Description: Fear movement is broken. Blink Destination is broken. Shadow step destination is broken. Charge/Intersept destination is broken
Current behaviour: Players affected by fear, just ignore map. They start fly, enter in textures, a real mess. Maybe MMaps/Vmaps issue?
Same to Blink, Shadow step, Charge/Intersept.
Expected behaviour: Players affected by fear should run around like a normal player. Players teleported by Blink should not drop of map ( same in Shadow Step/Charge )
Steps to reproduce the problem:
Check: https://youtu.be/-V0H3wx1TU8 (fear)
Check2: https://youtu.be/Z75TuzmaKj4 (blink)
PS: Vmaps/MMaps is active
Edit: Bug intoduced by https://github.com/TrinityCore/TrinityCore/commit/e42903ec16f4849b71bc8736e3151a1e11d3cd25
Branch(es): 3.3.5
TC rev. hash/commit: ccf0807be0974dfb8080cb2fc6ea616cc96f062c
Hapening with Shadowstep too.
Confirmed, really ancient bug
With fear is ancient, but now alot spells is droping you of map.
And fear bug is more constant now.
This happens with Mage Blink and Warrior Charge as well, not sure if it is relevant to the above issue, but I have noticed it happening more recently than before.
Edit: Oops, just noticed you had mentioned them as well in the original post.
No @Jildor already checked it.
I reverted localy https://github.com/TrinityCore/TrinityCore/commit/95456ab5d8bd623481d315ae55dfbb44b45ba9f5, https://github.com/TrinityCore/TrinityCore/commit/e42903ec16f4849b71bc8736e3151a1e11d3cd25 and https://github.com/TrinityCore/TrinityCore/commit/020a6b984d6f6c04a57211e433a8d995514c6c0a is not the cause.
-- Edit:
Not caused by c35793941b3aae9b54dce92389aa528d40050754 and 89d641f1e68d11359a2398ff51d3d6eee1470ae8 too
@Keader can you try to revert @jackpoz mmaps commits? like this: https://github.com/TrinityCore/TrinityCore/commit/f8fd0b7a2c0a9acd084f011c614d529e49397479
Already did with recast stuff and not causes it
lol @Jildor https://github.com/TrinityCore/TrinityCore/commit/f8fd0b7a2c0a9acd084f011c614d529e49397479 increases the accuracy of mmaps, it actually makes issues like this happen less often.
@Keader are you doing your tests in a plain field or on a very edgy slope ? I did some tests years ago trying to fix this issue (making the points closer in the path, changing Z for raycast) but I never found a way to send the client a path that it will not make it fall.
I chose a x,y,z and kept porting there, then charged to a spawned NPC that didn't move and debugged/tested that single case at a time, it helps when dealing with these random issues. There is most likely an issue on GitHub about it.
I did my tests in warsong (as a v铆deo)
Jack all spells looks like ignoring map colision
Blink in any montain is droping you of map
-- Edit
See how blink is working: https://youtu.be/Z75TuzmaKj4
Blinking through objects didn't happend not long ago o.0 woah that video is scary.. but confirmed :(
I cannot blink through houses from like indoor -> outdoor but any texture i can blink through just fine on:
https://github.com/TrinityCore/TrinityCore/commit/f1896144c00e9dc8f37590207feb8d7714e7132f
Also Blink not works properly in slope.
Video: https://youtu.be/rQeXnpWjbhk
Ok i miss test it.
I found what commit cause it
@Golrag / @jackpoz (https://github.com/TrinityCore/TrinityCore/commit/e42903ec16f4849b71bc8736e3151a1e11d3cd25) cause drop of texture issues.
Without it, all spells "work" (with old issues, but dont ignore textures anymore).
[Ty sirikfoll to help me xD]
@tje3d slope issue already reported in (https://github.com/TrinityCore/TrinityCore/issues/16595)
So, summon @Golrag :smile:
I will take a look sometime later (after next week maybe), but if it is like the bug (or same cause) I described in my PR then I wont be able to fix it :/. To me, on the video when you walk in the air or you walk a really steep "mountain" you shouldn't get a path to that point.
