Navmesh holes and cutoff "islands"
Posted: Sun Jul 05, 2020 6:42 pm
Hi,
[For those that don't know: simply the "navmesh" is like an invisible paint/layer on the ground that determines what's authorized movement and what is a collision, among (many) other things. Note: I have admitedly no knowledge of the navmesh system in nwn's' engine]
I hesitated between feedback, bug reports, and QandA.
Basically I have seen myself get stuck into props and even sometimes into nothing, a lot more than before. I would like to know if it's a bad streak or my pain is shared by others? Maybe it's because i play a "maximum size fat half orc", but that's not my first so, i don't know.
So yeah, a few examples that come to mind:
- Tomb of the last king, deeper level, the big room, on the sides there are coffins of doom that work like a black hole. Consistently, like, very likely + I have seen someone else be stuck there so can't be just me.
- In front of the black fortress (orclands), in the pits, must have been stuck in a small puny skull or something.
- And this one is brand new/weird/might be a different issue: The last two times, over the course of this week end, that i teleported from "Orclands camp portal" => "Sibayad Outskirts", teleportation went through but upon arrival, my char was stuck in running animation + can't move. Only disconnection and reconnection fixed it.
So yeah, do you guys feel there's something new here, or i just miraculously managed to never fall in those navmesh holes before? (nota: long time veteran here)
Could it be that EE has a new navmesh computation script that is inferior to standard nwn? (in that regard) That would explained why it seems relatively "new" to me.
If a dev sees this: would you see any value in the community compiling those holes?
Thanks for reading!
[For those that don't know: simply the "navmesh" is like an invisible paint/layer on the ground that determines what's authorized movement and what is a collision, among (many) other things. Note: I have admitedly no knowledge of the navmesh system in nwn's' engine]
I hesitated between feedback, bug reports, and QandA.
Basically I have seen myself get stuck into props and even sometimes into nothing, a lot more than before. I would like to know if it's a bad streak or my pain is shared by others? Maybe it's because i play a "maximum size fat half orc", but that's not my first so, i don't know.
So yeah, a few examples that come to mind:
- Tomb of the last king, deeper level, the big room, on the sides there are coffins of doom that work like a black hole. Consistently, like, very likely + I have seen someone else be stuck there so can't be just me.
- In front of the black fortress (orclands), in the pits, must have been stuck in a small puny skull or something.
- And this one is brand new/weird/might be a different issue: The last two times, over the course of this week end, that i teleported from "Orclands camp portal" => "Sibayad Outskirts", teleportation went through but upon arrival, my char was stuck in running animation + can't move. Only disconnection and reconnection fixed it.
So yeah, do you guys feel there's something new here, or i just miraculously managed to never fall in those navmesh holes before? (nota: long time veteran here)
Could it be that EE has a new navmesh computation script that is inferior to standard nwn? (in that regard) That would explained why it seems relatively "new" to me.
If a dev sees this: would you see any value in the community compiling those holes?
Thanks for reading!