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-   -   Boats and SHips (https://www.eqemulator.org/forums/showthread.php?t=19883)

mrkcmty3 01-02-2006 02:09 AM

Boats and SHips
 
I'm back, and not done populating with boats and ships lol. Has anyone else done this? I haven't been on the forums for like ever.

lilmuff 01-02-2006 02:58 AM

All the servers ive played on knowone uses them,even Live dosent anymore.

image 01-02-2006 06:18 AM

When they updated DirectX in the EverQuest Client they broke object collision, you fall through boats now so it will never work.

Sarepean 01-03-2006 09:31 PM

I didn't know that. Still, that sounds like something Sony would do--- "Well, we broke it. Let's make a patch and make it seem like it was broken to begin with and that we've fixed it by breaking it. Also, nerf two random classes. It will seem more authentic like that."

Sakrateri 01-04-2006 01:44 PM

OMG , you got me laughing my ass off at that one Sarepean. :lol:

inkubus 04-23-2006 04:08 AM

I have noticed that with the Ghost ship (114) the collision is still working. Try it in oot.

inkubus 04-23-2006 04:34 AM

Plus the maiden's voyage (race 72)

ichijin 04-23-2006 07:30 AM

I rode the raft in Halas, have not yet been to the other boat locations, but the raft worked, except for a few little glitches in its pathing process.

Smedy 05-03-2006 05:42 AM

Quote:

Originally Posted by Sarepean
I didn't know that. Still, that sounds like something Sony would do--- "Well, we broke it. Let's make a patch and make it seem like it was broken to begin with and that we've fixed it by breaking it. Also, nerf two random classes. It will seem more authentic like that."

hahahahah, sad but very very true

hansolojim 05-07-2006 04:51 AM

re
 
I heard a rumor that boats will be back on live when that progression server opesn.

Angelox 01-30-2007 02:15 PM

Sure would be a cool thing, to be able to see that ship sail in and out of butcher again, maybe even get a ride on it :(
The ships existed back in the golden days when Everquest was a ton of fun. There was no AA's or special augs, nothing fancy - didn't need that crap anyways. It was so much fun with out all the expansions and all the other garbage SOE forced into the game.
Those were the days when GFay ment something, traveling to Butcher for a ride to Freeport on a boat was a major deal.
Risk/challenge for reward; The greater the challenge, the greater the reward. That's what SOE lost, and we (EqEmu) don't have it either. The main reason why we don't have it, is because, instead of tweaking the zones and putting good challenge and gameplay in what we have, we're too busy trying to keep up with the Live Eq madness.
By adding higher level zones, increasing the character level, high exp rates, we convert the lower zones we have into something worthless, just like SOE did.
By enabling Loot/plat drops as common as we have them now - that all becomes no-challenge, and worthlless too.
Sometimes I wonder if what we have for players on our servers now, are a group of people that are just in the game for the cheat of it. Maybe all the real players came, saw how it was, and left a long time ago.

Kayot 01-31-2007 01:24 AM

Enjoying the DB... Not the Game...
 
The reason I run a server isn't for the server at all. I enjoy using SQL. But I understand where every one is coming from. I joined eqlive a few months before Velious came out. I still remember riding to Kunark on those little boats. The trip to Freeport was always fun and I remember crossing the world on foot at least twenty or so times. /gems was a nice game to play when meding or on the ships. I remember my first trip to Estate of Unrest and how I felt scared that a pumpkin head could fear me into submission.

When Velious came out I was like "Why do we need that?"

Later on as more stuff got added I felt less and less useful. Luclin came out and it took me a while to get the patch. Then not a month later Sony went expansion crazy. After GoD I stopped playing. I didn't like guilds and that

cavedude 01-31-2007 01:40 AM

Getting boats working has always been a dream of mine, I would do anything to get rid of those damn translocs. I know they are what are on live, but come on boats were just cool. Who doesn't have great memories waiting for the boat, riding on them, and my favorite past time was to jump off, cast lev while i was sinking into OOT, cast sow, then do a Jesus meets the roadrunner along side of said boat ;)

Some boats still indeed work as far as collision detection is concerned. I also believe I tried this way back when but I am pretty sure changing the gender of the Freeport boat works as well. As far as anything else, I can't say if it will work. The pathing will be a pain, as will forcing zoning so that there is still a boat on the other side for all the slow booters. (prolly best to use Perl), then there is the idea that since collision detection has changed I am worried that once the boats starts to move, the toon won't move with it, and just fall into the sea.

But, I am willing to give it a go. Anybody else up for it?

solid11 01-31-2007 05:30 AM

I'm all for it.

mattmeck 01-31-2007 05:53 AM

There was a huge project going at one point to get boats working, it fizzled out when the Direct x update made it so you fall right through the boats.