Yes, it's a old issue.
But still, you should not drop of map when it happens xD
just did some quick testing and yea I'm afraid its kinda the same issue I had when testing my previous PR when you go to 1486 1602 357 in warsong gulch, the hill wont break (vmap/gameobject) LoS.
Yet height data seems to work correctly on it
Nope @kvipka.
I'm have 2 cores, 1 with your blink patch, 1 without it (Clean TC).
With your patch blink still work, without drop textures, but with Clean TC dont.
I belive that you trying with a not clean TC ^^
=)
idk, but i think need to investigate vector of collision.
2 suggestions :
1 : https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/game/Entities/Object/Object.h#L450
change on 0.5f
2 : https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/game/Entities/Object/Object.cpp#L2367
change on
UpdateAllowedPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
btw I am able to reproduce it while reverting https://github.com/TrinityCore/TrinityCore/commit/e42903ec16f4849b71bc8736e3151a1e11d3cd25 while less likely tho (might be unlucky/lucky)
could this get some love? really impossible to enjoy the game with this bug present :(( <3
Playing around locally with some changes I made.
https://puu.sh/z7USN/4e09d7cd07.mp4
Will try to finish it after friday...
@Golrag that looks amazing, hope you will share what you find <3
@Golrag any news? <3
Will try to finish it after friday...
patience 馃槃
Need more time, but I'm not trying to have a blizzlike blink (this is not really possible I think with our current pathfinder). But I'm trying to get rid of most undermaps caused by it tho.
Fix fear first, blink already had its own branch
no, pretend that branch does not exist
The main issue here is that GetHeight/UpdateAllowedPositionZ doest not return the z we want, compared to where we are standing. Both blink and fear use MovePositionToFirstCollision so "fixing" the blink under map issue should fix the fear undermap thing. Unless pathfinder makes a shortcut for some reason.
I kinda re-implemented the previous function we previously used in MovePositionToFirstCollision but tweeked it alot.. and I am absolutely not really happy with it but w/e.
It's mainly checking if the z we got should go to the nearest vmap height or gridheight and it's such a pain to find that out lol
Welp, it looks like I can't make any good fix for this.. shall I PR it anyway ? Code is a mess tho but I think it's an improvement
No harm in making a PR and get proper feedback to the code you have written so far.
Vmap totaly dont work, with all spells. I can cast spells through a tree, a rock, a hill, a wall.
In door check dont work too, with the exception of the floor.
I've seen this bug more than a month ago.
vmap.enableLOS = 1
vmap.enableHeight = 1
vmap.enableIndoorCheck = 1
All "data" re-export with updated tools.
3535 branch, last commit - 1cc3d33 . TDB 335.64. - ed63d15
Not related with the issue, this is blizzlike #19185
Okay, what's LOS for then? On than LOS can be test?
On M2 (trees, rocks) ignore LoS
What about the hills on terrain, they should ignore LOS, too?
I can cast through everything except the floors. It seems to me that it's not blizzlike.
I can't test it by now, but it shouldn't ignore LoS I think
LOS is really tricky, even on retail, on a lot of places you can ignore LOS even on floor on retail.
@Keader could you check if fear works better and close this issue if so ? thanks
So, blink PR and branch still needed with this?
@Jildor , it's not correct a question.
blink branch not for "stop falling undergroung" , it's a algorythm for calculation correct path instead of pathfinder. ( it's maybe big code, yes, but idea alternative! )
look at this :
"+" :
this algorithm doesn't related with navmesh and offmesh lands
include possible steps (where character can walk/run/jump) in calculate path
algorithm with water
"-" :
big code
Aah, ok thx :+1:
@Jildor , so. I remvoe "VMAP::ModelIgnoreFlags::M2" from Spell.cpp - only GO can ignore M2.
And los will work exacly like "blizzlike".
Spells always ignored terrains. The only map structures obstructing visions are large wmos and gameobjects ((trap)doors only if open). And gameobjects are ... Tadaaaaa... M2s.
Spells always ignored terrains.
