Task: Revive Points
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- TILT
- Posts: 114
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Re: Task: Revive Points
Nice work! The patch does in fact make it look better now that it's using the zones "description" column in the "zones" table.
Unfortunately, I still see an issue where we might need to include another column to the "revive_points" table. Label it whatever, I'd suggest something simple like "zone_name" just to the right of the "location_name" column. This way it flows naturally just like you would see it in-game when glancing at the "revive_points" table. Reason being is that not all revive points are within the actual zone a player dies in. A good example would be Vermin's Snye. If a player dies in Vermin's Snye, they will be sent to "The Peat Bog".
The actual text on live looks like this:
The Peat Bog (The Peat Bog)
This particular one doesn't show how many meters.
Another example close by is "The Crypt of Betrayal" which looks like this:
Enter the Vermin's Snye (Vermin's Snye)
Anyway, you get the idea here. The only way we can do this, that I can see, is to add another descriptive column such as the one I suggested above and have the code point to that instead.
I can add a new column no problem, I just wasn't sure if there was a better way of going about this. Again, thanks for taking the time to do this.
Unfortunately, I still see an issue where we might need to include another column to the "revive_points" table. Label it whatever, I'd suggest something simple like "zone_name" just to the right of the "location_name" column. This way it flows naturally just like you would see it in-game when glancing at the "revive_points" table. Reason being is that not all revive points are within the actual zone a player dies in. A good example would be Vermin's Snye. If a player dies in Vermin's Snye, they will be sent to "The Peat Bog".
The actual text on live looks like this:
The Peat Bog (The Peat Bog)
This particular one doesn't show how many meters.
Another example close by is "The Crypt of Betrayal" which looks like this:
Enter the Vermin's Snye (Vermin's Snye)
Anyway, you get the idea here. The only way we can do this, that I can see, is to add another descriptive column such as the one I suggested above and have the code point to that instead.
I can add a new column no problem, I just wasn't sure if there was a better way of going about this. Again, thanks for taking the time to do this.
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"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
- TILT
- Posts: 114
- Joined: Thu Oct 13, 2011 12:03 am
- Location: > /dev/null
Re: Task: Revive Points
I just took the liberty of adding this new "zone_name" column to the "revive_points" table if you could point to this instead. I hope this is OK, otherwise I'll just remove it if we end up doing something different. I believe this will work best though.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
- TILT
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Re: Task: Revive Points
I'm ready to start. I have a ton of new data ready to enter in so I can start testing it.John Adams wrote:Let me know when you're ready to start, and I will bump your access in the editor to Insert/Update permissions.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
- Zcoretri
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Re: Task: Revive Points
I don't see why we would need another column for zone_name in the revive_points table, it would be redundant data.TILT wrote: Unfortunately, I still see an issue where we might need to include another column to the "revive_points" table. Label it whatever, I'd suggest something simple like "zone_name" just to the right of the "location_name" column. This way it flows naturally just like you would see it in-game when glancing at the "revive_points" table. Reason being is that not all revive points are within the actual zone a player dies in. A good example would be Vermin's Snye. If a player dies in Vermin's Snye, they will be sent to "The Peat Bog".
The actual text on live looks like this:
The Peat Bog (The Peat Bog)
This particular one doesn't show how many meters.
Another example close by is "The Crypt of Betrayal" which looks like this:
Enter the Vermin's Snye (Vermin's Snye)
Anyway, you get the idea here. The only way we can do this, that I can see, is to add another descriptive column such as the one I suggested above and have the code point to that instead.
I can add a new column no problem, I just wasn't sure if there was a better way of going about this. Again, thanks for taking the time to do this.
I believe what you put in the respawn_zone_id column, will pull the correct description from the zones table.
- TILT
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Re: Task: Revive Points
Your absolutely right! It seems I was confused about what the respawn_zone_id was for until going back and re-reading John's original post. Thanks for the patch and for pointing out what I was misunderstanding.
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- John Adams
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Re: Task: Revive Points
If you look at the properties of any MySQL table, the column type of "Auto-Increment" and "Primary Key" are internal to MySQL only, and have nothing whatsoever to do with our game data. There is no need to change these ID's to match any other IDs because that's not what the 'id' column is for. Unless I am still not following, you should ignore this column and focus on the other ones that have game-related data in them.TILT wrote:This sentence was really confusing and not very clear, sorry about that. What I was trying to ask is, can I change these id's as seen below in red and associate them with other location_names? I wasn't sure if these id numbers were anything other than a numbering system that if changed might affect code.
- John Adams
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Re: Task: Revive Points
TILT, you should be good to go on editing revive_points in the DB Editor. Let me know if you have any problems.
Feel free to change/delete whatever is there if you need. Or if you have a list of SQL inserts already done, post them here and I can add them in bulk (no sense typing them all over). What I won't accept are table dumps, but SQL Inserts for these should be clean enough.
Feel free to change/delete whatever is there if you need. Or if you have a list of SQL inserts already done, post them here and I can add them in bulk (no sense typing them all over). What I won't accept are table dumps, but SQL Inserts for these should be clean enough.
