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MasterToma

Share [L2OFF C1/C4] PathMaker

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Hello,

 

Finally I crashed PathMaker algo, and managed to reconstruct it. I checked files, produced by leaked C4 PathMaker.exe, they are the same as chechsums of files, produced by my PathMaker (77 zones):

panthode.bin MD5 6e f4 cb 8d 34 c1 85 36 42 d3 00 1d ae ae 88 11
pathnode.idx MD5 d5 fe 45 50 d2 bd ad 25 e8 ed ef 6c 86 de 0e 31

So, this PathMaker is 100% compatible with C4

 

This time I also share algo overview together with PathMaker tool itself:1_original_19_24-jpg.28179

 

For those of you, who knows geodata format, this description should be enough. At run-time, L2Server uses A-* pathfinding algo in order to navigate from point A to point B, using PathNodes and links between them in order to bypass obstacles.

 

Astar_progress_animation.gif&hash=4613ca

 

Detailed description of algo might be found here, unfortunately I don't have time to translate it to English.

 

Edited by MasterToma
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GF/GF-H5 compatible version is added. This version generates indexes with x_26 support, therefore is not compatible with C0-C6 L2Servers.

 

MD5 of 77 zones are the same, as from original PathMaker64.exe

panthode.bin MD5 6e f4 cb 8d 34 c1 85 36 42 d3 00 1d ae ae 88 11   
pathnode.idx MD5 f8 2c f7 6c 9f 0b bc 69 2f 23 18 f7 e3 73 93 08

 

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Have you tried to build pathnodde with path64 for new clients and managed to //viewpn ingame? every time i have, //viewpn is massively screwed with lines/dots everywhere and massively broken, i am worried it is not actually building valid PN, as these primitive packets have not changed.

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weird, with build zoned geo, and pathmaker 64 pathnode i get //viewpn results as such in game

Fp1tNjd.jpg

but for the most part, pathing seems to be fine, it just always bothered me that //viewpn was so broken, maby i am wrong about the packets not changing....

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