Discussions of the design and development of in-game content.
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Plague
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by Plague » Mon Jul 20, 2015 7:36 pm
The only transportation ID in the table is 50 which is for world travel map. I am practicing my skills by tackling "The Ruins" zone around Freeport. The travel bell there should just lead to other bells in Freeport. Is there anyway to create a map for Freeport travel? I have for the moment just set it to 50 for testing. Also I am trying to make a sign. I have not found a post on here with good info. I am quit capable of making the object.
Code: Select all
/spawn create object 19 1 1 'Freeport Sign Post'
in this instance. The arrow parts of the sign tho are eluding me I thought it would be.
Code: Select all
/spawn create object 20 1 1 'Freeport Sign Post Arrow'
I thought that nothing was happening when I entered this, but a /flymode 1 and fly up a bit and I see a sign being created and then falls down if I fly pretty high I can click it as it falls. I see a table spawn_signs and I assume that is how you place the arrow onto the sign post and the description field is the tooltip you see when moused over. Do I just add a row into this table with the created spawns id and then move it into place via the widget x,y,z? Or am I completely wrong with my guess work?
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Jabantiz
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by Jabantiz » Mon Jul 20, 2015 11:17 pm
You can set up the old list version easily by adding info into the `transporters` table, you just want to make sure that every thing that can be in the same list has the same `transport_id` as a spawn can only have one transport list assigned to it. If you want the map it is a bit more difficult, you will need to find the name of the map and insert it into `transport_mpas` table with the same `transport_id` as the list you made in the `transporters` table. You will also need to add the `map_x` and `map_y` fields to all destinations.
A sign is just a special spawn like an object, you would use /spawn create sign to manually spawn one. I am not familiar with the sign post but if the arrow part is its own model you can create a new spawn and move it close to the post and set a y offset to raise it off the ground. Also so you know a sign is anything that gives a pop up when you hover the mouse over it, like the doors from thundering steppes to antonica, also some quest objects like the bushes in frostfang. I do not know if there are commands to change the mouse over portion of signs in game, you may have to do it manually in the DB in the `spawn_signs` table
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Plague
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by Plague » Tue Jul 21, 2015 8:44 am
Well I think i set up the Freeport transport. Well at least the transports table. I choose 75 as it was not taken /shrug.
41 75 Zone The Ruins 127 -170.25 -1.01 78.99 0 127 map x,y 1300 850
43 75 Zone North Freeport 559 -192 -58 -224 0 559 map x,y 1325 450
45 75 Zone West Freeport 559 242.62 -3.52 -48.57 0 559 map x,y 1190 540
46 75 Zone East Freeport 559 -231.36 -56.06 172.84 0 559 map x,y 1325 600
47 75 Zone South Freeport 559 -232 -56 174 0 559 map x,y 1325 670
49 75 Zone The Commonlands 33 -1052.42 -144.94 682.35 0 33 map x,y 1050 500
51 75 Zone The Sprawl 126 -96 -3 -47 0 126 map x,y 1150 750
52 75 Zone Sunken City 124 -62 0 63 0 124 map x,y 1325 100
53 75 Zone The Graveyard 125 -68 -12 125 0 125 map x,y 1250 150
I found the map under client/ui/default/images/maps/map_freeport_all.dds But no matter what I name it (Freeport_combined, freeport_all, map_freeport_all.dds or map_freeport_all) I still get the world map when I click on the bells. Unless im looking for the map in the wrong place. I can figure out the map x,y I already moved the names around with the coordinates. But as you said hard(er) part is the map. I figured it out... was using the wrong map I set map to dlere and it works fine now, mostly anyways. There are 4 bells in the same zone (Freeport zone 559) and when I click on any one of them only North Freeport shows up on map the other 3 do not show up on the map. When I click from any other zone tho all 4 show up.
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Jabantiz
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by Jabantiz » Tue Jul 21, 2015 1:36 pm
Never seen multiple bells in the same zone, sounds like something we didn't add support for because we never anticipated that situation, I will have to look into it and see if I can get a quick fix, going to steal your posted info to test.
