Cleaning up the world
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- Cynnar
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Re: Cleaning up the world
No biggie. I see where the entry is in the server tab, but nothing happens when I select the transporter tab. When you look that over, and if it is not much trouble could you add in for the locations and locations_details table as well. That way I can add in the location info as I am going through and cleaning things up.
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Jabantiz
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Re: Cleaning up the world
I'll check to see if I have something I never committed, I know for a fact I worked on an editor for it in the past I just don't know if it was for the web editor or a c# editor some where.
As for locations that is something that really needs to be parsed.
As for locations that is something that really needs to be parsed.
- Cynnar
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Re: Cleaning up the world
I have made my way through Neriak. Darklight Palace has a few details that need attention, but those will be for some other time. One of them is a big mess of spawns in the center of a group of NPC's. on live one of the NPC's is showing off for the others by casting a spawn and killing it. Probably pets no doubt, but the others are impressed none the less. Also did not setup any movement scripts here. I noticed that there is at least one object missing inside the Palace, and there might be more.
Death Grotto has a guard that I didn't see move when I checked on live. Same goes for a guard in Cristanos Plazza
Cristanos Plazza's spawns that move are using the random_pattern_small.lua script for now. I didn't want to log back on to live and check their patterns, and I think one of them has a random pattern anyway. It got late, and I took the lazy way out.
I may go back tomorrow and check these, and I may not.
All and all merchants should now have a populated list of goods to sell along with prices. Moving spawns should be moving now, display hand should be set to show for most doors (this does still need work, but the doors open and close properly).
Feel free to run through and check things out. Leave feedback on things that are missing, or duplicated, or anything out of the ordnary.
I think I am going to move to Freeport next. Going to start out with the older zones first, and hope that it will not be that bad as there isnt really anything to go off of to make srue spawns are correct.
Death Grotto has a guard that I didn't see move when I checked on live. Same goes for a guard in Cristanos Plazza
Cristanos Plazza's spawns that move are using the random_pattern_small.lua script for now. I didn't want to log back on to live and check their patterns, and I think one of them has a random pattern anyway. It got late, and I took the lazy way out.
All and all merchants should now have a populated list of goods to sell along with prices. Moving spawns should be moving now, display hand should be set to show for most doors (this does still need work, but the doors open and close properly).
Feel free to run through and check things out. Leave feedback on things that are missing, or duplicated, or anything out of the ordnary.
I think I am going to move to Freeport next. Going to start out with the older zones first, and hope that it will not be that bad as there isnt really anything to go off of to make srue spawns are correct.
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Re: Cleaning up the world
Logged in to North Freeport today. Man this zone is a busy zone. There seem to be a lot of wandering NPC's here and are all over the place. I believe I am going to start this clean up by tackling these wanders and adding the path waypoints to a script, then removing the duplicate spawns. I'm not going to set these spawns in motion until the zone is cleared.
Since there is no zone to compare to there are a lot of things that I will post here, in hopes that I can get some answers from those that remember the old zones, and hope to get things correct. For Instance there are two different sets of guards at the Statue of the Overlord. Was there only one set of guards here, or if the guards were killed did they get replaced by the second set. Any and all help to restore the old Freeport zones are most welcome, and needed.
Since there is no zone to compare to there are a lot of things that I will post here, in hopes that I can get some answers from those that remember the old zones, and hope to get things correct. For Instance there are two different sets of guards at the Statue of the Overlord. Was there only one set of guards here, or if the guards were killed did they get replaced by the second set. Any and all help to restore the old Freeport zones are most welcome, and needed.
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- Cynnar
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Re: Cleaning up the world
Based on the patterns on these spawns it looks like they all travel from around the location of the guild house located near the East Freeport zone line to Statue of the Overlord winding along the different street paths. Want to see if anyone knows if any of these spawns do not belong in that path route.
I will wait until next weekend before I even touch these spawns and move on to verifying the ones I can.
Also there are a lot of doors, sign post, etc missing from this zone. A[mention]John Adams[/mention] or [mention]Jabantiz[/mention] I am not sure what to do about it.
- Hector Alpalor
- Elder Clurg
- Scipia Nailbind
- Sulpiciao Mallius
- Vesta Hesperus
- Speculator Montanlooa
- Metilia Arcavius
- Venetia Galatea
- Venal T`Lar
- Kryva
- Chronicler Paracog
- All those freaking cats
- Faunus Belicius
- Overseer Targon
- Archivist Severina
- Enyo Vivaron
- Hardunk Breathstealer
- Kenyatta
- Venetia Galatea
- Iulus U`Vas
- Clergy Sejanus
- Torga Anun
- Electra J`ventius
- Flaerius Rubico
I will wait until next weekend before I even touch these spawns and move on to verifying the ones I can.
Also there are a lot of doors, sign post, etc missing from this zone. A[mention]John Adams[/mention] or [mention]Jabantiz[/mention] I am not sure what to do about it.
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Re: Cleaning up the world
For the final update of the weekend. I believe I have got all the holiday decorations cleared out of the zone. These are not removed from the spawns but rather just not set to spawn in game (spawn percentage = 0) so they can be brought back during the holidays.
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Jabantiz
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Re: Cleaning up the world
Well I decided to jump in and help so [mention]Cynnar[/mention] isn't doing this all by himself. I figured I could do a few doors or cleanup when I have a couple mins to spare, after all how hard could it be...
