So i was trying to make a profile for Hellfire Peninsula, but i experience two things.
Log was spammed with error messages
Character started flying to Terokkar Forest to mine
Log and profile attached
Hi Venus112,
i think i know why, your coords in your profile have a "," instead of an "."
I cant say why, we have to ask Swiny. I think if you search for , and replace them with . it should work. I cant say why there are , inside. Try this i think it will work, will speak with swiny how this is possible!
While that fixed some of it, the border around Hellfire Peninsula is too big in MapGen.
Right now my char is flying between Zangarmarsh and HFP - which isn't what it should be doing ^^ (We're talking flying in, not just leaning up towards another zone), will try making a new one and blacklisting nodes too close to borders
At the moment it's still a beta, so there are alot of things going on.
At the moment we have only been purging Kalimdor and eastern kingdom of wrong nodes.
Just give us time and we will expand and fix this issue,
The , is a number format thing. It's a known issue and will be fixed soon
Main, it uses tsp, and cluster algarithum at the moment,
If you set the tsp high enough it gets rid of them jagged edges. Etc
Main, it uses tsp, and cluster algarithum at the moment,
If you set the tsp high enough it gets rid of them jagged edges. Etc
I'm aware, but the solution to TSP finds the shortest route between a series of points - in WoW you don't need to go through all the points (you can be 50 yards away and still see the minerals), so I suggest you run some post processing on the path to make it even better. The algorithm is extremely simple to implement.
This looks pretty great, well done.
I have a suggestion though; you should apply a point reducing algorithm (such as Ramer-Douglas-Peucker: Ramer) with an epsilon of 50 - in this range, you can still see the nodes. This will create less 'jagged' routes and shorter routes, while still being able to pick up all of the minerals/herbs (you will never be farther than epsilon away from any of the points in the path with Ramer Douglas Peucker).
Holy shit swiny. If you can implement this code, it would make the routes so much more refined.
I have been testing several profiles I have created for 1 week or more. All profiles were made with 15kk loops and the rest default settings.
It seems to me that the routes I have created are really jagged. The way my toon will move short distances and make super sharp angles looks pretty bottish.
With this algorithm, you could effectively cover all nodes with a drastic reduction in the number of waypoints required.
Looking at the small sample here of only 8 waypoints, you can see the algorithm reduced the number of waypoints by 38%. On a much larger scale (like Twilight Highlands where a finished 15kk loop profile contains 500-600 waypoints), it is very likely you will see a much greater reduction in waypoints (possibly 50-70% or more).
it seems im only going to have to do this on the nodes that arnt clustered. because they are at there max as it is.
Loving the program so far, my 2cents to further improve it, Allow some type of on/off option that after youve made a path allow map to show (dots, X etc) of the actual waypoints and not just a line, and or with the line drawn on the map allow a way to maybe drag the line or move it. IE ive been messing around with points for herbs in uldum. It keeps drawing the path up and over a huge ass cliff to continue down the rive when it would be alot faster to just go to the right a few feet and keep going close to the ground. A way to see the points/locs on the map would be great to know which to edit out or change around, even better would be a way to move those on the map and have the profile updated to reflect the moved points. Its the one reason I was pushing real hard trying to get Apocs profile editor back up and running as we currently have nothing capable of this. Thanks again for the awesome work!






