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Posted: Thu Sep 11, 2008 8:27 am
by John Adams
Holy crap, Zexis... lol sorry. If it's too much, don't worry about it. We don't really support instancing now anyway, but yes it would be good to have that data.

Btw, the zone editor now supports insert, though with that many, maybe running a query in phpmyadmin would be easier? Whatever you decide.
Once upon a time, I was considering numbering the zone ID's by their expansion for clarity, but since the original list seems to be an alphabetical import, I didn't want to throw things off too much. If you think that's a good idea, we can still do it, but we'd need to do it now. The only thing (I believe) it affects is our spawn_ids, which I can fix fairly easily by query update.
Posted: Thu Sep 11, 2008 8:50 am
by John Adams
I'm sorry, I just realized I should be calling you "3".

Something I was looking into a while ago, which maybe we could use some input from the knowledgable player base if you do not know... There is a set of zones which are labelled "Describe me!"ish, some of which we have filled out, some which we still do not know.
In that set are these oddly named zones that do look quite familiar, but I believe SOE did away with their usage by eliminating the class/profession quests we used to have back in '04. Here's a short list of some questionable zones I would like to put a description to:
qey_epic01_p19_cache - "The Cache" is what I think this is... the old level 10 class quest zone?
Code: Select all
210 qey_epic03_village03_ph
211 qey_epic04_village05_bank
212 qey_epic05_village06_scribe
213 qey_epic06_p12_irontoes
214 qey_epic07_p08_sneeds
215 qey_epic08_p06_voleens
216 qey_epic09_l02_steel
217 qey_epic10_p01_bank
218 qey_epic11_l10_arbor
219 qey_epic12_l08_sanctum
These are just the few that are obviously Qeynos. I went into "cache" and recognized it as (what i think was) the building in Qeynos Harbor you had to go into solo and hack your way through pirates. Tho I am not 100% sure, since I had good and evil chars and cannot remember - there was also one in Freeport where you had to go assassinate someone, similar concept.
Zone into these zones, see if you recognize them from way before SOE f'd up the game and made it noob-proof. I for one would like to eventually set up a server that was true to the original EQ2 - including these great class-proving quests of the old days.
Posted: Thu Sep 11, 2008 8:58 am
by John Adams
Btw, my view of what I see (and remember) is, for instance, qey_epic03_village03_ph appears to be laid out much like the ground floor of Graystone Yards Inn, minus the staircase leading to the actual apartments.
Next I went into qey_epic07_p08_sneeds - which is another building in North Qeynos I believe - Sneeds the merchant. Again, laid out just like the ground floor of his building.
I do not remember ever having to "zone in" to one of these places before, and the dates on the vpk's are 10/7/2004. Maybe they are zones that never got implemented at all... which means, WOOT! Custom server options!

Posted: Thu Sep 11, 2008 9:06 am
by Arremis
I think some of these are preview zones, because they look like the usual newbie ghetto areas. Although, a couple of them (particularly the ones in freeport basement of the militia house) were used for quests...I can recall some story about rescuing a froglok in one of them, and the other had to do with listening in using some earwig device.
Posted: Thu Sep 11, 2008 11:18 am
by ZexisStryfe
John Adams wrote:I'm sorry, I just realized I should be calling you "3".

Something I was looking into a while ago, which maybe we could use some input from the knowledgable player base if you do not know... There is a set of zones which are labelled "Describe me!"ish, some of which we have filled out, some which we still do not know.
In that set are these oddly named zones that do look quite familiar, but I believe SOE did away with their usage by eliminating the class/profession quests we used to have back in '04. Here's a short list of some questionable zones I would like to put a description to:
qey_epic01_p19_cache - "The Cache" is what I think this is... the old level 10 class quest zone?
Code: Select all
210 qey_epic03_village03_ph
211 qey_epic04_village05_bank
212 qey_epic05_village06_scribe
213 qey_epic06_p12_irontoes
214 qey_epic07_p08_sneeds
215 qey_epic08_p06_voleens
216 qey_epic09_l02_steel
217 qey_epic10_p01_bank
218 qey_epic11_l10_arbor
219 qey_epic12_l08_sanctum
These are just the few that are obviously Qeynos. I went into "cache" and recognized it as (what i think was) the building in Qeynos Harbor you had to go into solo and hack your way through pirates. Tho I am not 100% sure, since I had good and evil chars and cannot remember - there was also one in Freeport where you had to go assassinate someone, similar concept.
Zone into these zones, see if you recognize them from way before SOE f'd up the game and made it noob-proof. I for one would like to eventually set up a server that was true to the original EQ2 - including these great class-proving quests of the old days.
John, I have no problems doing the update for the addtional instances. It is really no different than the good and evil versions of Refuge Island.
As for "The Cache" I believe the name of that zone is actually "The Luminary Cache".
As for the others, I know what they are. They are instnace zones of several of the bigger Qeynos buildings. Irontoe's Exchange, Voleen's, the bank, etc. These instances were used once upon a time for class quests and such. If I can find the safe locs, we should be able to use them still.
Posted: Thu Sep 11, 2008 11:42 am
by John Adams
ZexisStryfe wrote:As for "The Cache" I believe the name of that zone is actually "The Luminary Cache".
Nah, I checked that out. Luminary Cache is a tradeskill instance. "The Cache" looks like a church or warehouse or something that I distinctly remember "soloing" for my class or some armor piece many moons ago.
All the "qey" zones I listed have valid safe coords. It's the 'what are they' that I was questioning. I cannot seem to find info from 2004-2005 that detailed these zones, or what their "description" is. They may be part of your Allah's list, which is what I am really getting at

