Discussions of the design and development of in-game content.
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Jabantiz
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by Jabantiz » Mon May 05, 2014 12:10 am
Thundering Steppes Progress
For those of you who didn't know I had to take a break from code and packets (hex) as I was burning myself out, so I jumped into content design. Figured I might as well make posts for my progress like I would for any code submissions, also going to try and use project manager to show my progress

(don't faint John)
I have been working on it for a couple days and so far I have all signs / widgets / objects / groundspawns spawned on the DB server. They all need basic tweaks, like turning the name off, setting as targetable and so on but here is a specific list of issues for each group.
Signs
[*] Anotnica zone in the gnoll caves needs to be fixed
[*] Haven zone needs to be set up
- Mini-instances zones need to be set up
- An Open Grave, no zone entry in the db
[*]A Pirate's Hidden Stash
[*]The Rumbler Caves
Widgets
- Doors on the dock are pink cubes (foof pointed out wrong grid id)
- Giant Doors on the bridge need tweaks to close correctly, also quest stuff that will come later with quests
Objects
- None, unless you count the naked Halfling on the docks...
Groundspawns
- "?" need to be cleaned up some, and correct T3 pulls
[*] All resources and collectibles is set up for T2 now until T3 data can be set up
NPCs
- Antonica Station spawned
- Dead River Docks spawned
- Thundermist Village spawned
- Bridge Keep spawned
- Griffin/Guard towers spawned
- North of the Dead Rivers is spawned (not including under water areas)
- Shore line around docks spawned
- South-west of the zone, not the shore or river beds.
- Named mobs missing from logs
Going to start NPC's tomorrow but the first half of my week is looking to be busy so will probably be slow going.
Last edited by
Jabantiz on Sat May 17, 2014 3:29 pm, edited 5 times in total.
Reason: Updated info
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Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Post
by Jabantiz » Wed May 07, 2014 11:50 pm
I fixed the cave doors to antonica, you should now appear in the cave in antonica and not at the docks. Also fixed all harvesting nodes to give T3 resources, shinies ("?") will still pull T2 for now.
I also started the process of spawning NPC's across the zone, so far I have the quest hubs spawned as well as the Griffin/Guard towers, the shore line along the docks (not under water) as well as the farms and shore line (again not under water) east of guard tower 1.
Updated the list on the opening post, as well as project manager.
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thefoof
- Retired
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by thefoof » Thu May 08, 2014 7:49 am
Jabantiz wrote:I fixed the cave doors to antonica, you should now appear in the cave in antonica and not at the docks. Also fixed all harvesting nodes to give T3 resources, shinies ("?") will still pull T2 for now.
I also started the process of spawning NPC's across the zone, so far I have the quest hubs spawned as well as the Griffin/Guard towers, the shore line along the docks (not under water) as well as the farms and shore line (again not under water) east of guard tower 1.
Updated the list on the opening post, as well as project manager.
Sweet. Thanks to you guys for continuing work on this stuff

. I'll have to check out TS later.
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Jabantiz
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by Jabantiz » Fri May 09, 2014 7:30 pm
Area east of Thundermist Village and north of the dead river has been spawned. I hope to get everything north of the dead river spawned before the end of the weekend, except under water stuff, I am saving that for last.
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Jabantiz
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by Jabantiz » Sun May 11, 2014 3:38 pm
North of the dead river has been spawned, also fixed the mini instance zones A Pirate's Hidden Stash and The Rumbler Caves, you can now zone into them however all that is spawned inside is the exit and objects to prevent you from falling off the map. An Open Grave does not even have a zone entry in our zones table and does not seem to have any collects for it.
EDIT: Also fixed the zone to haven
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alfa
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by alfa » Tue May 13, 2014 4:37 am
Nice work Jab, I have take an eye on it, pretty cool

FYI Cove of Decay have zone in widget, but no widget spawn for zone out.
On dev server when I zone to TS I pop underground and start to fall.
Fight with me... Or die, like the rest.
J.A. say: "I think Xinux tried to tell me this, but I ignore most things he suggests."
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Jabantiz
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by Jabantiz » Tue May 13, 2014 11:56 am
alfa wrote:Nice work Jab, I have take an eye on it, pretty cool

Thanks for checking it out, still a long way to go but it is getting there.
alfa wrote:FYI Cove of Decay have zone in widget, but no widget spawn for zone out.
Completely forgot to setup the exit in that zone, will do it later today. (
Done!) Also a side note I am not going to set up the antonica -> TS zones, will leave that for whoever works on antonica.
alfa wrote:On dev server when I zone to TS I pop underground and start to fall.
I noticed that too, meant to fix it but forgot as I really haven't left the zone much since I started. I will change the zone safe coords to the docks on dev server later today.
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Jabantiz
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by Jabantiz » Tue May 13, 2014 1:48 pm
Fixed cove of decay exit's, also fixed ruins of varsoon exits, so you can now come and go as you please from those zones. I ran into an issued with updating the zones safe cords but I will do that as soon as I can.
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Jabantiz
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by Jabantiz » Sat May 17, 2014 3:39 pm
South-west portion of the map has been spawned (not the river beds or the shore), found a named npc that is not in any of our logs (
Raider Anhgo).
My next step is to start spawning the river beds and shores but not the earth rumbler caves, I always get turned around and lost in there so they will be last.
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Jabantiz
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by Jabantiz » Sat Jul 05, 2014 10:22 pm
I have been slacking on this but here is an update, zone is almost completely popped, probably a few fish missing but I would say 95% at least. I have started on spawn and quest scripts but they are ending up to be far more time consuming then I thought so it is slow going. So far I have 1 spawn and quest working, a second spawn with a mostly complete spawn script and 1 of 4 quests working, but not complete as it requires another quest to be done before you can turn it in.
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Dello0000
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by Dello0000 » Tue Jul 08, 2014 2:46 am
Isn't that the quest with a wooden trapdoor in the dry river bed? If so i remember that quest! i had a summoner with the rock pet fighting the rolling rock mobs there before going down the hole. (Fyi, that was years and years ago, how do i even still remember?)
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha

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Jabantiz
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by Jabantiz » Tue Jul 08, 2014 12:08 pm
Nah, this is mostly on the shore north of the docks. I do know the instance you are thinking of though and you can zone into it currently just not content in it yet, not sure of any quest that go there so it may end up being one of the last things I do in this zone. It does share the same map as the Halfling hole though.
PS - Alfa, sorry I missed you on the dev server last night, was afk at the time you poped on
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Jabantiz
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by Jabantiz » Wed Jul 09, 2014 1:14 am
Did some more work on quests and spawn scripts today and
Watch your step in The Thundering Steppes, Part II should be finished, its sub quest
A Scrying Shame is as well, however as there is no scrying on the emu yet (think we can implement it in lua) you can not get the coins, I might put them on the merchant that sells the scrying stones as a temporary solution.
The Gnoll Cave, is finished and
Stop the Elementals is implemented but the instance it takes place in needs a lot of work, I just did the initial spawn, also you can not get the quest yet as it is location based in the instance, will try to get that all set up next.
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Dello0000
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by Dello0000 » Wed Jul 09, 2014 2:47 am
Doing good! Thundering steppes was one of my favorite zones back in the day! In the times when merchant bought armor was better than what you could find and when you had to know a crafter in order to get better stuff.
I remember i was a paladin and my friend was a templar and we had to sit down after every few fights just to get our mana back if you didn't have food or drink.... now it seems you don't even lose mana lol.
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha

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