Antonica!
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- Sik San
- Posts: 34
- Joined: Sun Jun 12, 2016 12:16 am
- Location: UA
Re: Antonica!
http://i.imgur.com/z5kIVom.jpg
Checked Live - there is nothing to pin that poster to.
http://www.eq2emulator.net:9301/eq2db/e ... wnlocation
ID 479816
Checked Live - there is nothing to pin that poster to.
http://www.eq2emulator.net:9301/eq2db/e ... wnlocation
ID 479816
“I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
- Cynnar
- Project Leader
- Posts: 738
- Joined: Sat Sep 27, 2014 1:22 am
- EQ2Emu Server: Eq2emulator
- Characters: Vlash
Veinlash
Taragak
Cynnar
Re: Antonica!
Live removed it at some point that is why it's not there anymore. We need to spawn it anyway and set the spawnpercentage to 0. Whatever the poster was tacked to is probably an object, maybe a widget can't remember, and will be there when you spawn those.
I would leave the wanted poster spawnpercentage at 100 until you get the correct object/widget spawned. Then set both spawnpercentage to 0
BTW the bottom link doesn't work so I'm just guessing it's the wanted poster
I would leave the wanted poster spawnpercentage at 100 until you get the correct object/widget spawned. Then set both spawnpercentage to 0
BTW the bottom link doesn't work so I'm just guessing it's the wanted poster
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]
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- Sik San
- Posts: 34
- Joined: Sun Jun 12, 2016 12:16 am
- Location: UA
Re: Antonica!
Sabotage_sabotage/freeport_1_x2_1 (121104)
While show command is on, I don't have a progress bar for burning those tents.
While show command is on, I don't have a progress bar for burning those tents.
“I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Antonica!
It is more the likely the entity command to burn those tents doesn't have a cast time.
- Cynnar
- Project Leader
- Posts: 738
- Joined: Sat Sep 27, 2014 1:22 am
- EQ2Emu Server: Eq2emulator
- Characters: Vlash
Veinlash
Taragak
Cynnar
Re: Antonica!
That's what I missed! I even had to change the distance as it was set to 2, but I didn't even think about cast timeJabantiz wrote:It is more the likely the entity command to burn those tents doesn't have a cast time.
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]
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- Sik San
- Posts: 34
- Joined: Sun Jun 12, 2016 12:16 am
- Location: UA
Re: Antonica!
Sabotage_sabotage/freeport_1_x4_1 (121105)
http://i.imgur.com/GfbsAZ7.png
It's underground and I failed miserably, trying to push it up
someone help me )
http://i.imgur.com/jgvGrQU.png there is something wrong too
http://i.imgur.com/GfbsAZ7.png
It's underground and I failed miserably, trying to push it up
http://i.imgur.com/jgvGrQU.png there is something wrong too
“I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Antonica!
I fixed the first one, all I did was /move to its location then got above ground with /fly 1, once above I turned fly mode off so I would drop to the ground once on the ground I did a /loc and got the y value and manually entered it in the DB and hit update, back in game I did /reload and the pile of wood showed up above ground.
On the second one I am not sure what the problem is, I /move to the location and the pile of wood is sitting there on the ground.
On the second one I am not sure what the problem is, I /move to the location and the pile of wood is sitting there on the ground.
- Sik San
- Posts: 34
- Joined: Sun Jun 12, 2016 12:16 am
- Location: UA
Re: Antonica!
-2395.92 -39.1584 -339.125
http://i.imgur.com/5YnZyyC.png
I can't remove this rock for some reason
It should not be there
Sabotage_sabotage/freeport_1_x9_1 (121773)
Everything looks ok, but it does not work. Says too far
Also how can I remove dupes from the DB?
same with 121757 and 121756
does not work
121749 and 121107 is the same thing actually. Dunno how remove it so I spawned the one with more buckets and set spawn % 0 to the other
Sabotage_sabotage/freeport_1_x5_1 (121106) does not work aswell. reloaded entitiy commands but it did not help
same with Sabotage_sabotage/freeport_1_x6_1 (121107)
No idea why - show command on, everything looks functioning. but I don't get the progress bar
same with Sabotage_sabotage/freeport_1_x9_2 (121745)
looks like this issue appears only with duped things
121740, 121097 dupes again
the only one that works properly from all those dupes I mentioned above
http://i.imgur.com/jfriSgk.jpg
no visuals for portal_to_obelisk (121739)
http://i.imgur.com/6WhLCWq.jpg
It works, but I'm sure it has to look like a dark orb inside. It was ok when I spawned it manually before the mass pop
wanted poster (121735) - there were much more posters to spawn before. Is that ok? No primary command also, but I'm not sure if it was there
http://i.imgur.com/xoHQp4h.png
I don't see those 2 bells in the editor. The new one is for Guild Halls and the other should be travel outside Q that does not exist for ages. (Was replaced by that fancy globe bell)
http://i.imgur.com/5YnZyyC.png
I can't remove this rock for some reason
It should not be there
Sabotage_sabotage/freeport_1_x9_1 (121773)
Everything looks ok, but it does not work. Says too far
Also how can I remove dupes from the DB?
