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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

01-31-2007, 06:22 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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You fall through when it's on a grid as I had feared you mean?
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01-31-2007, 07:45 AM
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Fire Beetle
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Join Date: Jun 2005
Posts: 13
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I like killing/sapping/sinking the halas raft all the time.
Fun for the first 5 seconds. :(
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02-01-2007, 03:53 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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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.
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02-01-2007, 04:16 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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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...
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02-01-2007, 05:39 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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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.
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02-01-2007, 06:04 AM
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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 =)
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02-01-2007, 06:26 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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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?
Last edited by cavedude; 02-01-2007 at 02:32 PM..
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