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will pathing ever be fixed

sparks

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Right now I am in duskwood and since the path is based on the light poles on the road he hits and is stuck on every poll and fence...talk about looking like a bot.
there is one section at the intersection turning to stv that is pretty straight and he does pretty good other than that its a pitta
yea I know as you go further into the game there are less and less fences and light poles.
I have run all of bc and king expansion with honorbuddy but not with questing so never had to pay attention to point A to point B on paths and long trips.
 
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I've only ever gotten stuck twice. Try deleting your meshes and see if that helps.
 
Ive been seeing some major problems over past couple days in Elynn and Duskwood. It loves to run into fence polls and basically anything in its way.
 
Right now I am in duskwood and since the path is based on the light poles on the road he hits and is stuck on every poll and fence...talk about looking like a bot.
there is one section at the intersection turning to stv that is pretty straight and he does pretty good other than that its a pitta

This problem has only started happening with the new HB, someone mentioned about this problem in the HB thread (Mord i think), i hope it's get's fixed with the new HB update.
 
These obstacles are generally Blackspotted in profiles, Mords Breakneck is an example. They're avoidable if you take the time.
 
These obstacles are generally Blackspotted in profiles, Mords Breakneck is an example. They're avoidable if you take the time.

That's not 100% correct. There are fences and light posts all along the roads in and around Duskwood. I think it would be nearly impossible to blackspot every one.

My issues is that it seems like the bot AIMS for them. They don't travel down the middle of the road, they travel on the sides of the road right where the fences, lights and other obstacles are. Once they figure out how to make the bot go down the middle of the roads, it should be fine.

As for the OP. It does get stuck a lot in Duskwood but usually can figure itself out. Once you move beyond that zone things get much better.
 
Never had a problem with getting stuck.... altough i never botted in duskwood
 
It wouldn't require a new hb, just for MaiN to remake the meshes.
 
It wouldn't require a new hb, just for MaiN to remake the meshes.

I had no problem's with the last HB in duskwood, but since HB updated Duskwood is terrible in pathing, but it's weird cause HB getting updated should no affect the Navigation, unless Main has updated the meshes and problem's have occured.
 
It has to do with the way that the bot generates it's path, and the way that blackspots work. There is a really good explanation of it in the HB release thread.
 
The pathing with a number of the current meshes is indeed simply miserable.

What I've found is that 'on foot' or a 'thin mount'--like a human's horse, and there are much fewer problems with the fence posts, and lamps. However, if you are on a 'wider' mount like a Gnome's Mechostrider, the Night Elf's Saber, or heaven forbid the Draenei's Pachyderm, then pathing it unbelievably bad.

On a pair of Gnome's that have made many trips through Duskwood, I feel like they are balls in a Pinball machine, bouncing from post to lantern, constantly getting stuck. If you slap the side of the screen enough times, they may eventually unstick themselves, but be sure not to hit it hard enough to trigger the tilt mechanism. :D

All it takes to see this is to use Mordd's fantastic Breakneck 2.0 profile, and wait for the Duskwood area. It even gets hung up on fences near NPCs inside Darkshire itself. The mesh so bad, I occasionally shout at my toon telling it to turn off "dumba$$ mode". The most aggravating thing about the mesh is that once Honorbuddy frees itself from one 'stuck' position, it immediately heads for the next fence or lamp post on the other side of the road to see how quickly it can get stuck again. In town areas such as Goldshire or Darkshire, Honorbuddy's 'jiggle algorithm' has to be employed just to get unstuck from being too close to the side of a building, because the meshes path so close to them.

The areas with poor meshes are many:
  • A good part of Goldshire--mostly where it traverses any of the roads where there are fence segments.
    It frequently gets hung up just 'sneaking around' the Goldshire Inn. It also gets hung up between the Inn and the mailbox.
  • Westfall
    There are some fence posts it loves to get stuck on just south of the flight point
  • Almost all of the roads in Duskwood (including Darkshire)
    Just inside Darkshire, problem areas include: entering town hall, getting off the Mayor's dias, the fence segments near Madam Eva's house and near Calor, and the sides of the Carevin's house. All of these require the 'jiggle algorithm' to navigate through. Thankfully, in these areas I've never had it fail, but goodness!
  • The Portals Kaalaz & Grimh in Hellfire Peninsula
    It only wants to enter them from the side, which is not possible. This is so bad, that even the HB 'jiggle algorithm' to try alternate paths won't 'unstick' this one.
  • Everlook
    Try a profile like Striker's Felwood to Winterspring that wants to repair at Wixxrak. HB will only try to enter the building from the side and keeps insisting on trying to go through a wall. It won't even try the door. There's nothing wrong with the Profile, the problem lies with the mesh. Again, the HB 'jiggle algorithm' won't fix this.
  • In Searing Gorge, the meshes path so close on the edge of a dropoff, the geometry of the toon will cause it to fall off the edge if it turns too quickly, or not quickly enough. I'm all for efficiency in pathing, but pathing on the edge of a dropoff is just silly.
  • and the list goes on.

I am thankful for the extra code in Honorbuddy to 'jiggle' it out of many stuck scenarios. It works most of the time, but the fact that the code even exists is proof enough the meshes have problems. The fact that the code is used so much is a statement as to the degree of poor quality in the meshes.

Profile writers should only have to blackspot an occasional troublesome area. The excesses that some of them have gone to--such as blackspotting each fence segment and lamppost--is simply ludicrous. We thank them for their diligence, but honestly, that is the wrong place to be solving this problem.

