Understanding "pos_state"
Moderator: Team Members
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Understanding "pos_state"
LE, if you got a moment... can you explain what this value is in the parser DB's `raw_spawn_info` table? I assume it is some bit value for visual or action state, but specifically I am curious what the pos_state = 1 means... and why parser's -populate command is ignoring them.
I have 200+ records in raw_spawn_info that look like valid spawns, but because they are set to pos_state 1, they are not getting populated. I can change the value, or even the parser myself to pop these spawns - but I am more curious why it is this way... what it means.
Previously, things like temporary Treasure Chests were all I saw with this pos_state. But now, I am seeing more and more NPCs and Object set like this, and not getting populated. Here's an example of some of the data:
TIA,
J
Edit: After looking over the names of most of these, I am starting to think these are housing spawns, maybe? Since Bion had only recently got the parser to start parsing those, maybe that's why they are showing up now? Either way, maybe I'll just pop 'em and see what they look like.
I have 200+ records in raw_spawn_info that look like valid spawns, but because they are set to pos_state 1, they are not getting populated. I can change the value, or even the parser myself to pop these spawns - but I am more curious why it is this way... what it means.
Previously, things like temporary Treasure Chests were all I saw with this pos_state. But now, I am seeing more and more NPCs and Object set like this, and not getting populated. Here's an example of some of the data:
TIA,
J
Edit: After looking over the names of most of these, I am starting to think these are housing spawns, maybe? Since Bion had only recently got the parser to start parsing those, maybe that's why they are showing up now? Either way, maybe I'll just pop 'em and see what they look like.
You do not have the required permissions to view the files attached to this post.
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Understanding "pos_state"
Question to the ubers: Do guild halls have their own mariner bells? 
Also, regarding the list of spawns above... I noticed there are no raw_spawns records for these, so we are apparently not parsing these spawns completely yet. We get the spawn record, but no associated x,y,z or zone_id where they came from (yet). So no biggie, I cannot pop these anyway.
Also, regarding the list of spawns above... I noticed there are no raw_spawns records for these, so we are apparently not parsing these spawns completely yet. We get the spawn record, but no associated x,y,z or zone_id where they came from (yet). So no biggie, I cannot pop these anyway.
-
LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
Re: Understanding "pos_state"
There should be records for the spawns even if pos_state == 1. A pos_state of 1 (as least in my understanding) means that the spawn is a simple object (and should be placed in the spawn_objects table).
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Understanding "pos_state"
That's what I thought too, but -populate is not doing anything with them - maybe because there is no associated raw_spawns record(s)?
-
LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
Re: Understanding "pos_state"
Yah possibly orphaned data
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Understanding "pos_state"
Did you catch the part where I said I am almost certain these items are House Items? Like, in a guild hall or something... since someone's tier3 guild hall zone wound up in my raw_zones table, I am fairly certain that's where these spawns came from.
If they are, maybe they spawn differently somehow? Due to being placeable, owner-restricted, blah blah. We may just not handle that type of object spawn yet.
I say leave it for now, since housing is months off. Years.
If they are, maybe they spawn differently somehow? Due to being placeable, owner-restricted, blah blah. We may just not handle that type of object spawn yet.
I say leave it for now, since housing is months off. Years.
- Scatman
- Retired
- Posts: 1688
- Joined: Wed Apr 16, 2008 5:44 am
- EQ2Emu Server: Scatman's Word
- Characters: Scatman
- Location: New Jersey
Re: Understanding "pos_state"
What about the spawns that only spawn given a certain criteria and only for that spawn. An example of this that quest A requires you to destroy some machines. Well, those machines are only visible to players on that quest and part. Don't those have pos_state 1 too? Or am I am confusing it with something else?
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Understanding "pos_state"
I think if the objects are not even visible to the player (never sent by the server to the client), then no - you will never get them unless you are doing the quest. If that's the case, we should be getting them to populate (if they are in the raw data).
pos_state = 1 has had some odd behavior in the past. It's probably right-on as far as what SOE is sending, collector is collecting... but like Treasure Chests in my example above. They are temp spawns, yet they have a pos_state of 1, and do NOT get populated. If I force the pos_state to something else, they pop fine.
I've had some NPCs with a pos_state = 1. I never understood that, so I would force it to 16512 (what many other NPCs pos_state is) to populate them.
pos_state = 1 has had some odd behavior in the past. It's probably right-on as far as what SOE is sending, collector is collecting... but like Treasure Chests in my example above. They are temp spawns, yet they have a pos_state of 1, and do NOT get populated. If I force the pos_state to something else, they pop fine.
I've had some NPCs with a pos_state = 1. I never understood that, so I would force it to 16512 (what many other NPCs pos_state is) to populate them.
- Scatman
- Retired
- Posts: 1688
- Joined: Wed Apr 16, 2008 5:44 am
- EQ2Emu Server: Scatman's Word
- Characters: Scatman
- Location: New Jersey
Re: Understanding "pos_state"
Well remember those shurbs for the erudite mentor quest that are in the raw_data but do not get populated with -populate? Those were the spawns I was thinking of. Same deal with those machines in Forest Ruins. We have them collected because someone did the quest. I think you even did the Erudite mentor quest.
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Understanding "pos_state"
I did do the evil Erudite Mentor quest... but I still do not remember ever having to go "collect" anything. I remember a pestal, and then going to some grate and praying or whatever. Not much more than that. I recall Erudite Mentor being very, very short.
But, I am sure I remember it wrong. Meh.
But, I am sure I remember it wrong. Meh.
- ZexisStryfe
- Posts: 1026
- Joined: Thu Jul 26, 2007 6:39 am
- EQ2Emu Server: Sytherian Legends
- Location: Connecticut
- Contact:
Re: Understanding "pos_state"
Yes guild halls can have mariner bells...
-
ruthol
- Posts: 1
- Joined: Sun May 23, 2010 1:04 am
Re: Understanding "pos_state"
no guild hals don't have ther onw mariner bells there is just one for all the guild halls and there very expensive to get one
- ZexisStryfe
- Posts: 1026
- Joined: Thu Jul 26, 2007 6:39 am
- EQ2Emu Server: Sytherian Legends
- Location: Connecticut
- Contact:
Re: Understanding "pos_state"
What I ment was that you can buy mariner bells for inside of guild halls.
- Eradani
- Posts: 192
- Joined: Wed May 05, 2010 6:25 am
- Location: Saskatchewan
Re: Understanding "pos_state"
When I was using layout files for decorating my guild hall, I discovered you could hide everything in the Packing Crate and when you saved the layout files, the hidden items retained their former positions with a value of true for hidden. You could then do the floor tiles or w/e and then reset all the values to false and your stuff would reappear in it's former position.
Code: Select all
-cw -W -S -6
x y z cw E N 6
ID unique EW up NS rotate tilt deg scale hidden name
1692094055,9409831, 10,10,10, 0.00, 0.00,0.00, 6.00, true, "Glacial Scrollstand"
1692094055,9409831, 10,10,10, 0.00, 0.00,0.00, 6.00, false, "Starry Square"
my client version: 12682L, 2016/06/06
last one that will run on XP cause i'm just a stick-in-the-mud
last one that will run on XP cause i'm just a stick-in-the-mud
Who is online
Users browsing this forum: No registered users and 0 guests


