2Nav while also running InnerSpace
    • Fix problem selecting zones that have duplicate names in the zone picker


    Improvements
    • Use FloorHeight instead of Z for calculating spawn positions, should avoid some cases of "unable to find destination" problems.
      • This behavior can be disabled in the settings window of MQ2Nav if it causes problems


    Also found a couple known issues:
    * Navigation may not create a complete path if the target location is too far away
    * Zones that have a lot of garbage beneath the geometry may product broken meshes. This is because there is a limit to the height of the mesh. If this happens, use the bounding box controls to bring the lower Y plane up higher.
    * I noticed an issue where the bounding box controls may not save properly.

    1.1.0

    *NOTE* This version is not compatible with navmeshes made with previous versions. You will need to rebuild your meshes!
    Please report any problems you find!

    New Areas Tool
    • MeshGenerator can now define custom area types with cost modifiers. Access it from the Edit menu.
      • Define custom areas types, give them names, colors, and costs.

    • Convex Volume tool has been given an overhaul, lets you save the volumes and edit existing volumes.
      • Convex Volumes let you mark parts of the navmesh as different area types.
      • Areas define cost modifiers or can completely exclude areas of the mesh from navigation
      • Navigation will always use the lowest cost path. Mark areas with high cost to avoid them and low cost to prefer them. Default area cost is 1.0


    Navmesh Format Changes
    • Due to many changes to the internal structure of the navmesh, old navmeshes will not load correctly. As a result, the navmesh compat version has been bumped up, so loading older meshes will give you an error.
    • Navmesh files now have their own extension: .navmesh
    • Navmesh files are now compressed for extra space savings
    • All modifications to the navmesh are now stored in the .navmesh file, so reopening a mesh will have all the changes that were made when the navmesh was created.
    • Tile size limit has been removed.

    UI Changes
    • New theme applied to the UI in both the plugin and MeshGenerator
    • Completely redesigned MeshGenerator UI.
    • Adjusted the defaults of a couple navmesh parameters for better path finding behavior:
      • Reduced MaxClimb to 4.0 to avoid getting stuck on the edge of tall objects
      • Increased MaxSlope to 75 to allow traversal over steeper terrain.

    • Navmesh ingame path rendering has received a visual upgrade.
    • Revamp the ingame Waypoints UI, fixing several bugs
      • Added option to delete and rename waypoints
      • Fixed the order of the x,y,z coordinates in waypoints UI to match /loc

    • Improvements to how the in-game active navigation path line is rendered.

    Misc Changes
    • Added feature to export/import settings as json files. This can be accessed through the "mesh" menu. By default these settings files well be put into <MQ2Dir>/MQ2Nav/Settings
    • Mesh Generator is now a 64-bit application.
    • Obligatory mention: fixed lots of bugs.
      • EOK Zones should now load all objects. Please note that performance is going to be pretty terrible, please have patience - i'm still working on improving handling large zones.
      • Fixed issues that would cause your character to get stuck running back and forth when running near edges of the navmesh


    Command Changes
    • Fixed various /nav commands and made many improvements:
      • Removed /nav x y z, replaced with:
      • eq /loc coordinates: /nav loc y x z, /nav locyxz y x z
      • eq xyz coordinates: /nav locxyz x y z
      • Fixed issues with clicking items and doors when using /nav item or /nav door

    • Remove spam click behavior of /nav item/door as it didn't work right anyways
      • Added /nav spawn <text> - takes same parameters of Spawn TLO to do a spawn search

    • Added new forms of /nav commands. See the wiki for more info.



    Links

    Latest Release: https://github.com/brainiac/MQ2Nav/releases/latest

    LIVE builds provided only. For Test please ask RG for an update or compile yourself.