Realy? Its bullshit. Go to official server now< and check it,
Anyway, i fix this on my srv. Taddaaaa.
Yes, on retail spells ignore terrain (mountains, floor) and M2 models (trees, that huge tree stump in warsong) but not buildings (WMO)
Yes, on retail spells ignore terrain (mountains, floor) and M2 models (trees, that huge tree stump in warsong) but not buildings (WMO)
Yep, Warsong is the best example 馃槃
All trees and rocks are M2, the houses are WMO ;)
You don't even need an active sub to test it. Make a human warlock and go near the back of the start area. Kill the goblins through the goddamn terrain.
Any update on this yet? Fear just makes people rage quit in Warsong Gulch.
Bump to give this issue some attention, first attempts looked promising but the topic died ;(
bump
Please note that TrinityCore is about learning how to apply proper C++ or MySQL DB coding to the source and see the results in the game client. Posting suggestions on how to improve the current source code is a much better way to give this issue attention than posting a useless "bump" comment which (more often than not) will be removed, because it does not add anything useful to the issue report.
Have Lastest Trinity Core 3.3.5 version and have problem, when using Blink Fear charge i Faling in textures charge. How to Fix that Problem?
Have Lastest Trinity Core 3.3.5 version and have problem, when using Blink Fear charge i Faling in textures charge. How to Fix that Problem?
Having the same issue issue here. It looks like it is a TC broken issue.
Error confirmed!
@Golrag @Keader @ccrs
Why you tagging me ?
could this be tagged as critical? it makes pvp pretty unplayable
critical is only constant crashes or data loss.
... or worldserver/authserver (built on current HEAD) not starting/loading/completing.
@Jildor , so. I remvoe "VMAP::ModelIgnoreFlags::M2" from Spell.cpp - only GO can ignore M2.
And los will work exacly like "blizzlike".
How does this affect spells from causing u to drop falling trough the world? @zabiksandbox
@Aokromes at what point do bounties get appended?
Usually the same day as a bounty is increased or created.
Depends on if there is a working link between the bounty and the issue.
Has a bounty been created for this issue page?
edit: Never mind. There is no bounty for this page yet:
https://www.bountysource.com/issues/53914964-core-movement-maps-spells-ignoring-textures?show_profile_modal=1
@Golrag Any news on this?
1 Year with textures broken.
If you cant improve it, just make a PR reverting, cause right now, this issue make 3.3.5a impossible to play
Sorry have been quite busy, not really sure i can fix it but i can try again, https://gist.github.com/Golrag/1dfc4045a74dad26195970db03e7ce04 (this is not tested, can test tomorrow maybe)
also diff is based on an older rev so not sure if it will work now
updated my gist file
with this you will blink more on the same place. Still managed to fall through the floor above the tunnels in warsong gulch but that's because pathfinder gave a path with final dest z under gridheight and closer to vmap height and a "valid" path (dont know where to look for that)
No time to be busy with PR sorry, feel free to test it tho
Sirikfoll tested it @Golrag and still not good.
He still fall of map with a high frequency
Do we got some news on this?
Can I get some examples of the failing locations ? So I can know why it fails (I think I know why but I want to be sure). Will take another look at this this week :)
Mostly in Locations with high mountains.. such as Thousand needles
Did you try it with my patch ? Anyway I updated it. Not sure at all about the changes in path finder (just playing around with it a bit). Oh and don't test it with .gm fly on.
Small summary of the changes: Don't flee (or confuse) to a location which path is a shortcut. I think that was one of the biggest issues, fear dropping while walking through terrain
Now Fear movement looks really good :)
@zabiksandbox where did you erase the "VMAP::ModelIgnoreFlags::M2" on spell.cpp, when I put mine on comments, I can't compile, get errors
If anyone have the answer, thanks!
I tested the change, it fixes fear, blink and knock back issue https://github.com/TrinityCore/TrinityCore/issues/21839
Hmh. I agree with the fear. But i can still blink trough walls/ground.
Could you provide coords?
