Queen's Colony vs Overlord's Outpost

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John Adams
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Queen's Colony vs Overlord's Outpost

Post by John Adams » Sun Feb 24, 2008 10:12 am

This might be a really obvious answer, so maybe I am over-thinking it. But if both of these zones (tutorial_island_good and tutorial_island_evil) use the same file: tutorial_island02...
How will I get good NPCs to spawn in Queen's Colony, and evil NPCs to spawn in Outpost of the Overlord? I know the zone IDs are different, but when I just /zone tutorial_island_evil, all my goodie NPCs were there.
Is there a separate 'file' for the evil tutorial? Or how does the server make this distinction to load the proper data? This could also open the door to spawning some of those similar Instanced zones.
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Post by LethalEncounter » Sun Feb 24, 2008 11:43 am

tutorial_island_good and tutorial_island_evil are two separate zones. Having the same zone file shouldn't matter. If good spawns are showing up on the evil side then it is a bug, as that shouldnt happen.

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Post by John Adams » Sun Feb 24, 2008 11:57 am

Aw shit. Ya know, it always comes down to something I did wrong. Sorry!
Here's what happened (puts on Adrian Monk hat) --
I wrote a PHP script to move NPCs raw data and raw spawns to the live database. When I do the lookup, I had to use "file" in the Zones table because I wouldn't get a match between the zone_name in the raw data, and the zones.name column in the eq2 database.
In doing so, the NPCs that live in file: tutorial_island02 got copied to BOTH zone_id's because the 'file' is in there twice. ~cries~
User error. Though I still am not sure how I will work around that... it's my problem, not yours. :D
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Post by LethalEncounter » Sun Feb 24, 2008 12:04 pm

If it will help, I can start saving the zone description in the raw_spawns table as well. That way you can differentiate between two separate zones that use the same file.

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Post by LethalEncounter » Sun Feb 24, 2008 12:07 pm

btw, if you have time to test it I can check in my changes that allows you to set the visual_state, action_state, and mood_state for spawns.

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Post by John Adams » Sun Feb 24, 2008 12:07 pm

I'll write around it for now in my data migration script. But indeed, that could be helpful.
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Post by John Adams » Sun Feb 24, 2008 12:23 pm

Yes, please do. Otherwise I will feel compelled to VPN to work and give more blood to The Man on salary. :D
I'll check SVN shortly. Can you give a list of what should be in those fields? Or is it just 1,2,3 kinda settings?
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Post by LethalEncounter » Sun Feb 24, 2008 12:27 pm

kk, latest is on public svn. btw some common visual_states:
fog: 12115
dead: 228
lost scout: 496
sapswill survivor: 540
tainted deer: 11395
Set those in the database (havent added them to /spawn set yet) and restart server :) Dont forget to update your structs!

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Post by John Adams » Sun Feb 24, 2008 12:42 pm

Aye, I always take the structs from the SVN each update now. Lesson learned!
Rev 72 up, with the above mentioned Visual States set, but I am having a failure connecting to the LS right now. I'll give it a few.
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Post by LethalEncounter » Sun Feb 24, 2008 12:43 pm

btw, the values that are used for visual_state, action_state, and mood_state can be found in the visual_states table in the db. Also the parser will parse them out as well.

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Post by John Adams » Sun Feb 24, 2008 12:47 pm

Hmm, Loginserver suddenly doesn't like me.
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Post by LethalEncounter » Sun Feb 24, 2008 12:50 pm

oops, try now. It couldnt find a file after I recompiled it.

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Post by John Adams » Sun Feb 24, 2008 12:51 pm

Yup, she's up! loggin in to check out if the dead are actually laying down.
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Post by LethalEncounter » Sun Feb 24, 2008 1:00 pm

lol doh, just crashed my client with the iter error. First time I saw that error in the last week. Looks like more debugging work needed :P

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Post by John Adams » Sun Feb 24, 2008 1:12 pm

Bah! my turn. Just crashed on the fCollisionRadius > 0.0f again. First one today!
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