EQ2Harvest NULL issue

racer1123

Active Member
I decided to run a path in Thundering Steppes and used eq2patherlegacy, but when I went to go run eq2harvest it ran for about 5-10mins then it starting running towards node NULL. This node isn't within my preset range and all it does is run into a wall or direction until it gets stuck, then says added node to BadNodes list and heads back to the path. After it gets to the path it runs a bit further and does the same thing to the same bad node. Do I not have a badnode list or is there a bug? I am only harvesting the ore and stone with a 80 range. It also did this in the Eternal Gorge in CL. What could be the issue?
 

Kannkor

Ogre
Unfortunately the movement EQ2Harvest uses is quite old. The movement functions itself were no longer supported in 2006.

I don't have any reason or "fixes" for what you are experiencing, however a new harvest bot is in the works. A Beta version will be released soon. I expect within a week or 2.
 

Forlon

Active Member
The bot is finding NodeIds that aren't in the Actor array for some reason. A quick work around is to add the code

Code:
if !${Actor[${NodeID}](exists)}
{
echo "can't find node ${NodeID}"
Harvesting:Set[FALSE]
continue
}
before the line that reads

Code:
if (${Actor[${NodeID}].Name.Equal[?]} || ${Actor[${NodeID}].Name.Equal[!]})
The actual bug seems to be with the Actor[] and not with any Navigation system.
Is Actor an internal object array? If so it seems like a new bot would experience a similar issue?
 

Forlon

Active Member
After further investigation it seems to be a bug with IS/ISX not being able to address memory after a certain point. I'd like to say 2GB but it may be before that like 1.5GB+ (512MB video memory plus app). If EQ2 starts using more than that amount of memory, it has problems retrieving data from the process. So it finds the nodeId for a particular node, but is unable to retrieve the actual struct or whatever for that node.
 
Last edited:
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