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xinavmeshes's Issues

error emssages on active servers after long uptime

By long uptime I don't just mean a servers uptime I mean if a zone stays empty this issue basically won't happen. Its like zones don't exist when people aren't in them. Anyway, in a zone seeing a lot of player traffic for many hours, the console log will begin to fill with navmesh related error messages where previously we were not having issues.

CNavMesh::findRandomPath startRef is invalid (-574.346985, -0.593000, -473.778015) (132)

CNavMesh::findPath Couldn't find path (-254.328995, 32.438999, -433.661011)->(-250.373337, 2.877833, -414.505402) (254)

Stairs in The Eldieme Necropolis

Mobs can't climb them. The ones by the four Gravestones and the plates that change those doors. I didn't check the past version of the zone but it's probably the same there.

Boyhada Tree

Mobs get stuck on ledges and start wandering back and forth

The Shrine of Ru'Avita

Faust seems to care very little for walls on his floor or teleporters. He walks right up the teleporter as a ramp and through walls.

I don't know if it is like this for all teleporters, but at least the blue door teleporter on his floor.

thoughts about doors

Hi, i was thinking about the door removal decided after the CN bug(that's the only camp where mobs are stuck) .
In retail, when you ride a chocobo in batallia S , rolanberry S, gates are opening once you're nearing them (while the player running needs to click them).
in the npc_list, doors are either lcickable or not (flag 4099 or 6147) and shares all the same model 0x02000...
i was thinking that if instead of removing every door it could be possible to block mobs regarding those flags, 6147 would block them 4099 would allow mob to open / go through (99 percent of the time they go through, the only opening i know of is the door opening with a key where you can aggro tonberry on the other side ending with having mobs opening it without key)

RuAun Gardens

I don't know if you are taking issues, but in RuAun Gardens, Dolls that are in the wall don't seem to aggro properly(like they can't see me because Im a taru) and Despot paths very awkwardly around the little ponds.

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