Re: MQ2Nav 1.1.0 Release
I read through your Wiki, code for kiss and any call for
/nav loc is correct after the changes maskoi called out above. There are no calls in the mac that doesn't include the
/nav locxyz X Y Z. Unless the <> are reguired which I doubt?
You are correct, the <> aren't expected.
Just to be clear, the "invalid nav destination" error only occurs when it doesn't recognize what came after
/nav, so if it says "invalid nav destination: 1 2 3" then it means the command was
/nav 1 2 3. I haven't looked at KA myself, but it sounds like its still executing the wrong command somewhere. Maybe /poke maskoi to release an update
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Can't figure out why the Scorched Woods mesh generates under the world. Ideas? Or can anyone that got it to work post their scorched woods one?
Saw this occurring in Katta Castrum too, didn't check scorched woods. I was going to take a look at it tonight as well. I think you might be able to work around by reducing the bounding box substantially.
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Figured out the crash, its actually a problem with one of the dependencies (boost). I did a lot of things to make Innerspace work (including completely rewriting the hooking mechanism), one of which was disabling some runtime level features (stuff the development tools put in automatically). Seems that boost does not have this disabled and so its trying to do something that ends up conflicting with innerspace.
Anyways, the two things I'm looking to fix is this crash and the empty/flat mesh problem (scorched woods) and will try to get those two out in an update, probably tomorrow.
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Issue with scorched wood and katta is the height of thezone. The bounding box is too low on the Y axis, which is causing bad mesh. Its caused by the objects that are super far below the zone. Bring up the lower Y axis of the bounding box to fix.
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MQ2Nav 1.1.1
OK I lied. Couldn't wait until tomorrow.
release page:
https://github.com/brainiac/MQ2Nav/releases/latest
Bug Fixes
- Fix crash when loading MQ2Nav while also running InnerSpace
- Fix problem selecting zones that have duplicate names in the zone picker
Also found a couple known issues:
* Navigation may not create a complete path if the target location is too far away
* Zones that have a lot of garbage beneath the geometry may product broken meshes. This is because there is a limit to the height of the mesh. If this happens, use the bounding box controls to bring the lower Y plane up higher.
* I noticed an issue where the bounding box controls may not save properly.
edit: Is there a way to disable this --- updated --- nonsense? I want to make a new post that I can link to. bah.