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  #1  
Old 07-10-2008, 09:50 PM
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trevius
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Your zone_points table isn't fully updated. Personally, I disabled the mqzone detection on my server so that I don't have to mess with it until either I or someone else gets all of the zone points added in and updated. The rest of it works fine. To disable mqzone detection, look at the rules posted for it.
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  #2  
Old 07-12-2008, 04:04 PM
KingMort
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Yeah it is disabled but still in some zones people are going into loops, zoning in and out over and over or something... Only started happening after the code went in..
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  #3  
Old 07-12-2008, 07:58 PM
TheLieka
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Never heard of this one. Is it only certain zones? If so, what zones?

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Old 07-12-2008, 08:00 PM
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I had this looping problem with original code on the forums, however TGC has never had this issue with the altered version KLS put into the official code base. It was the incorrect zone_points in the DB causing it of course (putting in valid coords for both x,y,z, and target_x,y,z corrects this), and I believe KLS removed the zone check in the core code.

Last edited by cavedude; 07-13-2008 at 04:02 AM..
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  #5  
Old 07-12-2008, 10:00 PM
Angelox
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Quote:
Originally Posted by cavedude View Post
I had this looping problem with original code on the forums, however TGC has never had this issue with the altered version KLS put into the official code base. It was the incorrect zone_points in the DB causing it of course (putting in valid coords for both x,y,z, and target_x,y,z corrects this), and I believe KLS removed the zone check in the core code.
What? I hope not! I've been all week fixing the zones - TheLieka already said what the problem was and what to do (disable in rule_values). This just needs to get all the zone_points fixed and in place; just a little work and I'll have it done in a while. I was planning on posting the fixes(when ready), but if it' out of the source, then it's pointless.
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  #6  
Old 07-12-2008, 10:11 PM
KLS
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In the official source I still have the check but I took out the forced zone cancel which was what was causing the loop. The detection remained in place.

I'll be up for adding it back in if we can get the zone points completely updated.
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  #7  
Old 07-12-2008, 10:39 PM
Angelox
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Quote:
Originally Posted by KLS View Post
In the official source I still have the check but I took out the forced zone cancel which was what was causing the loop. The detection remained in place.

I'll be up for adding it back in if we can get the zone points completely updated.
Did you quote it out or removed it? I need it to 'loop' so I can test after fixed (make sure it quit looping) - I don't want to post anything that's not tested.
What I'm doing is a slow process - already I thought i was testing for loops, so I guess I need to start over again.
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  #8  
Old 07-12-2008, 10:12 PM
KingMort
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Hehe sorry if I caused a stir , perhaps someone could help me out.. Is our code out of date? Our good friend Ndnet is my prime coder atm so maybe you could help us fix this. Seems there are many zones where this is happening.. Players are getting frustrated.
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  #9  
Old 07-13-2008, 08:37 AM
Angelox
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Quote:
Originally Posted by KingMort View Post
Hehe sorry if I caused a stir , perhaps someone could help me out.. Is our code out of date? Our good friend Ndnet is my prime coder atm so maybe you could help us fix this. Seems there are many zones where this is happening.. Players are getting frustrated.
What version EqEmu are you running?
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