Until thats fixed its all wishing.

cavedude 01-31-2007 06:22 AM

You fall through when it's on a grid as I had feared you mean?

iamjooish2 01-31-2007 07:45 AM

I like killing/sapping/sinking the halas raft all the time.

Fun for the first 5 seconds. :(

John Adams 02-01-2007 03:53 AM

I'm tellin ya. There's a boat in Neraria's Landing you can get on, and it moves. Doesn't zone you, but it's a start. Also, someone mentioned a while back that setting the boat's "gender" makes you not fall through? Not sure if that was the setting.

cavedude 02-01-2007 04:16 AM

Yep, John Adams is correct. Zoning is no problem, we use Perl. We'd have to anyway to help ensure that when you zone in there will still be a boat under you ;) On Live if I remember the boat was a zone within a zone, so if you were a slow booter or crashed, you'd log back in on the "boat zone" no matter where it was. Obviously, we can't do that but we can setup delays and such...

Angelox 02-01-2007 05:39 AM

I can already see ways to enable zoning 1 player via perl - problem is, how to land many players on the boat, while it waits.
There would actually have to be another boat waiting at the Zin, that will not move for x-amount of time, give chance for all to zone. after that time is up, any players not zoned yet, get booted to the character screen, where they log into their starting point, thus the boat starts moving.
I don't think the reason why Sony stopped the boats because of players falling through - they stopped the boats because they were having major trouble keeping the FV boat and skiffs in sinc with the rest, including the oot boat. to a point where they decided it was not worth the trouble, as they were already making everything much easier for the rich, lazy players with the newer methods of transport.

mattmeck 02-01-2007 06:04 AM

talk with scorpious2k, he was the force behind he boat project last time, he may still have some of the work, or at least tell you there idea =)

cavedude 02-01-2007 06:26 AM

If we set up the paths so that we nearly always have a boat at the zone in points, even if it requires 4 or 6 ships I think that would help with most of the issues. We could use perl timers to regulate the spawning of a boat in the port zones, so even if Freeport is dynamic, when it boots it ticks off the 10 or 20 min whatever it was and then spawns the boat. Since there is always a boat at the OOT zone-in due to OOT's paths (OOT will prolly need to be static) we don't have to worry about players zoning into watery deaths. So the trick here is I think 1 boat in Freeport, BB, etc. But several in OOT.

EDIT: Just realized this didn't take in account players on their return trip into a port, but I still think this idea could work with some tweaking.

EDIT #2: We should take a look at the Mangos source and see how they do it. Yes, I know Mangos is a WoW emulator and much different then EQ but the theory of sending a ship through a zone while keeping players in mind should still be the same, right?

Richardo 02-01-2007 06:53 AM

I made a system that worked a long time ago. :) Not sure if you want to do it in perl but, it is plausible.

Here is a little ghetto and there are probably better ways of going at this but whatever... This is not a tutorial for people that dont know perl or how to write new functions which is why I didnt put it in tutorial section.

First..
we will use oasis for an example.

Spawn the boat in oasis and make the boat start away from the docks, create a grid that leads the boat at the docks and depart to a final waypoint which will stop for 30seconds.

Once the boat goes to the final waypoint which is at the edge of the sea, make a waypoint check in perl and on the check, make it set a proximity that teleports players to the coordinates of the boat in the next zone, and also make a timer on the waypoint check for 10 seconds and once the timer is up, use quest::depop(); and set the boattimer to however long it will take the second boat to dock and make its round trip.

Ok, here is the tricky part. On the second boat that players will spawn on, you must give it a proximity and when players enter the proximity, you will need to make it close the proximity and set a timer on the boat for 30 seconds giving players enough time to load through. After the 30second timer is up, make it join a grid that will go to the docks and then make the boat go to another edge of water and set another proximity that will teleport the players back to the boat on the oasis side. After the proximity is set, give it a 10 second timer and make it leave the waypoint causing the boat to wander back to its original spawnpoint. (It may not leave where you made it leave the grid so you might want to make it depop using quest::depop(); and give it a fast respawn time)

Anyhow, thats a hard and tedious way to redo boats, now if you have a better idea, please feel free to post your strategic idea below.

(ya I ripped this from an old post of mine.)

Quote:

Originally Posted by cavedude
Yep, John Adams is correct. Zoning is no problem, we use Perl. We'd have to anyway to help ensure that when you zone in there will still be a boat under you ;) On Live if I remember the boat was a zone within a zone, so if you were a slow booter or crashed, you'd log back in on the "boat zone" no matter where it was. Obviously, we can't do that but we can setup delays and such...

