Every study needs a control group. You could release the removed path nodes for the general public and leave them in for us. See who gets jerkstop and who doesn't. Of course, it will really suck if both groups get it, but at least you'll know it isn't a pathing issue.
Woops... No no no! I didn't mean to imply anything as deep as that. Proceed as you were! Get rid of those pesky pathnodes! I think I was misunderstanding the alt-left mouse waypoint move feature. I thought it would work for general map movement (setting waypoints), but in reality it only works during combat. So please ignore my senseless comment!
@Gaear I'm no advanced programmer or specialist, but my suggestion is based on my current knowledge and experience in ToEE. Try removing all, that is unnecessary and unimplemented. I know this will be ridiculous and will be pain in the ass but still worth the try. ex. Weapons that could only be obtained via console. ex. Still beta's - like items, feats, spells, textures. ex. I suggest to make a complete modification in ToEE scripts. (if this is possible(?)) ex. Search memory leaks betw. Co8 scripts and ToEE scripts. (specifically in WotGs and Hommlet) ex. The scripts must comply with the limitations of the engine. ex. Review and search for extensive dupes within the codes. ex. Remove the console once for all via script. This will make joint players to provide more information about the surfacing bugs. (forces them and forces the bug to come out and also forces you to have daily updates for the fix) I noticed that the "Sea" - rapier when used extensively, causes ToEE to lag especially when the player status box (transparent black box; contains about hitpoints, name, initiative etc.) is filled with Temp Hitpoints: 0. While, for a certain instance on the fire node, my char.transbbox is filled with temp hitpoints 0, then I confront and killed balor in just one hit!. Fact: The current testers proved that in 4.0.1 there is no existing presence of jerkstop. So, that leaves 5.0.0+ vulnerable to jerkstop. Note: If this project is only for WotGS and Hommlet then this comment is not that useful as it should be. Edit: [Jerkstop WotGS] I partially believe that scripts in WotGS is the culprit itself for its own jerkstops. While this is a theoretical assumption, I'll give you my ideas about this one. To start with, the scripts for WotGS conflicts with the other scripts or conditions of Hommlet especially with the hard-coded one's. The # of people that Hommlet can handle, and the instances and triggers which are arbitrary by Co8 scripts. I think If you want to have a jerkstop free WotGS, you must extensively review first the triggers, conditions and scripts implemented in Hommlet before you implement another one, thereby they must be compatible or it will only produce conflicts/jerkstops. For an instance of battle between you and smigmal, the 1st condition is "if your character triggered the specific sight range for an NPC" she will attack you, and not below her 40 hitpoints will initialize the .DLG file. While the script for smigmal will call the 2nd condition, and that so she will call her henchmen. I'm usually encountering the heartbeat problem in v6.0.0+. When the henchmen are spawned and triggered, I noticed that all the elements in the game are owned by jerkstop. This one instance just proved enough evidence that there is something wrong in processing them and having a fix for jerkstop in WotGS must be admirably simple and possible. You fixed already the heartbeat problem for smigmal and her henchmen and probably this one for sure will too.
One question I have for testing the next release: do you care whether we play with NC or w/o NC? It seems like this could play a factor, but perhaps you've already determined it happens either way?
Well, it's been shown to happen across the board since its inception, so technically it wouldn't matter. However, WotGS is particularly problematic as far as jerkstop goes, so playing NC would probably be best because of that. btw, in case testers here didn't see it in the regular discussion thread, I'm not going to have 7.2 ready today. I'm having problems doing proper clipping in the new Verbo (important so that you walk behind buildings instead of on top of them and so on), and I don't want to release it half done, so it will be a couple days yet.
I've started a play through with 7.2, but my gaming time is a bit limited. I will let you know if anything turns up, it just might take a little while.
Update: the first test build is going to feature a dramatic reduction of Hommlet exterior mobs. Basically all the children and generic people that started wandering the village as of v5.5 will be relocated to their respective interiors in order to cut down on scripts firing, waypoints being walked, and day/night transfer processes running in Hommlet exterior. Those who will remain are the originals - Elmo, the badgers, Bro Smyth, the laborers, farm animals - and Kent. For now, the WotGS mobs will stay as well. This will make the town seem comparatively dead again, but much like with the pathnodes measure, if it solves jerkstop it will be worth it. I've also redone the labor camp mobs' routines so that two different versions of each turn on and off at daybreak and nightfall (castle site and camp) instead of them all trying to get back and forth to their day/night standpoints and walking long routes. I'd like to hear some feedback on the pathnode measure in v7.2 first though; we need to know specifically what has and hasn't worked.
I'm not sure, are you saying that you've had reports of jerkstop in 7.2? Or are you saying you will only perform Hommlet mob reduction if you do hear reports of jerkstop? I'm crossing my fingers. I don't mind the path node fix at all.
Well things are rarely so clear-cut (especially with jerkstop) that there would be some unilateral agreement that 7.2 had no jerkstop; that said, so far there has been little feedback. (That itself is generally a positive sign, because people almost never say anything when things are going well.) To answer your question though, if everyone piped up and said "zOMG, teh jerkstop is gone!" we would put this project to rest. But absent that, we will proceed with the mobs test for you guys here. I'd just like to know if you yourselves see jerkstop or not in 7.2 before we proceed so we know where to point fingers.