    Assortment of official documentation (help wanted!):


    If you like this plugin please consider donating. I've spent hundreds of hours on this project and give it away for free!
    Last edited by brainiac; 09-04-2017 at 10:20 AM. Reason: edit changelog

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  3. Top | #2
    Bami's Avatar
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    Re: MQ2Nav 1.1.0 Release

    huge, thank you so much. Now we can get started with the community nav mesh project!

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  5. Top | #3

    Re: MQ2Nav 1.1.0 Release

    Updated change log with a few bug fix mentions.

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  7. Top | #4
    So old and salty he grew scales Creator (click for more info)Administrator Maskoi's Avatar
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    Re: MQ2Nav 1.1.0 Release

    Wow!

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  9. Top | #5

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by Bami View Post
    huge, thank you so much. Now we can get started with the community nav mesh project!
    ive been thinking about this too, but im still learning what each option does and how to make the mesh files see trees and ledges. any advice?

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  11. Top | #6

    Re: MQ2Nav 1.1.0 Release

    Just started playing with this so I have a lot to learn. I made a mesh file for Frontier Mountains in EoK, this has lead to a couple of questions. As you will see in the attached image that when I open the Frontier Mountain zone in the mesh generator the file seems to include almost 2/3 empty space. Is there anyway to remove the empty space?
    `
    Click image for larger version. 

Name:	FMmesh.JPG 
Views:	13 
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ID:	11456

    The other question I have is; I normally use kissassist pullertank and let it decide who is in range to pull ect. When I set up today MQ2Nav didn't recognize the fence next to me as an object which could not be passed through. Is there any settings I can adjust in the mesh to cause MQ2Nav to see this as solid wall it needs to go around?

    Thanks!

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  13. Top | #7
    Level 2 (click for more info) Sum1's Avatar
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    Re: MQ2Nav 1.1.0 Release

    This is awesome!!! I can't wait to try this!

    I'm traveling and won't get to try this for a day or two, but can anyone mention if the ISBoxer weirdness is still a thing in this version?

  14. Top | #8

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by Sum1 View Post
    This is awesome!!! I can't wait to try this!

    I'm traveling and won't get to try this for a day or two, but can anyone mention if the ISBoxer weirdness is still a thing in this version?
    It should be fixed. If you still have issues let me know.

    - - - Updated - - -

    Quote Originally Posted by Darkmax View Post
    Just started playing with this so I have a lot to learn. I made a mesh file for Frontier Mountains in EoK, this has lead to a couple of questions. As you will see in the attached image that when I open the Frontier Mountain zone in the mesh generator the file seems to include almost 2/3 empty space. Is there anyway to remove the empty space?
    `

    The other question I have is; I normally use kissassist pullertank and let it decide who is in range to pull ect. When I set up today MQ2Nav didn't recognize the fence next to me as an object which could not be passed through. Is there any settings I can adjust in the mesh to cause MQ2Nav to see this as solid wall it needs to go around?

    Thanks!
    You can use the bounding box controls to reign in the size of the navmesh. What zone is the fence in and what is its /loc?

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  16. Top | #9

    MQ2Nav 1.1.0 Release

    I had an issue with the old version in katta (new kata zone). In the northwest corner I believe was a gazebo type structure. It was where then named mud man spawned. When I was using the mesh with default settings the bard would run into the base of the structure and get stuck against the wall. He would always try to path through it instead of around it. The base of the structure was about as tall as my bard. I was able to fix it by adding lev. This was the previous version but sounds kinda like what he's describing with the fence.


    Sent from my iPhone using Tapatalk

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  18. Top | #10

    Re: MQ2Nav 1.1.0 Release

    Thanks for the insight into the bounding box controls! As for the fence it's in Frontier Mountains - the one I'm referring to is at 3350, 3895, 191 and runs east to west. I've included an image below for reference:

    Click image for larger version. 

Name:	fenceFM.JPG 
Views:	10 
Size:	222.0 KB 
ID:	11460
    To be more specific about what it is happening, the puller locates the nearest mob, which is on the other side of the fence. MQ2nav gives the message Invalid nav destination: x, y, z, the puller than moves slightly and tries to pull the same mob. Not even sure if this is solely related to the MQ2nav update or not, just suspect it as using the old MQ2Nav the puller plotted a path through the open gate in the fence if it was pulling from inside.