You can do that with hardcode or proximity.. Maybe after the boat leaves, spawn an invisible npc that creates a proximity that calls the boat quest, tells it to move the player to its x and y coordinate and give a reasonable z coordinate so the player falls on the boat in enough time to hit the boat and not miss it as it zooms beneath him/her. And if you crash.. well, I guess your screwed.. or create a perl function that checks for LD players within the proximity and checks the zone for the player to log back on and moves the player the same way as the slow zoner npc.

Ghetto? Perhaps.. Fixes the problem? Definately

cavedude 02-01-2007 07:04 AM

Quote:

Originally Posted by Richardo
You can do that with hardcode or proximity.. Maybe after the boat leaves, spawn an invisible npc that creates a proximity that calls the boat quest, tells it to move the player to its x and y coordinate and give a reasonable z coordinate so the player falls on the boat in enough time to hit the boat and not miss it as it zooms beneath him/her. And if you crash.. well, I guess your screwed.. or create a perl function that checks for LD players within the proximity and checks the zone for the player to log back on and moves the player the same way as the slow zoner npc.

Ghetto? Perhaps.. Fixes the problem? Definately

That's a damn fine idea!

Richardo 02-01-2007 12:33 PM

And not too difficult. The only problem with using proximity in quests is that it doesn't detect players within range unless they move.. so it would require a few code changes. And by calls the quest boat, I meant use sub event_signal

Scorpious2k 02-03-2007 05:33 AM

My approach, which I had working on our server before the boats changed, was simple. I made two kinds of ships... shuttles and cruisers.

From the player's point of view:

You get on the ship ( a shuttle ) , it takes you out into the ocean for a while, stops and waits. A second ship ( cruiser ) comes by and pulls along side. You get on and it takes you around. Eventually, it stops and another ship (shuttle) pulls along side and takes you to the dock.

In effect, shuttles moved to to/from docks and cruisers move you over the large bodies of water.

How it works:

You have ships that move and ships that are always in a known, static position.

You get on a moving ship and ride it until it zones you. You zone onto one of the static ships (so the zone point is static). The effect is that the ship you were on has stopped. The new zone's moving ship pulls along side and moves you around the zone. When you zone again, you end up on a static ship again, waiting for the moving one to pull along side.

Like I said, simple. Its all in the presentation to make the illusion work.

Angelox 02-03-2007 05:47 AM

Were you able to use the SirensBane? (original Eq skiff)

Scorpious2k 02-03-2007 07:17 AM

Quote:

Originally Posted by Angelox
Were you able to use the SirensBane? (original Eq skiff)

As I recall, we did.

Angelox 02-03-2007 07:38 AM

was it pre- titanium? I'm just trying to figure out why the Skiff is fall through now - To me, all this is pointless without the original Skiff. I'm sort of a Retro-guy.

Scorpious2k 02-03-2007 09:05 AM

Quote:

Originally Posted by Angelox
was it pre- titanium? I'm just trying to figure out why the Skiff is fall through now - To me, all this is pointless without the original Skiff. I'm sort of a Retro-guy.

We did it pre-Discord. I think it was in GoD that they broke the ships.

morganpartee 02-03-2007 12:17 PM

i would love to have boats. and to have them to play with.

especially if you could make them part of a quest, and have a boat arena...

Im thinkin LAN PARTY!!! lol

Cripp 02-03-2007 02:08 PM

i have a little boat system set up on my server in nro (old)...
i use the canoes, theres like 18 of them and u have to pay 10 gold or somethin to a little guy standing next to boat to get a ride to the other zone.. and u get a fun little ride.
it works perfect for what i want it for.. it will transport to another zone but havent decided on the zone yet.
heres the perl scripts for the boats/guy if anyone wants to see...
http://nug.cvs.sourceforge.net/nug/n...RL/Quests/nro/

/shrug

morganpartee 02-11-2007 09:56 AM

well...we need boats back. i wanna sail on the queen of thorns one day lol

Angelox 02-11-2007 11:13 AM

I think the problem is, clients like Titanium do not have complete data on the ships anymore. They just have some partial data left over from before. So we can do some things with what we have. SOE is not worried about ships , because they don't use them anymore - and if they do ever need, they just have to patch and update.
Even if we did get full, working ship, it would just be a "novelty" as no one would really want to use them all the time.
I could be wrong and the data could all be there - maybe just have to look harder.

ArChron 02-15-2007 09:37 AM

Working boats/ships would make all the PoK books go poof on my home server...

Not that the peeps at home would like it, but they have to learn what it was like "before"... They moan and groan about how long it takes to get places even using PoK books while I laugh and say "If you only knew... when was the last time you had a corpse run that really meant running? You're all a bunch of PoK-gatin mammas'boys"... That really gets 'em steamed...

Angelox 02-15-2007 01:45 PM

Quote:

Originally Posted by ArChron
Working boats/ships would make all the PoK books go poof on my home server...