same with 121757 and 121756
does not work
121749 and 121107 is the same thing actually. Dunno how remove it so I spawned the one with more buckets and set spawn % 0 to the other
Sabotage_sabotage/freeport_1_x5_1 (121106) does not work aswell. reloaded entitiy commands but it did not help
same with Sabotage_sabotage/freeport_1_x6_1 (121107)
No idea why - show command on, everything looks functioning. but I don't get the progress bar
same with Sabotage_sabotage/freeport_1_x9_2 (121745)
looks like this issue appears only with duped things
121740, 121097 dupes again
the only one that works properly from all those dupes I mentioned above
http://i.imgur.com/jfriSgk.jpg
no visuals for portal_to_obelisk (121739)
http://i.imgur.com/6WhLCWq.jpg
It works, but I'm sure it has to look like a dark orb inside. It was ok when I spawned it manually before the mass pop
wanted poster (121735) - there were much more posters to spawn before. Is that ok? No primary command also, but I'm not sure if it was there
http://i.imgur.com/xoHQp4h.png
I don't see those 2 bells in the editor. The new one is for Guild Halls and the other should be travel outside Q that does not exist for ages. (Was replaced by that fancy globe bell)
“I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Antonica!
Is it not there at all, or is it a much smaller size on live? Either way the grid id was wrong on it, you should be able to target it now to adjust size or remove.Sik San wrote:-2395.92 -39.1584 -339.125
http://i.imgur.com/5YnZyyC.png
I can't remove this rock for some reason
It should not be there
The entity command for this spawn has a distance of 2 (small, normal is usually 10) and it has no cast time so you will not see a cast barSik San wrote: Sabotage_sabotage/freeport_1_x9_1 (121773)
Everything looks ok, but it does not work. Says too far
Also how can I remove dupes from the DB?
This was a case of the sign distance being to short, one was 2 the other was 5, bumped them both to 10. There is other stuff in the area so hovering over them is difficult and only seems to work at certain angles fyiSik San wrote: same with 121757 and 121756
does not work
Multiple locations for both so can't really check themSik San wrote: 121749 and 121107 is the same thing actually. Dunno how remove it so I spawned the one with more buckets and set spawn % 0 to the other
Both have a distance of 2 (have to be right on top of them) and cast time of 0 set on the entity commands they use.Sik San wrote: Sabotage_sabotage/freeport_1_x5_1 (121106) does not work aswell. reloaded entitiy commands but it did not help
same with Sabotage_sabotage/freeport_1_x6_1 (121107)
Again the entity command is set to distance of 2 with no cast timeSik San wrote: No idea why - show command on, everything looks functioning. but I don't get the progress bar
same with Sabotage_sabotage/freeport_1_x9_2 (121745)
looks like this issue appears only with duped things
This looks like it might be a server code issue, looks like we don't send the visual state for signs, for now there is nothing that can be done, when a script is set up to spawn the portal the visual could be set through the lua though.Sik San wrote: http://i.imgur.com/jfriSgk.jpg
no visuals for portal_to_obelisk (121739)
no clue on this, either a different model or different visual state but can't be sure.Sik San wrote: http://i.imgur.com/6WhLCWq.jpg
It works, but I'm sure it has to look like a dark orb inside. It was ok when I spawned it manually before the mass pop
I don't think live has that many and I also don't think they spawn in the same place so for now this is fine, as for the command that is fine as well, we can always add one later. Side note, do these even still work on live?Sik San wrote: wanted poster (121735) - there were much more posters to spawn before. Is that ok? No primary command also, but I'm not sure if it was there
Then remove the old bell.Sik San wrote: http://i.imgur.com/xoHQp4h.png
I don't see those 2 bells in the editor. The new one is for Guild Halls and the other should be travel outside Q that does not exist for ages. (Was replaced by that fancy globe bell)
There is no way to remove dupe spawns, and we don't really want to as you never know when it might come in handy, you can remove spawn locations and if a spawn no longer has a location in the zone it will not show up in the editor.
- Sik San
- Posts: 34
- Joined: Sun Jun 12, 2016 12:16 am
- Location: UA
Re: Antonica!
Problems solved!Jabantiz wrote:...
“I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
- Sik San
- Posts: 34
- Joined: Sun Jun 12, 2016 12:16 am
- Location: UA
Re: Antonica!
Problems solved!
“I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Antonica!
It is to late for me to check these and I will have to do it tomorrow but on these two
If you are looking for those windows you won't find them, they will be the result of LUA scripts that gets attached to those widgets eventuallySik San wrote: Not Found. (120886) - 1st of all - no description. There is no primary command in the editor.
http://i.imgur.com/UK7QgyZ.jpg - live.
bookcase_windstalker (120890) - no commands in the editor.
http://i.imgur.com/VfrsFBm.png
- Sik San
- Posts: 34
- Joined: Sun Jun 12, 2016 12:16 am
- Location: UA
Re: Antonica!
Problems solved!
“I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
- Sik San
- Posts: 34
- Joined: Sun Jun 12, 2016 12:16 am
- Location: UA
Re: Antonica!
I'm sorry, I've found the issues source. Those widgets that did not work had their twins in the DB. Once I set up the dupes - everything started to work perfectly. I've set dupes spawn % to 0 after everything was sorted out. (No idea if that even affects something, but content design monkey feels much better this way). Any chance you could fix that dupes issue when mass pop zones?Jabantiz wrote:...
Signs and widgets are rdy. I'll conact Cynnar and ask him for some classes regarding Objects asap.
“I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
- Sik San
- Posts: 34
- Joined: Sun Jun 12, 2016 12:16 am
- Location: UA
Re: Antonica!
“I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?"
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
Death thought about it.
CATS, he said eventually. CATS ARE NICE.”
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