    I really like this new version, Thanks for all your hard work in bringing it to us!
    Last edited by Darkmax; 02-20-2017 at 01:02 PM.

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  20. Top | #11

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by BrianGragg View Post
    I had an issue with the old version in katta (new kata zone). In the northwest corner I believe was a gazebo type structure. It was where then named mud man spawned. When I was using the mesh with default settings the bard would run into the base of the structure and get stuck against the wall. He would always try to path through it instead of around it. The base of the structure was about as tall as my bard. I was able to fix it by adding lev. This was the previous version but sounds kinda like what he's describing with the fence.
    Do let me know if this is still an issue and if it is, what the exact loc of that area is, I'll investigate it further.

    - - - Updated - - -

    Quote Originally Posted by Darkmax View Post
    Thanks for the insight into the bounding box controls! As for the fence it's in Frontier Mountains - the one I'm referring to is at 3350, 3895, 191 and runs east to west. I've included an image below for reference:

    To be more specific about what it is happening, the puller locates the nearest mob, which is on the other side of the fence. MQ2nav gives the message Invalid nav destination: x, y, z, the puller than moves slightly and tries to pull the same mob. Not even sure if this is solely related to the MQ2nav update or not, just suspect it as using the old MQ2Nav the puller plotted a path through the open gate in the fence if it was pulling from inside.

    I really like this new version, Thanks for all your hard work in bringing it to us!
    Invalid nav destination sounds like the macro needs to be updated. One of the breaking changes I made was the removal of "/nav x y z" you now have to specify "/nav loc x y z" etc. Thanks for the loc and screenshot, i'll check it out.

    - - - Updated - - -

    Mesh looks fine from my end, are you seeing something different in the mesh generator?

    Click image for larger version. 

Name:	Screenshot 2017-02-20 11.36.14.png 
Views:	32 
Size:	1.41 MB 
ID:	11458

    - - - Updated - - -

    Katta Castrum looks really messed up. Not sure why. The mesh doesn't seem to be covering any geometry at all.

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  22. Top | #12

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by brainiac View Post

    Invalid nav destination sounds like the macro needs to be updated. One of the breaking changes I made was the removal of "/nav x y z" you now have to specify "/nav loc x y z" etc. Thanks for the loc and screenshot, i'll check it out.
    He has to update kissassist or just find all instances of /nav x y z and change the first part to /nav loc

    Also it should be /nav loc y x z using x y z spams invalid location.

  23. Top | #13

    Re: MQ2Nav 1.1.0 Release

    Fantastic! Traveling for work and not home until this weekend-- can't wait to try it out. Will be interesting to see if a couple of tricky places I used to camp in Chardok work without heavy editing of the tiles there.

    BTW using the skin "Maskoi" for the forum the following yellow text:

    *NOTE* This version is not compatible with navmeshes made with previous versions. You will need to rebuild your meshes!

    Is unreadable on the white background.

    JJB

  24. Top | #14
    So old and salty he grew scales Creator (click for more info)Administrator Maskoi's Avatar
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    Re: MQ2Nav 1.1.0 Release

    To fix kiss for the new MQ2Nav
    find the 3 /nav x y z lines and change to /nav locxyz

    Code: 
    /nav ${CampXLoc} ${CampYLoc} ${CampZLoc}
    to
    Code: 
    /nav locxyz ${CampXLoc} ${CampYLoc} ${CampZLoc}
    and 2 instances of the following line
    Code: 
    /nav ${Spawn[${MyTargetID}].X} ${Spawn[${MyTargetID}].Y} ${Spawn[${MyTargetID}].Z}
    to
    Code: 
    /nav locxyz ${Spawn[${MyTargetID}].X} ${Spawn[${MyTargetID}].Y} ${Spawn[${MyTargetID}].Z}

