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  1. #16
    MaiN's Avatar Elite User
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    Originally Posted by amadmonk View Post
    Well, I am the sole user, but I may use the system to set initial waypoints, and yes, I may use mouse move during that phase. I guess to handle the micro-variations you mention (assuming that, moving in a straight line, you would have lots of tiny, insignificant facing changes), I'd just use the "wiggle-room" version I originally mentioned. Instead of explicitly testing if facing1 == facing2, I'd check if abs(facing1 - facing2) > someSmallNumber.

    And MaiN, I'd love to use a nav mesh but I just haven't had the time or technical knowledge to set one up yet. That may be changing soon...
    abs(facing1 - facing2) doesn't work.
    Code:
    float facingDiff = abs(facing1 - facing2);
    if (facingDiff >= 180f)
      facingDiff = 360 - facingDiff;
    But yeah.. A mesh is not really hard. With Recast and Detour you really only need the parser, and I could provide you that.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

    Better Breadcrumb Pathing
  2. #17
    guizmows's Avatar Banned
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    I could provide you that.
    plz share

  3. #18
    amadmonk's Avatar Active Member
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    So, by "the parser" you mean to parse the ADT's and WMO's? I'm super ignorant about terrain handling (which should be obvious since I'm using breadcrumbs to begin with )

    If so then yes, I'd love any pointers you have. There are various WoW terrain-parsing pages out there on the intertubes, but most of them are just horribly written. Plus it seems like 90%+ of them are for old versions of WoW.
    Don't believe everything you think.

  4. #19
    mindwalkr's Avatar Private
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    If you are going to be messing with terrain parsing, then hold off till 4.0.3a hits and all the updates are done. Also, snag a copy of mpqnav.com from archives if you can find it. Code is not clean, but it is very readable and will give you a good idea what to do to be able to read and view the ADT's.

    Parsing is not hard. The difficult parts are going from world mesh -> CLEAN nav-mesh.

  5. #20
    caytchen's Avatar Contributor
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    Originally Posted by mindwalkr View Post
    If you are going to be messing with terrain parsing, then hold off till 4.0.3a hits and all the updates are done. Also, snag a copy of mpqnav.com from archives if you can find it. Code is not clean, but it is very readable and will give you a good idea what to do to be able to read and view the ADT's.

    Parsing is not hard. The difficult parts are going from world mesh -> CLEAN nav-mesh.
    There is no new data coming with 4.0.3a, even the cataclysm preload doesn't have any new data as far as format specifics go. New world is already in the game files and when 4.0.3a hits they'll just revert from that hacky OldWorld crap to normal.

  6. #21
    MaiN's Avatar Elite User
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    I reversed all of the new map stuff in both the Cataclysm beta binary and the regular build (they are the same). They haven't changed the format, only split it into different files. I still need to reverse the phasing though.
    Originally Posted by amadmonk View Post
    So, by "the parser" you mean to parse the ADT's and WMO's? I'm super ignorant about terrain handling (which should be obvious since I'm using breadcrumbs to begin with )

    If so then yes, I'd love any pointers you have. There are various WoW terrain-parsing pages out there on the intertubes, but most of them are just horribly written. Plus it seems like 90%+ of them are for old versions of WoW.
    ADT, WMO and doodads (M2).
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  7. #22
    dingus's Avatar Member
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    Originally Posted by amadmonk View Post
    One challenge is how to decide when to lay down a new breadcrumb. Working on my bot this weekend, I had a realization that may seem obvious to some, but it helped me greatly optimize my breadcrumbs algorithm: you only need to deposit a new crumb if the facing of the unit you're following has changed from the previous crumb's facing.
    thank you : ) it never occured to me, not using distance calculation when recording. this greatly improved how my toon is handling rough terrain

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