Testet Desolace and Thousand needles. Trying to Blink up normal ways and staying a bit in front of a mountain. Its working fine when trying to blink down but not up.
use .gps to get the exact position where the blink make your char undermap
X: -1845.736938 Y: 2884.162842 Z: 45.698051 looking to the spirit healer
You didn't update your core with the patch, or you're using the original version
Blink on (.go xyz -1835.21, 2880.902, 47.82452 1) will cause an undermap on the current revision, but not with Golrag's patch.
For me every thing is fine for fear, blink and knock back.
@Killyana can you still blink through the tunnel in WSG with golrag patch? I am unable to test the patch atm, but being able to do that at the horde base has been a bug for years xD
What about Warrior charge?
Warrior charge is slightly better but still you can end undermap, it's caused by the charge not checking for available path via mmaps, so not related to this issue.
In WSG tunnel you can blink in some spots, but in other ones the character will not move at all, there's already an issue for that.
Thank you Killyana.
Is there a open issue about those spells with the same effect that Warrior Charge?
@Golrag
src/server/game/Maps/Map.cpp:2444:82: warning: unused parameter 'maxSearchDist' [-Wunused-parameter]
float Map::GetHeight(float x, float y, float z, bool checkVMap /= true/, float maxSearchDist /= DEFAULT_HEIGHT_SEARCH/) const
^
other than that my mages are really happy with this patch
@Golrag please push your changes to a branch and link the branch instead of using gists, even better if you open a PR so the discussion can continue there (even if it's a WIP, PRs are cheap :) )
Will make a PR tomorrow afternoon
The pr was merged if you encounter any under-maps caused by : Blink, Shadow step, fear, knock back, provide the gps position and how to reproduce the issue.
Intercept and charge ar not related to this ticket.
.go xyz 2849.114990 5941.172363 11.285686 530
.aura 12096
Seems like pathfinder generated a path with PATHFIND_INCOMPLETE
Destination: 2848.41504 5942.22168 11.2501392
Path:
2849.11499 5941.17236 11.2875738
2848.41504 5942.22168 0.860420227
try after e061663
That's the rev I tried it on
https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/game/Movement/PathGenerator.cpp#L240
The position returned here is wrong :/
Yes it happen in the current revision.
did it happen before too ?
nvm, found https://github.com/TrinityCore/TrinityCore/issues/23080#issuecomment-479736297 so it did happen before (and the issue is the same as what I described in https://github.com/TrinityCore/TrinityCore/issues/23080#issuecomment-469034643
ConfirM
in warsong gulch / class warrior + mage
if use spells , Charge + Blink => player Inside the Ground ! ! !
mmaps: enable !
@jackpoz
please try after https://github.com/TrinityCore/TrinityCore/commit/29bf280e3496cf13c24ccb20e37da29d3bfa74d9 to see if anything improved
Anyone up to test this after the commit of 1 month ago ? Priority high, pinned but none testing it ?
Maybe treat those who complain the most about issues (like this one) that if nobody says anything, it is all good.
Most people only say something if it does not work as expected, but stop talking when things work again.
That should work in more then only WSG cases, right?
I have 1-2 Spots noted down that have critical undermap issues with being feared. (critical in terms of its a boss fight and can affect multiple people at once -> result is a wipe)
Will test and provide feedback tuesday evening.
.go xyz -7566.065918 -1253.730835 476.800049
.aura 12096
you will fall trough the ground
or learn blink and blink from that point - you wont move at all
.go xyz 2849.114990 5941.172363 11.285686 530
.aura 12096
no movement at all
/edit
for reference - clean core on e102393
Not sure where you intend to go with those coordinates, but my player ended up 742.76 meters up in the air above Un'goro Crater.
Does it make a difference where your character is placed before issuing the command .go xyz -7566.065918 -1253.730835 476.800049
? My character stood on top of the Orgrimmar Bank (teleport location).
haha, mabye - these coordinates are inside black wing lair
OK, fair enough. Would have been useful to know that you need to move inside the Blackwing Lair instance first.
I didnt know that this is necessary - Sorry! Learned something again.