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  26. Top | #15

    Re: MQ2Nav 1.1.0 Release

    Thanks! I made the changes in the three lines of kissassist and now it's running acting properly when pulling!


    brainiac I dropped a donation to you for all the work on the updated MQ2Nav:

    Transaction ID: 8X02954032537861U

  27. Top | #16
    So old and salty he grew scales Creator (click for more info)Administrator Maskoi's Avatar
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    Re: MQ2Nav 1.1.0 Release

    Is there a way to make it open doors along the path?
    I did /nav target in pok for spell vendor. It ran correctly up the ramp but got stuck on the closed library door. when i opened it it got to the vendor correctly.

  28. Top | #17

    Re: MQ2Nav 1.1.0 Release

    ETA on this compiled in update? I really don't feel like downloading and installing VS after all these years


    Update
    ***Thanks Maskoi for pointing out what was in front of my face lol.***

  29. Top | #18
    So old and salty he grew scales Creator (click for more info)Administrator Maskoi's Avatar
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    Re: MQ2Nav 1.1.0 Release

    Just download the zip file Brainiac linked and toss them in your release folder. they work fine.
    Its this file https://github.com/brainiac/MQ2Nav/r...2Nav-1.1.0.zip
    contains mq2nav.dll,the new meshgenerator and zones.ini.

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  31. Top | #19

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by Maskoi View Post
    Is there a way to make it open doors along the path?
    I did /nav target in pok for spell vendor. It ran correctly up the ramp but got stuck on the closed library door. when i opened it it got to the vendor correctly.
    Now that I've got this update out (primary focus was the dynamic and unwalkable areas feature) I'm going to start looking at automatic door functionality.

    Speaking of which, two of the major changes in this update play together (on purpose):
    * Removal of the tile limit
    * New and improved mark areas tool

    What you should be doing from now on is generate a full mesh that covers the whole zone, as there is no longer a limit to tiles. Instead of using really small tiles and then removing them in areas you want to avoid, look at the "Mark Areas Tool" as it will let you carve out shapes on the mesh. (Old version didn't do this right, new version nails it.) I'm also open to more suggestions on making these tools more useful.

    For doors, I'm using POK as my playground (level 1 test characters ftw)

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  33. Top | #20
    So old and salty he grew scales Creator (click for more info)Administrator Maskoi's Avatar
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    Re: MQ2Nav 1.1.0 Release

    My test run on my wiz from guild lobby entrance up the ramp all the way to the wizzie vendor in the library was successful. it could never do that before. Only problem was he got stuck on the door but i opened manually and nav finished running him to the vendor.

  34. Top | #21

    Re: MQ2Nav 1.1.0 Release

    Any chance this version will work with ISBOXER?

  35. Top | #22

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by Maskoi View Post
    My test run on my wiz from guild lobby entrance up the ramp all the way to the wizzie vendor in the library was successful. it could never do that before. Only problem was he got stuck on the door but i opened manually and nav finished running him to the vendor.
    haha YES. that was one of the test runs I was using while doing work on improving the pathing.

    - - - Updated - - -

    Quote Originally Posted by Wolfborn View Post
    Any chance this version will work with ISBOXER?
    I fixed a bunch of issues and was able to get ISBoxer and MQ2Nav running together on my machine. Looking for independent confirmation but I believe it should work now.

  36. Top | #23

    Re: MQ2Nav 1.1.0 Release

    I build mesh wrong, I miss a line somewhere to change for kiss? I'm getting this in FM when trying to pull some mobs. It pulls like normal but after every kill it spams this, waits a sec then seems to choose a new mob and pulls.

    Name:  Invalid Loc.PNG
Views: 1606
Size:  14.4 KB

  37. Top | #24

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by brainiac View Post
    haha YES. that was one of the test runs I was using while doing work on improving the pathing.

