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Posted: Sun Aug 03, 2008 5:59 pm
by LethalEncounter
Make sure you are using the development update server (port 9102) otherwise it wont get the correct opcodes. As far as 4412 the opcodes were wrong for the dialog selection.
BTW I am uploading a new client.cpp file to SVN. Be sure to use this new one because I am about to make an opcode change that will break the existing version. I was using the wrong opcode and need to fix it.
Posted: Sun Aug 03, 2008 6:13 pm
by Zcoretri
LethalEncounter wrote:Make sure you are using the development update server (port 9102) otherwise it wont get the correct opcodes. As far as 4412 the opcodes were wrong for the dialog selection.
Yes I am using port 9102 of the update server. There are more than 500 new opcodes in the table, latest ones being version_range of 898?
BTW I am uploading a new client.cpp file to SVN. Be sure to use this new one because I am about to make an opcode change that will break the existing version. I was using the wrong opcode and need to fix it.
OK, i will update via SVN and recompile my exe
Posted: Sun Aug 03, 2008 6:32 pm
by LethalEncounter
If you are still having problems let me know which server is yours and I'll create a character on it to try.
Posted: Mon Aug 04, 2008 12:35 am
by Zcoretri
LethalEncounter wrote:If you are still having problems let me know which server is yours and I'll create a character on it to try.
Zebux Test server
Oseof Crestryder in the Willow Wood has the quest feather.
It kinda seems like it not doing the KillCrabs.lua file
Posted: Mon Aug 04, 2008 3:19 am
by LethalEncounter
Do you have the script setup properly in zonespawngroup?
Posted: Mon Aug 04, 2008 8:12 am
by John Adams
Just so I know I am thinking right...
You have to assign the spawnscripts to the quest giver in zonespawngroups.
Then, you have to put KillCrabs.lua in the quests table.
Then somehow, likely magically, the spawnscripts lua knows to find KillCrabs.lua in the quests table and assigns the quest to the player if they accept it.
Is that "1" the quest ID? How does the spawnscript know what quest to offer? While Murrar Shar is talking and offering, I figured the accepting wasn't done yet. I never bothered to check my journal, since saving progress wasn't ready.
Posted: Mon Aug 04, 2008 10:39 am
by Jabantiz
John Adams wrote:
Is that "1" the quest ID?
That is the quest ID.
Zcoretri wrote:
5016L is the version I tried with. I get this in the world console.
Unhandled command: q_accept_pending_quest
I also have the same problem, I have tried with client versions 5016L and 4591L every thing works great but when I accept the quest I gat that unhandled command.
My update port is 9102 and I just updated and recompiled from the svn a few mins ago.
Posted: Mon Aug 04, 2008 11:00 am
by Zcoretri
LethalEncounter wrote:Do you have the script setup properly in zonespawngroup?
id name spawn_script
-- ---- ------------
167 Parser Generated MurrarShar.lua
I copy and pasted text from your post to create the MurrarShar.lua file since I didn't see it any downloads anywhere for it.
Posted: Mon Aug 04, 2008 2:26 pm
by LethalEncounter
It is in the Config Files/SpawnScripts directory. So nothing happens when you hail the NPC?
Posted: Mon Aug 04, 2008 2:32 pm
by Zcoretri
I get everything up to where you can accept or decline the quest.
If you accept the quest, the dialog goes away and nothing happens after that.
Posted: Mon Aug 04, 2008 2:41 pm
by LethalEncounter
OK, it was partly my fault and partly yours

My fault: I forgot to update the commands table on the update server so that it would send out the quest command updates. Sad that you are the only one who seems to have even tried the new quest system, as without those commands it wouldn't work. :/
Your fault: You set the quest up on an merchant NPC with the default action being a buy/sell. You would need to hit 'H' or right click them to hail them.
Just restart your world and it should be fine.
Posted: Mon Aug 04, 2008 2:49 pm
by Zcoretri
LethalEncounter wrote:OK, it was partly my fault and partly yours

My fault: I forgot to update the commands table on the update server so that it would send out the quest command updates. Sad that you are the only one who seems to have even tried the new quest system, as without those commands it wouldn't work. :/
saw commands table update when I restarted my server
Your fault: You set the quest up on an merchant NPC with the default action being a buy/sell. You would need to hit 'H' or right click them to hail them.
I realized that, thats why I added a secondary command and set it to 1 for the right click option

Viola....working! Thanks LE

Posted: Mon Aug 04, 2008 3:23 pm
by John Adams
LethalEncounter wrote:Sad that you are the only one who seems to have even tried the new quest system, as without those commands it wouldn't work. :/
I probably would have done some testing beyond talking to Murrar Shar had I not been scolded for not reading the first few lines of the opening post that stated it wasn't working yet.

But I shall dig into it today. Reconfiguring TessEQ2 hardware a little first... moving it to a physical machine for some kick-it-in-the-ass testing

Posted: Mon Aug 04, 2008 3:26 pm
by John Adams
Regarding my assinine questions sometimes...
John Adams wrote:
Is that "1" the quest ID? How does the spawnscript know what quest to offer? While Murrar Shar is talking and offering, I figured the accepting wasn't done yet. I never bothered to check my journal, since saving progress wasn't ready.
Lethalencounter wrote:OfferQuest(NPC, Spawn, Quest ID) - Offers the quest to the Spawn (Player).
It's no excuse, but sometimes this website is so f'n slow, I immediately lose patience with trying to find info because it is 20-30 seconds to click a link. When I do get a page, it's usually to submit a question because of the former. So, sorry... I'll just stop asking stuff... because all it makes me look like is stupid.
Posted: Mon Aug 04, 2008 4:14 pm
by LethalEncounter
John Adams wrote:Regarding my assinine questions sometimes...
John Adams wrote:
Is that "1" the quest ID? How does the spawnscript know what quest to offer? While Murrar Shar is talking and offering, I figured the accepting wasn't done yet. I never bothered to check my journal, since saving progress wasn't ready.
Lethalencounter wrote:OfferQuest(NPC, Spawn, Quest ID) - Offers the quest to the Spawn (Player).
It's no excuse, but sometimes this website is so f'n slow, I immediately lose patience with trying to find info because it is 20-30 seconds to click a link. When I do get a page, it's usually to submit a question because of the former. So, sorry... I'll just stop asking stuff... because all it makes me look like is stupid.
Heh, no I never said it didn't work. I said it, well I forget what I said now, but I never said it didn't work

Anyways, yes that is the quest ID. You set it in the quests table and it uses that table to correlate the quest id to the quest script it should run.