Turns out hard, for me at least as I accidently nuked a door...
So after restoring the door I did a pass of Kelethin setting up doors and nuking pets/mercs. As all doors were set as just plain widgets and had no opening heading it took some time but the initial pass should be done.
Every npc in kelethin seems to have 2-4 dupes so it will take some time cleaning it up, if this goes for all of gfay this will be a huge pain of a zone to clean up.
Turns out hard, for me at least as I accidently nuked a door...
So after restoring the door I did a pass of Kelethin setting up doors and nuking pets/mercs. As all doors were set as just plain widgets and had no opening heading it took some time but the initial pass should be done.
Every npc in kelethin seems to have 2-4 dupes so it will take some time cleaning it up, if this goes for all of gfay this will be a huge pain of a zone to clean up.
- Cynnar
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Re: Cleaning up the world
Thanks! I can use all the help I can get. It's a big world out there.Jabantiz wrote: Sun May 27, 2018 8:00 pm Well I decided to jump in and help so @Cynnar isn't doing this all by himself.
Yeah this is what happened in Neriak. Most things had 3 dupes for each one. I did spawn remove all of the ones I could find except the guards. Since the name changes on live with the guards, /spawn combine became my best friend. Should we /spawn combine those dupes? I mean it would be about the same as going in and doing /spawn remove except 3 or more is more times doing /spawn remove vs doing /spawn combine 1 and /spawn combine save. Me personally, if the spawns have not changed much, or at all, then I don't see a reason why we cannot /spawn combine them. Either way it is a big pain to clean up.Jabantiz wrote: Sun May 27, 2018 8:00 pm Every npc in kelethin seems to have 2-4 dupes so it will take some time cleaning it up, if this goes for all of gfay this will be a huge pain of a zone to clean up.
These things are a nightmare especially if the heading (the spawn heading not the open heading) is incorrect and it slips your mind that is why the freaking doors are wide open instead of shut after fixing include heading if needed. Then you have to link those double doors to each other so they will both open and close when the opposite door is clicked. The toggles for display hand icon, and spawn name, etc are usually improperly set so they need to be fixed as well. To put icing on the cake I am not very bright and think that I must name the doors after the building that they are attached to. At first I thought that this was very silly, but as I needed to go back and fix some toggles for some doors it made it easier to find the building name and look for that door. Sometimes those numbers blur together on me.Jabantiz wrote: Sun May 27, 2018 8:00 pm As all doors were set as just plain widgets and had no opening heading it took some time
I wish there was some way to use an sql query to fix some of these issues, but I don't think it would be a good idea. About the only thing we could do is turn on include_heading and toggle off the unneeded toggles for spawn name, attackable, etc.
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tyrbo
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Re: Cleaning up the world
Most zones have dupes and pets and things.
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Jabantiz
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Re: Cleaning up the world
Yup and that is why we want to clean them up on the emulator server, that way the changes make it to content svn and every one can benefit from the work.
- Cynnar
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Re: Cleaning up the world
So do we want to /spawn combine them?
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Jabantiz
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Re: Cleaning up the world
I would say no and just /spawn remove them. For example merchants we would need to go through and set them all up for every spawn that got combined. Scripts would need to be by location for those spawns which would be easy to forget when they are all really the same spawn. And in the case of kelethin stuff can be below that may get included in the spawn combine as I don't think it includes vertical in the distance check.
If it is just guards with changing names then yea spawn combine should work fine.
If it is just guards with changing names then yea spawn combine should work fine.
- Cynnar
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Re: Cleaning up the world
Yeah I didn't really think about having to set everything up multiple times like the merchants, and scripts for location. I didn't know that spawn combine could possibly grab things vertically.
I'm going to go out on a limb an say that shattered lands, or a big chunk of it will be this way. Any zone that had more than one data version for it.
I'm going to go out on a limb an say that shattered lands, or a big chunk of it will be this way. Any zone that had more than one data version for it.
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Jabantiz
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Re: Cleaning up the world
Did another pass of Kelethin and removed dupe stationary npc's, left the roaming ones alone for now so still a mess in some spots. I also set up merchants, though quite a few were missing merchant lists, mostly trainers, so I will have to go through again and make a list.
I did find a door and a few pets I missed and fixed those up.
I also set up a script for the lifts so they should be running now.
Several NPC's have a glowing ring around them (mood state = 511) It seems to mostly be guards or important characters, any one know what this is for? I have been turning it off on most NPC's I messed with today but there are still several around that have this effect.
I did find a door and a few pets I missed and fixed those up.
I also set up a script for the lifts so they should be running now.
Several NPC's have a glowing ring around them (mood state = 511) It seems to mostly be guards or important characters, any one know what this is for? I have been turning it off on most NPC's I messed with today but there are still several around that have this effect.
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- Cynnar
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Re: Cleaning up the world
WOW! Great news on the lifts.
I had same issue with trainers missing their list as well in Neriak. I assume that those were not collected because you have to be that class before the trainer would allow you to buy from him.
The rings I'm not sure about. It was the same on several in Neriak as well. I did like you and just removed the ring. Maybe it was some event thing, or something to do with some quest.
I had same issue with trainers missing their list as well in Neriak. I assume that those were not collected because you have to be that class before the trainer would allow you to buy from him.
The rings I'm not sure about. It was the same on several in Neriak as well. I did like you and just removed the ring. Maybe it was some event thing, or something to do with some quest.
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