Greetings PEQ!
With our 800-900 population count as of recent I've bumped up some server resources with a little bit more memory allocated to PEQ. We've also bumped up the amount of dynamic zones (100) so we should run into that a little less frequently as well.
NPC Movement Overhaul
Recently, we landed massive changes to pathing logic with NPC's that took a while to iron out but it has been an immensely positive addition to the EQEmu server core. With that, it's made us realize how much some related functionality needed to be addressed and that involves NPC movement logic. We've been needing to address NPC movement logic for years as it has been fragmented and inconsistent all over the code which has made fixing actual movement related issues a nightmare. There are many other technical things that we can go into about it but the important part is that it is much improved! Special thanks to KLS for putting in a lot of work to make this happen
As usual, if you find any issues regarding this update, please post them in this thread and we will address them
- NPC's should now smoothly path between source and destination, rather than "skipping" all over the place between path points and sending sometimes several position updates, there should only be one update until NPC changes heading or speed
- NPC pathing during flee and fear should be far improved
- NPC pathing inside of water should be far improved
- NPC transitions between water and land should now be seamless
- NPC transitions over verticals (hills) should be smoother as well
- NPC "Stuck" logic during path finding should be improved
Thanks!
The PEQ Team
Server Update 11/21/2018
Discussion in 'News' started by Akkadius, Nov 21, 2018.
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