Not that the peeps at home would like it, but they have to learn what it was like "before"... They moan and groan about how long it takes to get places even using PoK books while I laugh and say "If you only knew... when was the last time you had a corpse run that really meant running? You're all a bunch of PoK-gatin mammas'boys"... That really gets 'em steamed...

Lol, but really, this was all part of the game - these things were what made EQ. Even a trip from Gfay to Freeport was a major move, not to mention, you risked loosing your stuff if you couldn't get your corpse back. This put exitement, adventure into the game. And it was a true challenge.
All this work I've done; all the days/weeks I spent building LoY zones - took me days just to research/setup legendary characters like Bilge Farfathom and Quillmane. For what? It doesn't really matter anymore - these classic zones, are just sitting there, no use for them anymore, no one is interested. This is because the ability to level up to 65+ , ubber zones with common drops that contain unheard-of stats. Who wants to waste time doing the ogre head quests in Butcher? Who wants to quest the Raincaller bow or camp the Pearl Kedge Totem? It's pointless to do this with eras like PoP available. Stuff like PoP , is a whole new game, intended to make what you have obsolete so you'll buy it. A lot of people here appreciate what I did, but they are not the players, they are ones who start the servers - I wanted the players too, I wanted them to experience what I did, when I played live.
Some eras are not too bad; Kunark, Velious, LoY, etc - they can still keep the older zones with some value. What really hurts, is when you raise the characer-level cap and add higher-level zones.
What to do?
I already started; I'm working on a "classic" database. Blocked access to all zones but the classic zones , removed all PoK books, looking into things like bring the level cap to at most, 60. Slow down exp ratios, make plat scarce. But this is just a start - other things need to happen, these zones need to be challenging - all or most the quests need to be in place, and working, factions as on live, . Not really like "live" , because the mad rush to be like live, is what's killing all the work already done. It's really not of best interest to race with live, because SOE Corp does it for the money ( they don't care if no one plays in Unrest), and we just want to play. When Verant was in charge, he did it for the game too.
Every little detail has to be in place: Muddites in Beholders Maze blind you, not every freaking caster in the game! The npcs' spells have to be tweaked according to each npc, not just a big "blob" of spells that have every possible spell to the class.
I started this with ax_peq, but now I realize that there's more to it than just detailing the zones; There has to be a "balance" between all the zones you have available.
If you want PvP, or just Raid, only want high level zones, then this is not to your interest whats out now might work - or maybe what you really wanted is what Everquest Live is mostly become today: A giant,fancy "chat room" where users dress up like paper dolls and brag/show off their latest buy from Bazaar with plat they bought on the web.
So anyways. I started - it's no big deal, just work that needs to be done, sort of like a "data-entry" job but with no pay. I'll start with one zone at a time, and will not move to the next zone, untill the one I have is done.
The other zones are not eliminated, just blocked - so if anyone gets bored with what they have, they can always open up a compatible zone.

Sakrateri 02-16-2007 05:58 AM

Amen to that Angel,

I fear the great game that EQ was is gone forever and any hope of seeing something close professionaly may be in Vanguard but I am leary to buy it. I was on beta and it seemed pretty good but Sony is involved now so I will stay my dollar and wait to see what develops from the evil empires take over of that game. Good luck on your endeavor with this and remember that in the end it only has to please you and no one else. I am working on the same thing myself of trying to get a game like EQ use to be going and only time will tell how its going to work out...lots of time lol.....Good luck !

raisins4eyes 08-27-2007 03:32 PM

I am going to first say I am sorry for draging up an older thread. I have seen boats working in Shards of Dalaya. I am also trying to figure out how they are doing it. Of course I am only 2 weeks into the emu scene. If there has been someone to figure this out would you please post a link or post of how? I have searched and turned up empty. I might not be searching in the right place or something. Thanks.

leslamarch 08-27-2007 03:50 PM

Quote:

Originally Posted by raisins4eyes (Post 137543)
I am going to first say I am sorry for draging up an older thread. I have seen boats working in Shards of Dalaya. I am also trying to figure out how they are doing it. Of course I am only 2 weeks into the emu scene. If there has been someone to figure this out would you please post a link or post of how? I have searched and turned up empty. I might not be searching in the right place or something. Thanks.

I;m pretty sure that Angelox's boats mostly if not all work, you should check out his database. Very well done if you ask me, Nice work.

TheLieka 08-28-2007 06:03 PM

I use the AX database on my server. The boats are actually translocators that activate when you step onto them. It works pretty damn well, and when you run up to the dock, a boat spawns and swings around. You always get that feeling that you just caught the boat. ;)

I've had a lot of people bitch and moan about the fact the fact that there's no PoK, but I love it. It's like EQ when I left it. =)

Daxum


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