    - - - Updated - - -



    I fixed a bunch of issues and was able to get ISBoxer and MQ2Nav running together on my machine. Looking for independent confirmation but I believe it should work now.
    Donated!!

  38. Top | #25

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by BrianGragg View Post
    I build mesh wrong, I miss a line somewhere to change for kiss? I'm getting this in FM when trying to pull some mobs. It pulls like normal but after every kill it spams this, waits a sec then seems to choose a new mob and pulls.
    Looks like you're missing a change to kissassist.

    - - - Updated - - -

    Quote Originally Posted by Wolfborn View Post
    Donated!!


    Thanks!

  39. Top | #26

    Re: MQ2Nav 1.1.0 Release

    I've searched for the two lines I was supposed to change from and they are not in my Mac file (after the update). Maybe in an include?


    Sent from my iPhone using Tapatalk

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  41. Top | #27

    Re: MQ2Nav 1.1.0 Release

    I changed my kissassist.mac as suggested by Maskoi and I'm getting the same errors as BrianGragg

  42. Top | #28

    Re: MQ2Nav 1.1.0 Release

    Same here, using the version on the first page of Monster Crush Edition.

  43. Top | #29

    Re: MQ2Nav 1.1.0 Release

    Idea: Auto orienting on the map region.

    These are primarily convenience suggestions. Even if you are good at 3D orienting, tt can be a pain to center the map in large or complex maps like Chardok. A lot of turning of the 3D map to be able to center on the region of interest.

    So, would be nice if one could:
    • Click on a map region so the it auto-centers or an oblique view one can 360 around. The spin around idea would lock the chosen point or region temporarily "0 0 0" to enable a fly-around
    • Type a location and the mapper would auto center on that in the Z axis, or give an oblique view .
    • (requires interface with character) Send location to mapper to do same as above so one doesn't have to. A "workaround" might be an MQ2Nav function that copies the loc into the clipboard that one could then paste into the mapper which would then center the map.


    Again, more a convenience request than anything else.

  44. Top | #30

    Re: MQ2Nav 1.1.0 Release

    Out of curiosity, is there a way in the mesh editor to remove vertices or some other kind of fine editing tool? I find myself often being very close to the perfect mesh that gets stuck in one place that impacts me and having to stick with a less perfect mesh that doesn't get stuck.

  45. Top | #31

    Re: MQ2Nav 1.1.0 Release

    Testing in PoK right now and it is working great, thanks for the awesome work!!

    Still having issues while runnin eq through innerspace though. Loading the plugin with innerspace causes instant crash and characters aren't able to reenter world until i deinstall/reinstall KA. Any ideas on this?

  46. Top | #32

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by joojoobee View Post
    Idea: Auto orienting on the map region.

    These are primarily convenience suggestions. Even if you are good at 3D orienting, tt can be a pain to center the map in large or complex maps like Chardok. A lot of turning of the 3D map to be able to center on the region of interest.

    So, would be nice if one could:
    • Click on a map region so the it auto-centers or an oblique view one can 360 around. The spin around idea would lock the chosen point or region temporarily "0 0 0" to enable a fly-around
    • Type a location and the mapper would auto center on that in the Z axis, or give an oblique view .
    • (requires interface with character) Send location to mapper to do same as above so one doesn't have to. A "workaround" might be an MQ2Nav function that copies the loc into the clipboard that one could then paste into the mapper which would then center the map.


    Again, more a convenience request than anything else.
    I'm definitely interested in improving these aspects. Thanks for the ideas. Just as a reminder, you can click on the coordinates in the properties window and type in your /loc to manually recenter.

    - - - Updated - - -

    Quote Originally Posted by dannuic View Post
    Out of curiosity, is there a way in the mesh editor to remove vertices or some other kind of fine editing tool? I find myself often being very close to the perfect mesh that gets stuck in one place that impacts me and having to stick with a less perfect mesh that doesn't get stuck.
    Not yet. I have a big task to break apart the map so you can customize mesh behavior per model, maybe that might help. Are you still getting stuck in a place with the new 1.1.0 release? If so, can you give me details (screenshot/loc/etc), these errors shouldn't be happening any more (or should be happening far less frequently).

