Phase 3: Villages/Hoods

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John Adams
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Phase 3: Villages/Hoods

Post by John Adams » Wed Sep 17, 2008 12:14 am

We have more work to do on the tutorial islands, but we're waiting on a few new LUA functions to wrap up the scripting. I believe the spawns are close to final on both islands.

Here's a list of target zones to complete for Phase 3:
The Baubleshire
Castleview Hamlet
Graystone Yard
Nettleville
Starcrest Commune
Willowwood

Oakmyst Forest
Forest Ruins
The Caves
The Down Below
The Peat Bog

Beggars Court
Big Bend
Longshadow Alley
Scale Yard
Stonestair Byway
Temple Street

The Graveyard
The Ruins
The Sprawl
Sunken City
Thieve's Way

That should be enough to keep Scatman busy for at least 3-4 hours. ;)

I am checking out what we have on the evil side, which seems much thinner than the goodies. Time to make some evil babies!

Note to team: Scripting via the editor is currently offline due to the server redesign of where script data is stored in the DB. Give me tomorrow (Wed) to see if I can sort that out. Just focus on spawn cleanup for now, and maybe fix a few doors :)
Last edited by John Adams on Wed Jul 08, 2009 9:22 am, edited 2 times in total.
Reason: Updated to reflect the 5 phases of newbie content

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Post by John Adams » Wed Sep 17, 2008 1:41 am

I have just found one major screw up with how I am currently parsing (and re-parsing) and then additionally populating the live server - seems each time you run the parser, "entity_commands" gets filled with whatever command the spawn might have, in whatever order the logs get parsed. So what you see now are schools of fish wanting to sell you items, NPCs wanting you to Use them, and general mayhem along those lines.
I will resynch our servers entity_commands in the next day or so. Meanwhile, you can change them in the editor - but of course, it requires a server restart, so don't bother. Again, place/clean up spawns, and we'll get to the details this coming weekend. I have a lot of work cut out for me, and it will take me a few days to get it all under wraps.
Thanks for your patience.

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Post by Scatman » Wed Sep 17, 2008 2:22 pm

Cool I can fish for doors and open merchants!! Talk about customization! :lol:

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Post by John Adams » Tue Sep 23, 2008 1:24 pm

Scat (and anyone else working on scripts), here's the list of zones that have scripts generated and linked to their NPCs. More to come.
QueensColony
OutpostOverlord
WorkshopEvil
Castleview
Graystone
Starcrest
WillowWood
Caves
ForestRuins
Oakmyst

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Post by Arremis » Tue Sep 23, 2008 2:09 pm

Scatman wrote:Cool I can fish for doors and open merchants!! Talk about customization! :lol:
Ha ha I'm going to sell my friend to a bridge :lol:
I am the UI Master...there is no charge for my awesomeness.

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Post by Scatman » Tue Sep 23, 2008 2:48 pm

Ha, in your dialogs they all have the name of my player instead of GetName(Spawn). Easy fix but just lettin' ya know. I doubt there's a way around that huh?

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Post by John Adams » Tue Sep 23, 2008 3:05 pm

I can only perform a regex search/replace on things I know about. Since I use the IgnoreList.txt when I collect, I replace any XX* chars I find with GetName(Spawn). If your collects show "Scatman", then I do not replace it. How do I know what is a player name vs what is part of the dialog?
Sorry, you'll have to replace those names manually. You should be using IgnoreList.txt also with your collects - if you are paranoid like me.

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Post by Scatman » Tue Sep 23, 2008 3:29 pm

Oops I wasn't aware of what ignorelists did. I wasn't considering it a bug or anything, just found it funny.

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Re: Phase 3: Villages/Hoods

Post by John Adams » Sun May 10, 2009 9:56 am

Team,

I've broadened the scope of this "Phase 3" to include the Freeport Hoods that we are already working on :) I just forgot to come update the status threads.

Going to outline Phase 4, then hopefully we'll be closer to releasing some content (Milestone 1 - the first 20 levels :))

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