Thoughts on getting “unstuck”. Running in circles is mostly fixed. There is some “doubling back to nearest waypoint” in AiCombat, when Line of Sight on target is lost. Was a report of “running in circles” for one of the quests. (Huleeya in “Vivic, Black Shalk Cornerclub” when doing quest “Vivec Info...
I am not going to argue with scrawl, he is seemingly right with the (x < int(fSleepRandMod*hoursToWait)), but i do not understand why bethesda would make it so resting 4 hours gives you a higher chance to get an interruption than resting 23 hours.. My hypothesis is it's a bug in the Vanilla code. I...
I haven't even finished implementing all the records and subrecords documented there yet, so I'll cross that bridge when I get there. I can likely reverse-engineer most of these, but if anyone has any pointers for me, I'd appreciate it. Try this: http://www.uesp.net/morrow/tech/mw_esm.txt Also, her...
Sometimes, I'm an idiot. It looks like importing/exporting the files as XML (or JSON, or whatever) might be fairly simple. Here's the basic plan. An ESM file is made up of a list of objects, of various types. (e.g. Cell, NPC, Creature, etc.) The OpenMW code base has a collection of structs that repr...
You don't actually need an import/export capability.
A standalone tool that did XML to binary and back conversion would probably do the job.
That said, the fact that we don't fully understand all the bits in the file format makes it a little difficult.
Now, this is nice and all, but the way getRandomIdle() calculates things still isn't that intuitive to Yes, that code looked odd to me as well. (I didn't check it fully, my current focus is elsewhere.) That said, you should probably search for AiWander on the Wiki to see exactly what the distributi...
@corycohen Recast/Detour? Has been mentioned for OpenMW before. Type "navmesh" in the search filter. Will almost certainly be used post 1.0. My apologies for not posting a save game. I didn't know if you'd want/need one. I tried to attach a save file just now, but the server won't accept i...
I've updated AiCombat to call PathFinder::checkPathCompleted() and PathFinder.getZAngleToNext() each frame. This results in significantly less "Running in Circles" (RiS). It still occurs on my system, but it occurs much less, and when it does occur, the actor fixes itself within a few &quo...