The mesh is outside of the Honorbuddy core, so its not the Core's fault this is happening. But the Honorbuddy team has pulled them into a central server to be downloaded by the HB clients, and for good reason. But, the meshes seriously need to be fixed, or allow some method for the user base to clean them up.

If you haven't encountered these problems, then just be thankful. For those of us that have them, its infuriating.

I've speculated that perhaps the world coordinates are slightly different by a couple of units between servers. This might explain why some people have no problems, yet others are constantly screaming at their toons. A human would not even be aware of the situation because they don't navigate by world coordinates. Humans dynamically adjust to the viewed game world. But introducing such registration errors between servers would give a robot fits. Alas, I've no way to prove the hypothesis.

All I know is the current mesh situation is miserable, and isn't working out.

Just my $0.02,
CJ
 
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The pathing with a number of the current meshes is indeed simply miserable.

What I've found is that 'on foot' or a 'thin mount'--like a human's horse, and there are much fewer problems with the fence posts, and lamps. However, if you are on a 'wider' mount like a Gnome's Mechostrider, the Night Elf's Saber, or heaven forbid the Draenei's Pachyderm, then pathing it unbelievably bad.

On a pair of Gnome's that have made many trips through Duskwood, I feel like they are balls in a Pinball machine, bouncing from post to lantern, constantly getting stuck. If you slap the side of the screen enough times, they may eventually unstick themselves, but be sure not to hit it hard enough to trigger the tilt mechanism. :D

All it takes to see this is to use Mordd's fantastic Breakneck 2.0 profile, and wait for the Duskwood area. It even gets hung up on fences near NPCs inside Darkshire itself. The mesh so bad, I occasionally shout at my toon telling it to turn off "dumba$$ mode". The most aggravating thing about the mesh is that once Honorbuddy frees itself from one 'stuck' position, it immediately heads for the next fence or lamp post on the other side of the road to see how quickly it can get stuck again. In town areas such as Goldshire or Darkshire, Honorbuddy's 'jiggle algorithm' has to be employed just to get unstuck from being too close to the side of a building, because the meshes path so close to them.

The areas with poor meshes are many:
  • A good part of Goldshire--mostly where it traverses any of the roads where there are fence segments.
    It frequently gets hung up just 'sneaking around' the Goldshire Inn. It also gets hung up between the Inn and the mailbox.
  • Westfall
    There are some fence posts it loves to get stuck on just south of the flight point
  • Almost all of the roads in Duskwood (including Darkshire)
    Just inside Darkshire, problem areas include: entering town hall, getting off the Mayor's dias, the fence segments near Madam Eva's house and near Calor, and the sides of the Carevin's house. All of these require the 'jiggle algorithm' to navigate through. Thankfully, in these areas I've never had it fail, but goodness!
  • The Portals Kaalaz & Grimh in Hellfire Peninsula
    It only wants to enter them from the side, which is not possible. This is so bad, that even the HB 'jiggle algorithm' to try alternate paths won't 'unstick' this one.
  • Everlook
    Try a profile like Striker's Felwood to Winterspring that wants to repair at Wixxrak. HB will only try to enter the building from the side and keeps insisting on trying to go through a wall. It won't even try the door. There's nothing wrong with the Profile, the problem lies with the mesh. Again, the HB 'jiggle algorithm' won't fix this.
  • In Searing Gorge, the meshes path so close on the edge of a dropoff, the geometry of the toon will cause it to fall off the edge if it turns too quickly, or not quickly enough. I'm all for efficiency in pathing, but pathing on the edge of a dropoff is just silly.
  • and the list goes on.

I am thankful for the extra code in Honorbuddy to 'jiggle' it out of many stuck scenarios. It works most of the time, but the fact that the code even exists is proof enough the meshes have problems. The fact that the code is used so much is a statement as to the degree of poor quality in the meshes.

Profile writers should only have to blackspot an occasional troublesome area. The excesses that some of them have gone to--such as blackspotting each fence segment and lamppost--is simply ludicrous. We thank them for their diligence, but honestly, that is the wrong place to be solving this problem.

The mesh is outside of the Honorbuddy core, so its not the Core's fault this is happening. But the Honorbuddy team has pulled them into a central server to be downloaded by the HB clients, and for good reason. But, the meshes seriously need to be fixed, or allow some method for the user base to clean them up.

If you haven't encountered these problems, then just be thankful. For those of us that have them, its infuriating.

I've speculated that perhaps the world coordinates are slightly different by a couple of units between servers. This might explain why some people have no problems, yet others are constantly screaming at their toons. A human would not even be aware of the situation because they don't navigate by world coordinates. Humans dynamically adjust to the viewed game world. But introducing such registration errors between servers would give a robot fits. Alas, I've no way to prove the hypothesis.

All I know is the current mesh situation is miserable, and isn't working out.

Just my $0.02,
CJ

Agreed. It's obvious that HonorBuddy simply doesn't "see" some of the obstacles in the game world ... just path around in Org ... you'll run into all kinds of objects. For me that's always been the case ... it hasn't gotten any better or worse with recently releases of HB. It's simply not being factored in when the paths are created for one reason or another ... it's similar to PPather, and how it would smash it light poles, etc.

I'm sure Main will get it figured out eventually ... just hope it's sooner rather than later.
 
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