Posted: Fri Sep 12, 2008 7:14 am
by ZexisStryfe
John,
The Cache is in fact on my list. It was the class zone for "Path of the Pedator", so if you were an assassin or ranger, you would know it well...
Posted: Fri Sep 12, 2008 4:33 pm
by John Adams
Right, I was an assasin >and< a ranger

Not sure which toon I did that with, but anyway.
I am missing the Outpost of the Overlord's tradeskill zone. It used to be 167, but that is now Brood of the Lost Tongue. I believe both islands tradeskill instances are called "Tradeskiller's Workshop", so for data parsing, I was calling them "Tradeskiller's Workshop (good)" and "Tradeskiller's Workshop (evil)" until after data movement was done.
However, I lost my evil instance.

Zexis, should I just add another zone for this instance? Or am I missing something obvious?
Posted: Fri Sep 12, 2008 5:12 pm
by Arremis
That would be "Tradeskiller's Instance"

Question: Are there any zone IDs that go higher than 303? I see we're still missing some zones in the zone list. I'm gathering data for my Admin Panel into a nice tidy worksheet, and comparing the map list from EQ2Map, I've got some zones that don't have a corresponding zone ID.
Posted: Fri Sep 12, 2008 6:04 pm
by John Adams
Hmm, unless you're trying to convince me the packet collector renames zone instances it captures, I see "Tradeskiller's Workshop".
Code: Select all
fprt_tradeskill01 Tradeskiller's Workshop (evil) cb1267d0c837a431 3.09502 1 -3.07118,
qey_tradeskill01 Tradeskiller's Workshop (good) 048f0952c837a431 8.39294 -0.476185 -11.6062
I put the "evil" and "good" in there myself because they use the same exact zone description and file and it's for -populate that they need to be unique.
Otherwise, that's what we get from SOE.
Posted: Fri Sep 12, 2008 11:46 pm
by John Adams
Oops. I forgot to mention that we should not change the zones.description data for now, since it no longer matches what is in the collected data - so populating the database is failing

How certain are you that the Descriptions you chose match Live? Some of my logs are older, but no more than a year. Shouldn't the description field match what SOE calls their zone? I know it doesn't matter mechanically, but it's breaking the parser.
I do not think we have to change anything back, unless there is some general consensus that the new descriptions are somehow incorrect. I can fix the rawdata before running -populate to match your new descriptions, so it's not a bad thing really. Just curious where these descriptions are coming from.
Posted: Sat Sep 13, 2008 3:19 am
by Arremis
Whoops...Tradeskiller's Workshop

Posted: Sat Sep 13, 2008 7:36 am
by ZexisStryfe
Yes, Tradeskiller's workshop is the name of the instance in both good and evil versions. Did I remove Tradeskiller's workshop? I though I changed 'tradeskiller's instance' to Brood.
Sorry if that changed anything. There are now 2 zones named 'Tradeskiller's Workshop'. The original one is WorkshopGood (id=283) and based off of qey_tradeskill and the new on is WorkshopEvil (id=350), based off of fprt_tradeskill. Does that help you out?
Posted: Sat Sep 13, 2008 7:47 am
by ZexisStryfe
Arremis wrote:
Question: Are there any zone IDs that go higher than 303? I see we're still missing some zones in the zone list. I'm gathering data for my Admin Panel into a nice tidy worksheet, and comparing the map list from EQ2Map, I've got some zones that don't have a corresponding zone ID.
In eq2, there are approximately 450 zones. I have been working to add the missing zones, but it is tough since many no longer exist. I think I have like 80 more to go.
Posted: Tue Sep 16, 2008 1:26 pm
by ZexisStryfe
Well I have finished all expansions except for Splitpaw (That will be done tomorrow). There approximately 50 zones still missing though largely because they are based on houses or parts of other zones, so they are gonna take some research on live (if the zone still exists there).