Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Tools

Archive::Tools Archive area for Tools's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 03-08-2004, 02:27 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default Releases

I've got some new goodies up on SourceForge today...


Updated texture pack #3

I've added a bunch of new textures for my new zone, and you'll need to re-download zonepack3.zip to view it properly in OpenZone. Also, they're needed for the new mesh objects.


OpenZone 3.8

1. Fixed a bug in the ground editor that caused nested grouped objects to be moved to the wrong position.

2. Fixed a bug where changing the ground elevation in a shifted zone would move the ground to the wrong position.

3. Fixed a crash bug when double-clicking on some scripted object's properties.

4. Fixed the round_table mesh so that you can't walk through it.

5. Added some new mesh objects using the new textures in the updated zonepack #3.

6. Clicking "ungroup object" when an object in a group is selected will remove that object from all groups and move it up to the root level in the object tree.

7. Updated the wall script so it supports multiple doors or windows. Also added a setting so they can be shifted to an off-center position, and added a setting that will cause the script to automatically add a semitransparent "glass" texture in each window if desired.

8. Added some new settings to the box script so any face can be turned off.

9. Added a floor script under the buildings tab that has two features: (1) it automatically breaks up the floor into pieces that are no more than 30 units on a side, which makes it respond nicely to nearby light sources, and (2) it supports a rectangular cutout which makes adding second-story (and higher) floors a lot easier.

10. Added a hanging_chain script under the furniture tab. It makes life a lot easier when adding, for example, hanging light sources of varying heights.

11. When an object is selected, the program will display a yellow selection box around it so you can see which object is selected. If an object is especially complex (like an entire building, for example), it might take a couple of seconds before the box appears.


Updated ZonePack

For the intrepid adventurer brave enough to navigate the winding Caverns of Gur, you will find yourself entering the land of Veldona. Many generations ago a group of barbarians left their home in search of adventure. For many years they trekked lands both savage and benign, until finally discovering the green land which they named Veldona. It is here where they have made their home.

This zone is *not* finished (or even populated), but it's far enough along that you can explore it if you wish. I'm especially open to any suggestions (or even better, assistance) in making this zone, since creating it is proving to be a *lot* of work. I'm also releasing it now because it makes heavy use of the new scripting enhancements in OpenZone 3.8 and would be perfect for anyone upgrading to see what's new. Making towns is perhaps ten times easier than before, but it's still a ton of work.

After I finish typing this I'll unlock my server and put it up. Feel free to join me for a grog at the yet-to-be named inn (naming suggestions are welcome).

WC
Reply With Quote
  #2  
Old 03-08-2004, 02:37 PM
Jezebell
Discordant
 
Join Date: Feb 2004
Location: Florida
Posts: 441
Default

Sounds good WC!! Nice work!


Jeze - 255 Overlord (GM-Impossible)
Reply With Quote
  #3  
Old 03-08-2004, 03:19 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

(sigh)

Somehow my exported zone file got corrupted and I had to re-export it and re-upload the zonepack. You'll need to go and re-download the zonepack if you already did, but this one shouldn't crash your client. Sorry for the inconvenience.

Wind
Reply With Quote
  #4  
Old 03-08-2004, 03:42 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

There's one other thing, and this is very important.


DELETE veldona_chr.txt. Apparently force-loading the "Halas Citizens" race doesn't work, and crashes your client.

(sigh)

WC
Reply With Quote
  #5  
Old 03-08-2004, 04:22 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

(cry)

I was also force-loading the halas citizens race in gurcanyons, and that zone was crashing too. I decided to fix the .txt files for both zones and re-upload the whole zone pack. If you re-download the zone pack (again) all zones should work fine now.

WC
Reply With Quote
  #6  
Old 03-08-2004, 05:31 PM
Shadow-Wolf
Dragon
 
Join Date: Oct 2003
Posts: 511
Default

poor wind =( just use normal barbs... and omg you read my mind on the multiple window on a wall idea wind you rock! this is expecialy going to help since i am making a player houseing zone
(or atleast im tryin)for DS(Draclian Signus) so players cna own houses and this is gunna help alot! one problem is that i will have to wait for someone to get ZP workin with 5.5(unless you did by now ) i cant log into your server anymore man cause i lost my back up eq folder but i will check it out on OZ.
Reply With Quote
  #7  
Old 03-08-2004, 05:43 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

0.5.5 doesn't have ServerZoneEntryStruct->zone_id yet, or I'd have a 0.5.5-ZP out by now. Sorry you have to wait...

