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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc. |

10-31-2006, 05:08 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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PoS zout
can some one post the Loc for the zone-out from postorms to PoT, I can't remember and can't find it.
Thanks
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10-31-2006, 05:24 AM
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Dragon
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Join Date: Dec 2003
Location: Earth
Posts: 818
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zone ?
Quote:
Originally Posted by Angelox
can some one post the Loc for the zone-out from postorms to PoT, I can't remember and can't find it.
Thanks
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Zone in is the caves and go to the deepest cave. The zone-out is a tree in the far corner.
the PEQ loc listing is as follows.
INSERT INTO zone_points VALUES (1080,'postorms',1,0,0,0,0,207,178,-1620,256,0,209);
INSERT INTO zone_points VALUES (1081,'postorms',2,0,0,0,0,6040,-1087,-485,198,0,210);
INSERT INTO zone_points VALUES (1082,'postorms',3,0,0,0,0,2088,1562,-451,348,0,210);
INSERT INTO zone_points VALUES (1083,'postorms',4,0,0,0,0,-682,1097,-929,412,0,203);
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10-31-2006, 05:43 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by sdabbs65
Zone in is the caves and go to the deepest cave. The zone-out is a tree in the far corner.
the PEQ loc listing is as follows.
INSERT INTO zone_points VALUES (1080,'postorms',1,0,0,0,0,207,178,-1620,256,0,209);
INSERT INTO zone_points VALUES (1081,'postorms',2,0,0,0,0,6040,-1087,-485,198,0,210);
INSERT INTO zone_points VALUES (1082,'postorms',3,0,0,0,0,2088,1562,-451,348,0,210);
INSERT INTO zone_points VALUES (1083,'postorms',4,0,0,0,0,-682,1097,-929,412,0,203);
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Thanks, I'll check them out see if they work
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11-01-2006, 02:39 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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I just had to scratch my head, because of all the times I played there - I always played a caster, so gated away. never used the caves...
GeorgeS
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11-02-2006, 12:08 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by GeorgeS
I just had to scratch my head, because of all the times I played there - I always played a caster, so gated away. never used the caves...
GeorgeS
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Same here, actually there's a big old tree in the back of a cave which wasn't there at first, and made things worse for me 
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11-02-2006, 06:55 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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The tree IS the zone out. I've lived and died many a time in PoS. There's a reason for that acronym. 
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11-02-2006, 12:02 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by John Adams
The tree IS the zone out. I've lived and died many a time in PoS. There's a reason for that acronym. 
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Well, I meant I got the tree, "planted" it, and got it working.
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11-02-2006, 12:06 PM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Oh, it was missing completely? hah. Well done, green thumb. 
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11-02-2006, 12:57 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by John Adams
Oh, it was missing completely? hah. Well done, green thumb. 
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I was going to wait tell we got most all the Cavedude zones dumped, merged, and semi-working, tell I made a new DB post. But In these past few days, I've had much help from cbodmer , he's overhauled the database and brought it up to PEQ-RC1 standards. My DB was started with the original PEQ DB.
It all looks great, and I think runs a lot better. So I decided to compress it and post it for everyone to enjoy (later on tonight).
The new zones will be playable; mobs will have aggro, some drops, zone in/out should work and also a few roamers. When we get done with the full merge, we'll get back to placing more drops and named-mob spawns.
Everybody, I know I keep asking this, but don't forget my Harbinger's Spire map file, incase someone knows a way to make it. If you look at the detail in all loots, spawns, grids there - you'll see i worked my arse off in that zone. I hate to see it go to waste. When I spawned that zone, I didn't even know what a map file was for!
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11-03-2006, 11:37 AM
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Sarnak
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Join Date: May 2006
Posts: 43
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harbingers
Ok I got azone_eqg to run on windows. Using the debugger,
I have found that harbingers and others, have an issue related to polygons.
I am still looking at the buffer offsets, it may be in the wrong location within
the file or the structure used is the wrong length...
Here is a comparison of harbingers and wallofslaughter (I know the values should
be different, but they should be close not miles away)
This line is from ter.cpp and copies data from the buffer into the polygon struct,
the bottom line is harbingers, does not have correct data, where the buffer is pointed.
(about line 110, I have been cleaning up the code, so your mileage may vary)
ttri = (ter_triangle *) buffer;
in WOS
ttri
+ v1 = 0
+ v2 = 1
+ v3 = 2
+group = 6
+unk = 65536
in HAR
ttri
+ v1 = -1089951531
+ v2 = 1050283546
+ v3 = -1089728055
+group = 1050291257
+unk = -1089958747
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