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    Discussion in 'Rebornbuddy Support' started by mastahg, Mar 17, 2014.

    1. mastahg

      mastahg Administrator Staff Member

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      Just deployed new meshes to both servers that should fix all known issues :D
       
    2. Zamphire

      Zamphire Member

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      You've got a lot of issues with the meshes at Camp Bronze Lake. The bot can't get up or down into the town and it's causing it to blacklist all fates
       
    3. mastahg

      mastahg Administrator Staff Member

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      Post a log.
       
    4. Sodimm

      Sodimm Member

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      Wasn't there long, but I did notice the blacklisting too, here's my log, hope it helps.
       
    5. Zamphire

      Zamphire Member

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      Here ya go
       

      Attached Files:

      • log.txt
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    6. mastahg

      mastahg Administrator Staff Member

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      Thanks for the reports. Fixed now.
       
    7. kagamihiiragi17

      kagamihiiragi17 Community Developer

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      Zone Name: Lower La Noscea
      Zone ID: 135
      Path: Requesting path on 135 from <545.702, 89.00001, -73.82185> to <227.1267, 74.39925, -345.0402>

      Gets stuck between the fence at <527.8573, 89.00001, -68.70224>.
       
    8. kagamihiiragi17

      kagamihiiragi17 Community Developer

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      Zone Name: New Gridania
      Zone ID: 132
      Path: Requesting path on 132 from <36.68383, -18.8, 92.23808> to <32.9137, 2.670288, 30.0144>

      Gets stuck between the barrel and the flower planter at <47.72194, -8.046953, 100.4881>.
       
    9. Yasuko

      Yasuko Member

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      ZoneName: North Shroud
      ZoneId: 154
      Start Location: <-429.8133, 58.03307, -30.1263>
      End Location: various

      Not sure if this is an issue with the mesh nav system or not. But around the above start location, farming Lindwurms.. anytime the bot would target a Lindwurm that is behind a tree (happens alot), and has no LoS.. it would just stand on the other side of the tree and not try to navigate to it unless the lindwurm moved into LoS.

      Code:
       [04:45:22.536 V] [Poi.Clear] Reason: Targeted unit is dead, clearing Poi and carrying on!
      [04:45:22.604 D] [POI Set] Type: Kill
      [04:45:22.667 D] Requesting path on 148 from <-409.2126, 58.39438, -36.16899> to <-457.4808, 60.91134, -24.27716>
       
      //Where it stops infront of a tree when it noticed Lindwurm in range, does not target due to not having LOS
      [04:45:22.738 D] Generated path to <-457.4808, 60.91134, -24.27716> in 00:00:00.0705563 ms   
      
      //Stood at the above location till the Lindwurm came around the tree.. and was able to target it.
      [04:45:23.086 D] Moving to next hop: <-457.4808, 60.91134, -24.27716> (Kill Target) D: 49.07571  
      
      //Carried on normally once it was able to target mob.
      [04:45:26.139 D] Targeting Lindwurm 0x4000D130 0x13922190
      [04:45:26.200 D] Requesting path on 148 from <-427.9059, 57.93144, -30.5843> to <-456.7103, 61.66459, -26.47752>
      [04:45:26.311 D] Generated path to <-456.7103, 61.66459, -26.47752> in 00:00:00.1114021 ms 
      Another example where it would just stand still for a while if no LoS was detected
      Code:
      [04:59:28.649 V] [Poi.Clear] Reason: Targeted unit is dead, clearing Poi and carrying on!
      [04:59:28.718 D] [POI Set] Type: Kill
      [04:59:28.785 D] Requesting path on 148 from <-423.0329, 57.46726, -31.05276> to <-413.7179, 60.56746, -103.9293>
      [04:59:28.858 D] Generated path to <-413.7179, 60.56746, -103.9293> in 00:00:00.0722866 ms
      [04:59:30.543 D] [POI Set] Type: Kill
      [04:59:30.607 D] Requesting path on 148 from <-412.9081, 56.69662, -31.90579> to <-365.5032, 62.32425, -85.49784>
      [04:59:30.672 D] Generated path to <-365.5032, 62.32425, -85.49784> in 00:00:00.0654113 ms
      [04:59:33.920 D] Moving to next hop: <-391.7291, 55.40761, -34.04334> (Kill Target) D: 1.439577
      [04:59:34.050 D] Moving to next hop: <-390.9278, 55.50761, -34.54588> (Kill Target) D: 1.635585
      [04:59:34.242 D] Moving to next hop: <-389.845, 55.50761, -35.4137> (Kill Target) D: 1.846299
      [04:59:34.430 D] Moving to next hop: <-373.5273, 57.20761, -53.16501> (Kill Target) D: 24.88389
      [04:59:34.755 D] Requesting path on 148 from <-389.0942, 55.45424, -36.42569> to <-367.0264, 62.30096, -83.73562>
      [04:59:34.851 D] Generated path to <-367.0264, 62.30096, -83.73562> in 00:00:00.0955567 ms
      [04:59:35.930 D] Requesting path on 148 from <-384.3217, 55.69508, -41.5577> to <-368.5754, 62.30639, -81.89474>
      [04:59:35.987 D] Generated path to <-368.5754, 62.30639, -81.89474> in 00:00:00.0567596 ms
      [05:00:04.477 D] Requesting path on 148 from <-369.9932, 59.99125, -62.96506> to <-367.4093, 62.23872, -84.15194>
      [05:00:04.542 D] Generated path to <-367.4093, 62.23872, -84.15194> in 00:00:00.0651092 ms
      [05:00:04.976 D] Targeting Lindwurm 0x4000D306 0x138C7470 
      I have also noticed this in coerthas while farming fleece on the lvl 36 onrery's to the left of Providence Point.. I do not have the exact location recorded since I thought it was a profile issue.. but there is a cliff there that one onrery spawns on.. if the bot is standing below it and notices it up there.. it will continue to run into the side of the cliff and not navigate to the mob. Apologies for not having the exact location for that spot on hand.
       