WC
Reply With Quote
  #8  
Old 03-08-2004, 05:50 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

Well, I'm off to bed, but I'll leave the server up for a day or two. Here's a quick refresher course on ZoneProxy:

1. VERY IMPORTANT: put ZoneProxy 1.3 in the same folder as your EQ folder. If you want to set up a shortcut to it, make sure the "run from" folder is set correctly.

2. If you have a router or firewall (like my Linksys router), make sure that port 8800 is being forwarded to your LAN IP address. You can find out your LAN IP address by typing "ipconfig" from a DOS prompt. If port 8800 isn't being forwarded properly, ZoneProxy will NOT work and you won't be able to zone into the new zones.

3. Start ZoneProxy BEFORE starting your client.

4. Start your client and log in as normal. Create an elf/dwarf/gnome, since right now the only way to get to the new zones is to click the PoK book outside Felwithe. Don't worry about getting back; the first zone you enter has a PoK book that will take you back to the gfay PoD lift.


It would be really nice if I could have the server tell a player if the server detected ZoneProxy running or not. Any server devs know if this is possible?

WC
Reply With Quote
  #9  
Old 03-09-2004, 02:37 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

So has anyone dared to venture in yet? I've seen quite a few people log in, but as yet the server hasn't detected ZoneProxy yet...come on, you're not afraid of four teeny-tiny zones are you? Just make a map... :P

WC
Reply With Quote
  #10  
Old 03-09-2004, 03:28 PM
RexChaos
Dragon
 
Join Date: Feb 2004
Location: Everywhere you want to be
Posts: 582
Default

After I get comfortable with a stable server, I will DEFINITELY be using this. This sounds awesome.
__________________
An obnoxiously large picture should go here with some witty saying about some cartoon character I made in EQ, but then I realized that shit is fucking annoying.
Reply With Quote
  #11  
Old 03-09-2004, 04:49 PM
smogo
Discordant
 
Join Date: Jan 2004
Location: 47
Posts: 339
Default

How do we get the 3 custom zone files. I don't think they are downloaded from the server. Didn't find them in Openzone, or Zone Proxy package. And no file in sourceforge seemed to me holding the zones. Did i miss something ?

Quote:
It would be really nice if I could have the server tell a player if the server detected ZoneProxy running or not
Why not glue this to MOTD code in world/client.cpp ? You'd get it showing once only, and could tweak it to inform user what zones he/she is entitled to, haveing ZP or not.
Reply With Quote
  #12  
Old 03-09-2004, 04:59 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

Hmmm. That's a good idea. I just might work on it tomorrow...

As for the 4 zones, look under the Admin Tool section. There should be a package named OpenZone Sample Zones or something like it. You're looking for a file called zonepack1.zip.

WC
Reply With Quote
  #13  
Old 03-09-2004, 05:06 PM
smogo
Discordant
 
Join Date: Jan 2004
Location: 47
Posts: 339
Default

i had seen it but it seemed way outdated for me (it says jan 1st 2004). Downloading it now, i will login later (it's 6 AM here :lol: )

Thanks for your help.
Reply With Quote
  #14  
Old 03-09-2004, 08:51 PM
Mongrel
Hill Giant
 
Join Date: Jul 2003
Location: Germany
Posts: 232
Default

Was on yesterday, but I died in gurcanyons and respawned in the nowhere. Now I keep falling and falling and falling ... :(

Likely a problem with the shifted zones or just move the safe spot into the zone geometry.
__________________
EQEMu Zone Previewer (Alpha 0.2)
EQEMu Spell Editor

EQEMu files

Winter's Roar spell database
Reply With Quote
  #15  
Old 03-10-2004, 10:32 AM
Shadow-Wolf
Dragon
 
Join Date: Oct 2003
Posts: 511
Default

well i downloaded a fix for eqemu so i can get on your server as soon as i download the zonepack
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 01:46 PM.


 

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