    - - - Updated - - -

    Quote Originally Posted by KbSsNs View Post
    Testing in PoK right now and it is working great, thanks for the awesome work!!

    Still having issues while runnin eq through innerspace though. Loading the plugin with innerspace causes instant crash and characters aren't able to reenter world until i deinstall/reinstall KA. Any ideas on this?
    What exact steps are you following that leads to the crash? Do you get a crash dump?

    - - - Updated - - -

    Quote Originally Posted by dannuic View Post
    Out of curiosity, is there a way in the mesh editor to remove vertices or some other kind of fine editing tool? I find myself often being very close to the perfect mesh that gets stuck in one place that impacts me and having to stick with a less perfect mesh that doesn't get stuck.
    I almost forgot. You can use the Mark Areas Tool to mark areas of the mesh as unwalkable, that will remove those areas from the mesh.

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  48. Top | #33

    Re: MQ2Nav 1.1.0 Release

    I've tried to attach the crash dump here. Sorry in advance, if its not what you're looking for =/

    Running EQ through the normal client and mq2nav works fine. Exact steps leading to crash: fresh install of mq2 and KA, load up mq2 and innerspace, run eq through innerspace and log in. Get to world and /mac kissassist to create fresh .ini. /plugin mq2nav load and get an instant crash. No longer able to log in (get to char select screen but get crash when I try to enter world). Setting MacroQuest.ini mq2nav=0 doesn't solve crash after hitting enter world from char select. deinstall mq2 completely. Rinse and repeat. Same results.

    Just to throw it out there: this is working absolutely beautifully through the normal eq client. How I always wished mq2nav would work and more. Had a literal jaw-drop moment testing this out for the first time. Thanks for all the hard work, donation heading your way asap

  49. Top | #34

    Re: MQ2Nav 1.1.0 Release

    Hmm... I'll try out the mark areas tool. To be fair, this is from the old version of MQ2Nav, so it's entirely possible that the actually pathfinding improvements have fixed any problems I may have had.

  50. Top | #35

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by dannuic View Post
    Hmm... I'll try out the mark areas tool. To be fair, this is from the old version of MQ2Nav, so it's entirely possible that the actually pathfinding improvements have fixed any problems I may have had.
    Oh yes, the running back and forth problem should be solved then. Let me know how it goes.

    - - - Updated - - -

    Quote Originally Posted by KbSsNs View Post
    I've tried to attach the crash dump here. Sorry in advance, if its not what you're looking for =/

    Running EQ through the normal client and mq2nav works fine. Exact steps leading to crash: fresh install of mq2 and KA, load up mq2 and innerspace, run eq through innerspace and log in. Get to world and /mac kissassist to create fresh .ini. /plugin mq2nav load and get an instant crash. No longer able to log in (get to char select screen but get crash when I try to enter world). Setting MacroQuest.ini mq2nav=0 doesn't solve crash after hitting enter world from char select. deinstall mq2 completely. Rinse and repeat. Same results.

    Just to throw it out there: this is working absolutely beautifully through the normal eq client. How I always wished mq2nav would work and more. Had a literal jaw-drop moment testing this out for the first time. Thanks for all the hard work, donation heading your way asap
    I'll tell you what. Tonight I'll go give it a whirl and if I can't reproduce a crash I'll come back and contact you about more details.

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  52. Top | #36

    Re: MQ2Nav 1.1.0 Release

    I read through your Wiki, code for kiss and any call for /nav loc is correct after the changes maskoi called out above. There are no calls in the mac that doesn't include the /nav locxyz X Y Z. Unless the <> are reguired which I doubt?