Fair enough. Steps to reproduce (to get to Nefarian's Lair) :
.gm on
+ .gm fly on
.tele BlackwingLair
.go xyz -7566.065918 -1253.730835 476.800049 469
(Nefarian's Lair).aura 12096
(cast Fear on yourself).gm fly on
becomes useful)I also tested using the .go xyz -7566.065918 -1253.730835 476.800049
command from outside the Black Rock Depths entrance and from Elwynn Forest, I simply ended up hanging in the air somewhere in or around Black Rock Spire.
edit: BTW, I tested your other location (.go xyz 2849.114990 5941.172363 11.285686 530
),
it is much safer to use: Circle of Blood Arena (in Blade's Edge Mountains, as defined by map ID 530)
edit 2: Nefarian's Lair .go
command updated to include map ID 469 (Blackwing Lair).
.go xyz has map id as parameter, please include that in the How To Reproduce steps
Is there a map ID for Nefarian's Lair or Blackwing Lair? I could not see one when I tested (in-game map ID 0,0), but maybe it does not show up in the game client?
For the Circle of Blood Arena, the .go
command contains the map ID already:
.go xyz 2849.114990 5941.172363 11.285686 530
.gps should return the map id
@Jinnaix the "no movement at all" is the way we handle places that have no mmaps support so that's the expected behavior.
As for the falling underground, what I was looking for was "is the initial issue any better now compared to when this issue was opened ?" . In particular
Players affected by fear, just ignore map. They start fly, enter in textures, a real mess. Maybe MMaps/Vmaps issue?
Same to Blink, Shadow step, Charge/Intersept.
[18:51:02] Map: 469 (Blackwing Lair) Zone: 2677 (Blackwing Lair) Area: 2677 (Blackwing Lair) Phase: 4294967295
[18:51:02] X: -7566.065918 Y: -1253.730835 Z: 476.800049 Orientation: 0.000000
[18:51:02] grid[17,29]cell[6,5] InstanceID: 2
[18:51:02] ZoneX: -7566.065918 ZoneY: -1253.730835
[18:51:02] GroundZ: 474.649902 FloorZ: 476.799835 Have height data (Map: 1 VMap: 1 MMap: 1)
Regarding the Circle of Blood Arena, it is the pillar in the middle of the arena, where the player character does not move when feared. There does not seem to be any gameobject nearby, so I don't know what keeps the player from moving, or whether that is intended or not.
edit: Nefarian's Lair .go command (https://github.com/TrinityCore/TrinityCore/issues/21255#issuecomment-585414380) updated to include map ID 469 (Blackwing Lair).
I don't see how "player not moving" is an issue if not purely cosmetic. It has little to do with this issue about "spells ignoring textures"
Fair enough. I was mostly just expanding on @Jinnaix's details. Then again, I also guess your comment is directed towards @Jinnaix.
edit: (clarification about who the "OP" is in this case)
First of all - sorry. I wasnt aware that the .go xyz command has/needs a map parameter since i dont work with gps coordinates that much. Thanks for the clarification and thanks @illfated for providing the corrected xyz coordinates.
For the Arena gps i took what @sirikfoll provided because the only selffound issue i had was located in BWL.
It might be the fact that "no movement at all" is intended for areas without mmaps support but creature/player movement while being feared is a essential part of the mechanic. Since these coordinates had already been reported, i decided to recheck them after your request to do so, thinking it was a valid report.
For my report in general i sticked to Killyanas message:
The pr was merged if you encounter any under-maps caused by : Blink, Shadow step, fear, knock back, provide the gps position and how to reproduce the issue.
Intercept and charge ar not related to this ticket.
I would say that the problems related to Nefarians Lair are valid in this point since fear movement seems to target a point right below the ground texture and forcemoves you there (what eventually results in player falls trough ground layer).
But if i missed the topic here, im sorry.
I'm no longer able to reproduce the under map issue in .go xyz -7566.065918 -1253.730835 476.800049 469 (Nefarian's Lair) with fear
I will close this issue as all main issues are fixed in rev. ffede34ba9a3
Most helpful comment
Playing around locally with some changes I made.
https://puu.sh/z7USN/4e09d7cd07.mp4
Will try to finish it after friday...