Dynamic Pathing Macro Development

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Vayeco Dynn
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Post by Vayeco Dynn » Thu Sep 23, 2004 4:25 pm

Arr... I don't have any experience coding in C++. What a pickle.

I could pseudo-code it, if anyone else were willing to translate that into C++. I don't really have the time at the moment to learn C++, so... well hope I at least sparked some ideas if nothing else.

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blueninja
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Post by blueninja » Thu Sep 23, 2004 4:59 pm

For a game like eq you need to think of the pathing in three dimensions. The map files don't contain any information about where the ground is. Not sure if you could get around that if you use the eq map files.

Vayeco Dynn
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Post by Vayeco Dynn » Mon Sep 27, 2004 10:03 pm

blueninja wrote:For a game like eq you need to think of the pathing in three dimensions. The map files don't contain any information about where the ground is. Not sure if you could get around that if you use the eq map files.
And just how exactly would one do that?

Furiousness
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Post by Furiousness » Sun Nov 21, 2004 9:10 pm

Hi,

I have started doing this for a particular zone and it is tricky, although it appears to be able to be done, I have used the mysql plugin to help. Although it only works for static spawns at this stage.

Once up and running I will post the working code.

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billthecat
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Post by billthecat » Tue Mar 08, 2005 2:49 pm

Is this project still going on?
"If you think nobody cares, try missing a couple of payments"

Furiousness
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Post by Furiousness » Wed Apr 13, 2005 4:57 pm

I am still playing with it to a small extent.

I have ported a version of Dijkstra pathing algorithm and tested it in the bazaar and it works great.

But once agian I am using a DB to do my searches as it was the quickest method I could find at the time to find the information rather than searching an INI.

Am happy to post could if someone wants to pull it apart. It is much tidier and more accurate for finding the shortest path to and from a "node" than my previous attempt:

http://www.macroquest2.com/phpBB2/viewt ... highlight=

Any PM me if you want a hand setting it up, or to help get it tidy.

Cheers

Phibes
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This is actualy a good idea...

Post by Phibes » Mon May 16, 2005 12:31 pm

If EQzoneviewer can look at my map files and allow me to explore zones I’m not normally able to see (like Time), then the technology obviously exist to determine the geometry of any zone in game directly from the zone files. I see dynamic pathing for all zones as a Holy Grail 0.5 at least. To get there requires the following.

1) Decode the map file format so the data can be used as information.

2) Retrieve that information into MQ2 in real time.

Nothing less then C++ will do this. It has to be at least a plugin, if not an entirely new addition to MQ2.

I’m new at this, but just from my own personal computer experience I consider this doable; but before I’d attempt it I’d try building an ODBC connection to MQ2 first, just to understand MQ2 better.

Still using the games geometry for dynamic pathing IMNHO is the only way to go.

P.S. As it turns out OOW and DoN zones do not show up in EQZoneviewer because the format has changed and those zones now use *.EQG files from the same graphics engine as the one used in EQII. The older zones all use *.S3D files.
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