  53. Top | #37

    Re: MQ2Nav 1.1.0 Release

    Can't figure out why the Scorched Woods mesh generates under the world. Ideas? Or can anyone that got it to work post their scorched woods one?

  54. Top | #38

    Re: MQ2Nav 1.1.0 Release

    Quote Originally Posted by BrianGragg View Post
    I read through your Wiki, code for kiss and any call for /nav loc is correct after the changes maskoi called out above. There are no calls in the mac that doesn't include the /nav locxyz X Y Z. Unless the <> are reguired which I doubt?
    You are correct, the <> aren't expected.

    Just to be clear, the "invalid nav destination" error only occurs when it doesn't recognize what came after /nav, so if it says "invalid nav destination: 1 2 3" then it means the command was /nav 1 2 3. I haven't looked at KA myself, but it sounds like its still executing the wrong command somewhere. Maybe /poke maskoi to release an update

    - - - Updated - - -

    Quote Originally Posted by aspire2008 View Post
    Can't figure out why the Scorched Woods mesh generates under the world. Ideas? Or can anyone that got it to work post their scorched woods one?
    Saw this occurring in Katta Castrum too, didn't check scorched woods. I was going to take a look at it tonight as well. I think you might be able to work around by reducing the bounding box substantially.

    - - - Updated - - -

    Figured out the crash, its actually a problem with one of the dependencies (boost). I did a lot of things to make Innerspace work (including completely rewriting the hooking mechanism), one of which was disabling some runtime level features (stuff the development tools put in automatically). Seems that boost does not have this disabled and so its trying to do something that ends up conflicting with innerspace.

    Anyways, the two things I'm looking to fix is this crash and the empty/flat mesh problem (scorched woods) and will try to get those two out in an update, probably tomorrow.

    - - - Updated - - -

    Issue with scorched wood and katta is the height of thezone. The bounding box is too low on the Y axis, which is causing bad mesh. Its caused by the objects that are super far below the zone. Bring up the lower Y axis of the bounding box to fix.

    - - - Updated - - -

    MQ2Nav 1.1.1

    OK I lied. Couldn't wait until tomorrow.

    release page: https://github.com/brainiac/MQ2Nav/releases/latest

    Bug Fixes
    • Fix crash when loading MQ2Nav while also running InnerSpace
    • Fix problem selecting zones that have duplicate names in the zone picker


    Also found a couple known issues:
    * Navigation may not create a complete path if the target location is too far away
    * Zones that have a lot of garbage beneath the geometry may product broken meshes. This is because there is a limit to the height of the mesh. If this happens, use the bounding box controls to bring the lower Y plane up higher.
    * I noticed an issue where the bounding box controls may not save properly.



    edit: Is there a way to disable this --- updated --- nonsense? I want to make a new post that I can link to. bah.

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  56. Top | #39

    Re: MQ2Nav 1.1.0 Release

    MQ2Nav 1.1.1

    OK I lied. Couldn't wait until tomorrow.

    release page: https://github.com/brainiac/MQ2Nav/releases/latest

    Bug Fixes
    • Fix crash when loading MQ2Nav while also running InnerSpace
    • Fix problem selecting zones that have duplicate names in the zone picker


    Also found a couple known issues:
    * Navigation may not create a complete path if the target location is too far away
    * Zones that have a lot of garbage beneath the geometry may product broken meshes. This is because there is a limit to the height of the mesh. If this happens, use the bounding box controls to bring the lower Y plane up higher.
    * I noticed an issue where the bounding box controls may not save properly.



    edit: Is there a way to disable this --- updated --- nonsense? I want to make a new post that I can link to. bah.
    New post made

  57. Top | #40

    Re: MQ2Nav 1.1.0 Release

    Misc other notes:

    * If you're passing through the spiked fence in scorched woods, increase your agent radius, you're slipping through the cracks.
    * Can we rename this thread to MQ2Nav release thread? I'll keep the first post up to date.

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