- TILT
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Re: Task: Revive Points
Looks good to me. I can now see the "Update", "Delete" and "Insert" buttons. I'll more than likely be making daily updates to this table until it's completely finished, or if needed I'll post the SQL INSERTS here for you to add in bulk. Thanks again!John Adams wrote:TILT, you should be good to go on editing revive_points in the DB Editor. Let me know if you have any problems.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
- TILT
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Re: Task: Revive Points
================================================================================
Update | Added/Modified The Following Zones | 1/29/2012
================================================================================
[ Starting Zones ] 1 of 4 Complete - Darklight Wood
The Down Below
Vermin's Snye
The Crypt of Betrayal
Oakmyst Forest
The Forest Ruins
The Caves
The Peat Bog
Qeynos: North Qeynos
Qeynos: South Qeynos
Qeynos: Qeynos Harbor
Qeynos: Castleview Hamlet
Qeynos: Graystone Yard
Qeynos: Nettleville Hovel
Qeynos: Starcrest Commune
Qeynos: The Baubbleshire
Qeynos: The Elddar Grove
Qeynos: The Willow Wood
================================================================================
Update | Added/Modified The Following Zones | 1/29/2012
================================================================================
[ Starting Zones ] 1 of 4 Complete - Darklight Wood
The Down Below
Vermin's Snye
The Crypt of Betrayal
Oakmyst Forest
The Forest Ruins
The Caves
The Peat Bog
Qeynos: North Qeynos
Qeynos: South Qeynos
Qeynos: Qeynos Harbor
Qeynos: Castleview Hamlet
Qeynos: Graystone Yard
Qeynos: Nettleville Hovel
Qeynos: Starcrest Commune
Qeynos: The Baubbleshire
Qeynos: The Elddar Grove
Qeynos: The Willow Wood
================================================================================
Last edited by TILT on Wed Feb 01, 2012 1:47 am, edited 4 times in total.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
- Chrisworld
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Re: Task: Revive Points
TILT, would you like any assistance with this at all? There sure are a lot of zones in Norrath. 
- TILT
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Re: Task: Revive Points
Hi Chrisworld, I don't mind collecting the revive coords for every zone but your welcome to jump in at any point if you like. Just let me know which zones you would be working on so we don't end up collecting data for the same ones, or there are many other content tasks to complete also if you feel so inclined to choose another task.Chrisworld wrote:TILT, would you like any assistance with this at all? There sure are a lot of zones in Norrath.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
- TILT
- Posts: 114
- Joined: Thu Oct 13, 2011 12:03 am
- Location: > /dev/null
Re: Task: Revive Points
================================================================================
Update | Added New Starting Zones | Modified Old Starting Zones | 1/31/2012
================================================================================
[ 4 of 4 Starting Zones Completed ]
Darklight Wood - Previously Updated
Greater Faydark
Timorous Deep
FrostFang Sea
EDIT:
Queen's Colony
Outpost of the Overlord
================================================================================
Update | Added New Starting Zones | Modified Old Starting Zones | 1/31/2012
================================================================================
[ 4 of 4 Starting Zones Completed ]
Darklight Wood - Previously Updated
Greater Faydark
Timorous Deep
FrostFang Sea
EDIT:
Queen's Colony
Outpost of the Overlord
================================================================================
Last edited by TILT on Wed Feb 01, 2012 3:35 am, edited 1 time in total.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
- TILT
- Posts: 114
- Joined: Thu Oct 13, 2011 12:03 am
- Location: > /dev/null
Re: Task: Revive Points
================================================================================
Update | Added The Following Zones | 2/1/2012
================================================================================
Antonica
Condemned Catacombs
Firemyst Gully ID 427 Note: Multiple Instances
Shattered Vale ID 13 Note: Multiple Instances
Blackburrow
Stormhold
The Tomb of Valor
[ Raid Zone ] The Isle of Refuge: Darathar's Flight
================================================================================
Update | Added The Following Zones | 2/1/2012
================================================================================
Antonica
Condemned Catacombs
Firemyst Gully ID 427 Note: Multiple Instances
Shattered Vale ID 13 Note: Multiple Instances
Blackburrow
Stormhold
The Tomb of Valor
[ Raid Zone ] The Isle of Refuge: Darathar's Flight
================================================================================
Last edited by TILT on Wed Feb 01, 2012 4:40 pm, edited 1 time in total.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
- John Adams
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Re: Task: Revive Points
These are looking great, TILT. Keep up the good work 
Question: Are you requiring the "Revive Tents" to do your work on Dev, or can I smoke that DB of it's spawns? If you need the tents, I can leave the spawns alone til I am ready to move the next set of Raw Data over, maybe this weekend.
Question: Are you requiring the "Revive Tents" to do your work on Dev, or can I smoke that DB of it's spawns? If you need the tents, I can leave the spawns alone til I am ready to move the next set of Raw Data over, maybe this weekend.
- TILT
- Posts: 114
- Joined: Thu Oct 13, 2011 12:03 am
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Re: Task: Revive Points
I don't even use the tents as a reference when finding the revive points, in fact some of the revive points don't even use/have tents. I only use them to verify that the locations coordinates look good aesthetically since on live the actual location varies in the general area of a revive point. They are certainly not needed at this time, so feel free to remove them and start over. I currently use location coordinates from live and then enter them into the EQ2Emu DB. I also test and verify these at least once to make sure they are correct.John Adams wrote:Are you requiring the "Revive Tents" to do your work on Dev, or can I smoke that DB of it's spawns?
Edit: Actually, I don't even see the spawn tents... unless you already nuked them
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison
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