Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Database/World Building

Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 03-28-2004, 03:51 AM
Scorpious2k's Avatar
Scorpious2k
Demi-God
 
Join Date: Mar 2003
Location: USA
Posts: 1,067
Default Re-launching the Boat Project

We've talked about this before (here and here), but the NPCs weren't moving correctly. I just finished fixing them.

The problems (1) warping to a waypoint, (2) doing a little half circle when leaving a waypoint followed by a warp, and (3) always facing north at a waypoint have been fixed and are in final testing on our server. They should be in the EQEmu source in a day or two if there are no problems.

Anyone still interested in having working boats? We have set up a special boat builders area on our forum along with upload/download areas.

What do you think? Anyone want to do this?
__________________
Maybe I should try making one of these servers...
Reply With Quote
  #2  
Old 03-28-2004, 11:15 AM
smogo
Discordant
 
Join Date: Jan 2004
Location: 47
Posts: 339
Default

Quote:
The problems (1) warping to a waypoint, (2) doing a little half circle when leaving a waypoint followed by a warp, and (3) always facing north at a waypoint have been fixed and are in final testing on our server. They should be in the EQEmu source in a day or two if there are no problems.
Great work !

btw, there's been no update to source cvs for 4 weeks :(
It'll be good to have fresh stuff
Reply With Quote
  #3  
Old 03-28-2004, 02:34 PM
RangerDown
Demi-God
 
Join Date: Mar 2004
Posts: 1,066
Default

I just started playing with EQEmu in the last week or so, but I'd be interested in doing whatever I can to help get boats working. You guys are doing a great job!

I skimmed thru the two threads you linked, and it looks like the biggest issue right now is how to handle the zoning. I'm guessing that the way EQLive handles boats and zoning is a very delicate synchronization, with the boat popping in one zone about the time it depops from another... and then the boat that just depopped is now on a respawn timer. Of course, for this approach to work, the zones have to be static, so this approach won't work really well for most EQEmu servers where we'd like the zones to stay down until a player needs them. That approach is also very fragile and too prone to the boats getting out of sync... which helps prove my theory that this is the approach EQLive uses

My first thoughts are that the boats should be treated separately from other NPC's. Scorpius2k might be thinking along the same lines as me, as he (she?) suggested that changes to world.exe and zone.exe might be necessary. I was kind of thinking that world.exe should employ a boat subsystem where it will keep the zones informed of what boats are passing thru. And even tho the boats in EQLive are circling their routes 24/7, to ease the burden on our servers we can have the boats be suspended at their home docks until something triggers the route to start. That "something" being a player walking onto the boat, for example, or if the quest system will allow it, something the player says to an NPC can trigger the route to start.
Reply With Quote
  #4  
Old 03-28-2004, 03:01 PM
Scorpious2k's Avatar
Scorpious2k
Demi-God
 
Join Date: Mar 2003
Location: USA
Posts: 1,067
Default

My thought was to get the two boat method going (cruiser/shuttle) which is not like live, but produces a workable system. I think I described it in one of those threads.

Because of the way it works, it functions well with servers running only dynamic zones or those with static zones.

This is not to say that a live version of boats couldn't/wouldn't be done, but I was thinking it would be nice just to have something working quickly. I think 12 people could do this in a week. A live version would take longer.
__________________
Maybe I should try making one of these servers...
Reply With Quote
  #5  
Old 03-28-2004, 04:16 PM
RangerDown
Demi-God
 
Join Date: Mar 2004
Posts: 1,066
Default

Good point
Reply With Quote
  #6  
Old 03-11-2005, 05:40 AM
reketh
Fire Beetle
 
Join Date: Mar 2005
Posts: 12
Default Re

Was just reading through old threads and noticed this one. Im dearly interested in getting the boats back.

How they did it live? Was not much synchronisation I think. The boat paused when zoning in its movements enough to let people have time to zone (I was a fast zoner in the older days and I noticed how the boat was slacking around on the same spot for ages after zoning =P).
Reply With Quote
  #7  
Old 03-14-2005, 03:02 PM
Tolapumj
Fire Beetle
 
Join Date: Dec 2004
Posts: 6
Default

All I care about is gettin the lil canoe boats to work(the ones you can click to controll). If you can get those to work you could do so much more, like make an item that summons boats.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:02 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3