Starter Isles

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Zcoretri
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Starter Isles

Post by Zcoretri » Mon Jul 27, 2015 11:14 am

I am going to attempt to revive the two starter islands much like daybreak did when they opened up the Time-Locked Expansion servers, including the boat ride :mrgreen:

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Re: Starter Isles

Post by Jabantiz » Mon Jul 27, 2015 3:57 pm

Good luck, let me know if you need any help.

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Re: Starter Isles

Post by Zcoretri » Thu Jul 30, 2015 4:08 pm

Making some progress in Queen's Colony. I believe I have all the NPC's spawned. I am currently hooking up their spawn scripts.
Next I will be doing Quests scripts, and then populating the island with MOB's and their scripts.
Finally I will populate the island with ground spawns.

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Re: Starter Isles

Post by John Adams » Tue Aug 25, 2015 3:32 pm

You know the old data from our original pop should still be on SVN. DB Milestone 1. Unless you just like doing everything all over again :D

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Re: Starter Isles

Post by Zcoretri » Tue Aug 25, 2015 8:45 pm

John Adams wrote:You know the old data from our original pop should still be on SVN. DB Milestone 1. Unless you just like doing everything all over again :D
Yes, I have found the old stuff on SVN and re-used what I could. :mrgreen:

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Re: Starter Isles

Post by Cynnar » Mon Jan 01, 2018 11:44 am

How far along are the isles now?

I think I got all of the Outpost spawned, but it will need to be confirmed.
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Re: Starter Isles

Post by Gangrenous » Mon Jan 01, 2018 3:19 pm

I think you necroed
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Re: Starter Isles

Post by Ememjr » Mon Jan 01, 2018 3:45 pm

i am almost completed on the classic ilse of refuge( it is different from the current queens colony and outpost of overlord,
i have also been working on the boat getting finished, once i get my pathing issues worked out( movement from point a to b to c to d without looping and or pauses)

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Re: Starter Isles

Post by Jabantiz » Mon Jan 01, 2018 4:23 pm

If I remember right Queens Colony has all of its quests, there is just a few areas where pathing needs to be set up and that slime/blob thing needs to be scripted.

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Re: Starter Isles

Post by Cynnar » Mon Jan 01, 2018 5:25 pm

Jabantiz wrote: Mon Jan 01, 2018 4:23 pm If I remember right Queens Colony has all of its quests, there is just a few areas where pathing needs to be set up and that slime/blob thing needs to be scripted.
So a run through of Queen's Colony is needed and the minor issues fixed. Let's start with that since it shouldn't take long to finish that zone up.
Ememjr wrote: Mon Jan 01, 2018 3:45 pm i am almost completed on the classic ilse of refuge( it is different from the current queens colony and outpost of overlord,
i have also been working on the boat getting finished, once i get my pathing issues worked out( movement from point a to b to c to d without looping and or pauses)
I'm not sure what era the isles are following ATM.
Zcoretri wrote: Tue Aug 25, 2015 8:45 pm Yes, I have found the old stuff on SVN and re-used what I could.
Depends on this, and what [mention]Jabantiz[/mention] added afterwards. There might also be some data for Outpost as well.

For the boat I am not sure how much was changed, and it's possible that your data could be very close.

Jabantiz, Zcoretri what direction do you think we should go with the Isles? Current live or classic?

Edit:
Hopefully I can get started Thursday evening.
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Re: Starter Isles

Post by Ememjr » Tue Jan 02, 2018 3:30 am

i say we concentrate on live islands, and possibly have classic there if someone wants a classic server, since the zones are totally different, mobs quests etc

i will create a new toon on emu again and run through all the quests again, and make sure they are acting correclty, i know there were a few of the wuest scrips that were having strange issues

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Re: Starter Isles

Post by Jabantiz » Tue Jan 02, 2018 6:27 pm

We built the starter islands based off the newest logs we had of them, though that was several years ago from before the islands vanished. Luckily it looks like live didn't change anything when they brought them back so what we have should match what is on live.
Cynnar wrote: Mon Jan 01, 2018 5:25 pm
Zcoretri wrote: Tue Aug 25, 2015 8:45 pm Yes, I have found the old stuff on SVN and re-used what I could.
Depends on this, and what @Jabantiz added afterwards. There might also be some data for Outpost as well.
Yea there was old scripts for both islands and all the suburbs from milestone 1, they need some updates and tweaks but it makes scripting the zone a whole hell of a lot faster.

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Re: Starter Isles

Post by John Adams » Wed Jan 03, 2018 12:44 pm

btw, at least from the Queen's Colony circa 2008 we did with Zcoretri and Scatman... some data went missing if I remember correctly, like posts with no signs, signs with no posts, or floating heads. Something was wonky in there the last 5 years. I never fixed it because we were going to revamp/reload everything. I can't remember now if you guys told me to nuke QC and push fresh spawns to it or if you kept what you had.
Ememjr wrote: Tue Jan 02, 2018 3:30 am i will create a new toon on emu again and run through all the quests again, and make sure they are acting correclty, i know there were a few of the wuest scrips that were having strange issues
Either way, the scripts are indeed written and would just need to be updated to refer to knew spawn_id's in the case of a wipe/reload.

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Re: Starter Isles

Post by Jabantiz » Wed Jan 03, 2018 4:22 pm

We told you to keep queens as is was manually spawned and the missing info was created by hand. All the scripts were updated and all quests should work, there may be few bugs but need people to test to find them...

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Re: Starter Isles

Post by Ememjr » Wed Jan 03, 2018 4:47 pm

i fixed several already, for instance the guy at the wall where the runner attack one of his quest didnt display correcting, also the one the the parchemnt scraps would go wonky if you camped and came back

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