      Last edited: Nov 12, 2014
    10. mastahg

      mastahg Administrator Staff Member

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      Sounds like an issue with your combat routine.
       
    11. kaihaider

      kaihaider Community Developer

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      ZoneName: South Shroud
      ZoneId: 153
      Start Location: <257.0762, 13.79879, -62.99757>
      End Location: <266.804, 9.586938, -47.77606>

      I think this is a mesh issue?

      I normally stand at this area with a kill poi and flashing trying to target. I added this to my plugin to only find targets I can nav too and now I run back and forth :S

      might be my fault?

      Just a simple kill poi after I get object
      Code:
              public static GameObject FindNavigableTarget(IEnumerable<GameObject> targets)        {
                  GameObject target = null;
                  foreach (var item in targets)
                  {
                      if (target != null) continue;
                      var navtarget = Yield(item).Select(unit => new CanFullyNavigateTarget { Id = unit.ObjectId, Position = unit.Location });
                      var paths = ff14bot.Navigation.Navigator.NavigationProvider.CanFullyNavigateTo(navtarget);
                      if (paths.Any()) target = item;
                  }
                  return target;
              }
       

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      Last edited: Nov 12, 2014
    12. mastahg

      mastahg Administrator Staff Member

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      Nope mesh is fine.
       
    13. kaihaider

      kaihaider Community Developer

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      sorry I should have done testing >_>
       
    14. kaihaider

      kaihaider Community Developer

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      Found out my targeting/running back and forth was a !.isvisible problem, hopefully this problem is actually mesh related?

      ZoneName: Coerthas Central Highlands
      ZoneId: 155
      Start Location: <13.00473, 306.3232, -243.42>
      End Location: <-6.645368, 305.6335, -235.7839>

      I shouldn't be able to reach it without jumping. If the mesh correctly shows it's unreachable then there's something wrong with my is navigable check >_>
       

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    15. mastahg

      mastahg Administrator Staff Member

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      The cords you list are perfectly walkable on the mesh and ingame. Try again.

      http://i.imgur.com/hY5B2M4.png
       
    16. kaihaider

      kaihaider Community Developer

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      I think i posted a hop as the end location?
      end location:<11.82568, 311.6229, -244.4037>

      Is that ledge really supposed to be reachable? :S
       
    17. mastahg

      mastahg Administrator Staff Member

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      Nope. Add a blackspot to the grindarea.
       
    18. kagamihiiragi17

      kagamihiiragi17 Community Developer

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      Zone Name: Western Thanalan
      Zone ID: 140
      Path: Requesting path on 140 from <216.7751, 52.78683, 147.7053> to <217.0901, 60.44092, 121.5076>

      The path should request a route up the stairs, but instead it runs around below the scaffolding-type structure and never goes up.
       
    19. mastahg

      mastahg Administrator Staff Member

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      Nav meshes update, all reported issues should be fixed now.
       
    20. kagamihiiragi17

      kagamihiiragi17 Community Developer

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      Zone Name: Central Shroud
      Zone ID: 148
      Path: Various, the bot should have requested a path to <-78.26722, -39.88759, 311.2443> but instead requested the following: Requesting path on 148 from <-2.411527, -31.79908, 283.9019> to <-83.78735, -39.83276, 298.4512>

      The bot can't seem to navigate the stone stairs leading down into the Deepcroft in the Central Shroud. Try requesting a path to somewhere in the Deepcroft (like <-78.26722, -39.88759, 311.2443>), instead the bot runs to the ground above the Deepcroft and waits there instead.
       

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