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V3 Pathing - Strange Movements? #664

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TringyXO opened this issue Jan 15, 2025 · 11 comments
Open

V3 Pathing - Strange Movements? #664

TringyXO opened this issue Jan 15, 2025 · 11 comments
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@TringyXO
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I've just started playing around with V3 Pathing to see if I get better performance in my xp/hour, but it seems to have some strange pathing quirks. I'm not sure if I have not set it up correctly (if there's tweaking necessary) or if it's just supposed to act like this?

Things I have noticed:

  • In V1 pathing, the dashboard route will display the pathing from current location to get to the grinding route, but V3 doesn't show how it plans to get to the route. When attemping to get to the path, it takes a very long time because of the jumping listen below, and backpedaling because it thinks it is stuck due to not finding any mobs?
  • V3 seems to jump excessively when running around on the path. It will walk for a few seconds, then make 3-4 jumps in a row on the spot while it presses tab to look for a target?
  • V3 seems to have trouble navigating between the route and a vendor whereas V1 had no issues swapping between current path and a vendor / repair path?

Again, not sure if any of these are actual issues or if I am just missing something in the setup. When it is on the actual path and in the right area, I have had 0 problems with V3 -- it's mainly just pathing too and from grinding spots or vendors.

@TringyXO TringyXO added the question Further information is requested label Jan 15, 2025
@Xian55
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Xian55 commented Jan 15, 2025

Gooday i would require more info and more likely logs about the situation to understand whats going on at your side.

First thing first, V1 only works with Pre cataclysm expansion, does not work with and after(including) Cataclysm.
While V3 works both with Vanilla and partially with Cataclysm as well.

However the currently downloadable V3 navmesh is not created by me, mentioned here.
Im almost certain that V3 navmesh was not optimized at all with player movement in mind, there could be blind spots where the pathfinder won't be able to find a route.

very long time because of the jumping listen below

Please define what very long time means because its too vague. If you mean Jumping as the player character pressing Space button, is not related how the pathfinder performs.

The most limiting part of the navigation is the lack of Z coordinate(height), this needs to be guessed/sampled, it not always accurate. This causes issues when the vendor is located indoors(there's sealing above the player's/vendor npc head)

The navigation component attempts to avoid using the navmesh at all indoors just by blindly following the dense path routes, there's a minimum distance threshold between two waypoint which below the pathfinder does not getting called.

For Pre Cataclysm expansions, in my testing V1 have a really good performance characteristic and has a higher quality path results due there's no geometry simplification, it uses the raw game files. While V3 uses heavy geometry simplification, depending on how the navmesh was constructed, there could be inaccuracies. V3 returns with a possible route way quicker, however it may not respect player movement limitations - like max climbable slopes.

@TringyXO
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Sorry I wrote this up relatively quickly as I assumed it was some sort of setup that I was missing, but it seems that it might be just an unoptimized V3.

In my experience so far, if the character is not already ontop of one of the XY coordinates listed in the path, it will struggle to get onto the path. I experience the same thing when it is leaving the XY coordinates of the path to find a vendor or repair (my current character is in Hillsbrad where this is all outdoors, and I am on the Classic servers).

Generally speaking, when the character is not on the XY path the character will attempt to run forward for a few seconds (2-3 seconds) while tab targeting (assuming no target found), followed by a few seconds of jumping on the spot and tab targeting (2-3 seconds), followed by 2-3 seconds of backpedaling and then changing directions. This loop will repeat itself over and over again until it reaches the destination, or finds a target to kill.

I'll attach some logs soon but it sounds like this was not the intended behaviour, and that I might be better off just using V1.

@Xian55
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Xian55 commented Jan 15, 2025

Please upload logs so i can see if i would be able to reproduce the issues, thanks!

@TringyXO
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out20250115_011.log

My most recent log. An example would be at the very end (was killed by opposite faction and struggled to get back to corpse).

@Xian55
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Xian55 commented Jan 15, 2025

I can see a lot of

[Navigation       ] Unable to find path

entries in the logs :(

well rather all of the Navigation based calls return with that prefix

@TringyXO
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TringyXO commented Jan 15, 2025 via email

@Xian55
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Xian55 commented Jan 15, 2025

Which V3 navmesh you have been downloaded ?

@Xian55
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Xian55 commented Jan 15, 2025

You should use either of

these since your client version is [09:13:20:215 I] [Program] Version: 1.15.6.58185 which is Classic Era

Vanilla + TBC + Wrath + Cataclysm - work in progress will going to yield issues due how the old zones were changed with Cataclysm expansion!

@TringyXO
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TringyXO commented Jan 15, 2025 via email

@Xian55
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Xian55 commented Jan 15, 2025

Can you give a shot for Vanilla + TBC + Wrath ?

That's what i've been using since Wotlk classic came out.

On the other hand in the provided log i cannot see a single successfully found route by the Navigation pathfinder :(

@TringyXO
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TringyXO commented Jan 15, 2025 via email

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