Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Wrong interactions of monsters with pathfinding. #4617

Open
floki21uu opened this issue Jan 3, 2024 · 7 comments · May be fixed by #4637
Open

Wrong interactions of monsters with pathfinding. #4617

floki21uu opened this issue Jan 3, 2024 · 7 comments · May be fixed by #4637

Comments

@floki21uu
Copy link

floki21uu commented Jan 3, 2024

wrong interations of monsters with pathfinding
GIF:
As a result, you can kill almost every monster.
Hard to explain - pathfinding should have + 1 more sqaure for monsters visibility?

@EPuncker
Copy link
Contributor

EPuncker commented Jan 3, 2024

if I recall correctly, that is how rl tibia works, can you check it?

@floki21uu
Copy link
Author

floki21uu commented Jan 3, 2024

Sure! Just tested wolves near Thais and can not reproduce the bug on Cipsofts. I cant make a video, windows+G and LiceCap records blackscreen instead of RL Tibia on my computer :(

@Zbizu
Copy link
Contributor

Zbizu commented Jan 3, 2024

if I remember correctly, in rl monster takes two steps before path update

@EPuncker
Copy link
Contributor

EPuncker commented Jan 3, 2024

Sure! Just tested wolves near Thais and can not reproduce the bug on Cipsofts. I cant make a video, windows+G and LiceCap records blackscreen instead of RL Tibia on my computer :(

to record rl tibia now its only possible by using OBS software

btw is the speed of this vampire accurate? I know tfs pathfinding and monster behavior is broken compared to rl tibia, but this vampire seems painfully slow

@Zbizu
Copy link
Contributor

Zbizu commented Jan 3, 2024

@EPuncker most vampires are located in areas that have tiles with 120-200 ground resistance points. The tile on this recording has 100 resistance points. Similar to Yalahar giant spiders being super fast compared to PoH ones.

@floki21uu
Copy link
Author

floki21uu commented Feb 7, 2024

do u guys know which part of the code should be responsible for this issue? i've done lots of edits in source, i might try to fix it. its gonna be obviously something with the pathfinding. maybe steeplines or pathmatching? i need to debug that to find out

@floki21uu
Copy link
Author

if I remember correctly, in rl monster takes two steps before path update

this is absolitely true and it geenrates another issue. for example, after changing floor, monsters wait that second before moving and they should move straight off after changing the floor.

@NRH-AA NRH-AA linked a pull request Apr 5, 2024 that will close this issue
3 tasks
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging a pull request may close this issue.

3 participants