Also glad you figured out the map, finding the map name is the most difficult part as they don't always make sense and don't match the map names you would find in the ui. From what I have found the only reliable way to get the map name is a packet log collect and we don't have them for all the possible transportation maps, in fact I think we only have a collect of the world map.
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John Adams
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by John Adams » Tue Jul 21, 2015 3:41 pm
Old school, I do remember 2 bells in various zones usually next to each other or across from each other usually by a dock (mariner bells? helloooo?) And, they used to work long ago (before the world map came into being). If the object is assigned the ID, the only way it wouldn't work is if the code to handle old bells was no longer reachable. Or, the new client is borked.
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Jabantiz
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by Jabantiz » Tue Jul 21, 2015 4:00 pm
Yea the old code is reachable, if no map is included it will use the old system. Also I may be remembering wrong but didn't those old bells be separate transporters, one for the city and the other for the world?
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John Adams
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by John Adams » Tue Jul 21, 2015 4:06 pm
Jabantiz wrote:Yea the old code is reachable, if no map is included it will use the old system. Also I may be remembering wrong but didn't those old bells be separate transporters, one for the city and the other for the world?
Yeah, pretty sure they had different lists. I was only commenting on them being present in the world. I also just remembered, if they are not visible, check that include_location or whatever that bizarre flag was LE set.
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smash
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by smash » Tue Jul 21, 2015 4:07 pm
Jabantiz wrote:Yea the old code is reachable, if no map is included it will use the old system. Also I may be remembering wrong but didn't those old bells be separate transporters, one for the city and the other for the world?
They used to have bells that went to 1 place outside the city. IE, there was a bell that just went to Nektulos Forest and another to Everfrost on the Thundering Steppes docks. Then there were bells in the cities with a popup menu to take you to the neighborhoods and such.
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Jabantiz
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by Jabantiz » Tue Jul 21, 2015 4:12 pm
Yea the bells are actually in the world, the list on them is screwed up though. Basically in the combined Freeport you can port to 4 different locations within the same zone (559) on the list only 1 shows when bringing up the list in the same zone, the other 3 should also show up in the list. Something I never anticipated and it doesn't look like LE did either.
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Plague
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by Plague » Tue Jul 21, 2015 6:03 pm
I made the Qeynos and surrounding area maps too. There are 2 zones each with 2 bells. I used 76 as the transport_id.
76 Zone Qeynos Harbor 660 998.21 -25.79 29.12 Map X,Y 200 785
76 Zone Antonica 12 432.06 -37.18 818.69 Map X,Y 665 710
76 Zone The Caves 197 3.5 3.5 -19.22 Map X,Y 525 650
76 Zone The Elddar Grove 660 724.98 -18.76 -362.03 Map X,Y 370 475
76 Zone The Forest Ruins 196 890.9 -14.05 -570.59 Map X,Y 140 300
76 Zone North Qeynos 589 420.52 -26.83 -43.15 Map X,Y 525 785
76 Zone Oakmyst Forest 195 1093.62 -10.16 -381.34 Map X,Y 200 550
76 Zone The Peat Bog 198 576.31 -32.21 441.11 Map X,Y 325 1100
76 Zone South Qeynos 589 553.78 -26.58 105.97 Map X,Y 375 875
Finding the map name is rather easy. In the live game bring up a map, in the drop down window click on Norrath. Each name listed there is a map, convert to lower case (needed?) and take out all none letter symbols and you got your map. karan is what I placed into the transport_maps map_name.
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John Adams
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by John Adams » Tue Jul 21, 2015 7:23 pm
Jabantiz wrote:Something I never anticipated and it doesn't look like LE did either.
Yeah, our bells never teleported within the same zone. That's what the transporter table was for though, like zone lines and stepping on the pads in the Mage Tower in Qeynos.
Jeepers it's been a long time since "Qeynos" has crossed my lips (fingers)
Side note, wonder if they have to rename it now to Qekaerbyad?
/kneeslap
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Jabantiz
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by Jabantiz » Tue Jul 21, 2015 10:21 pm
John Adams wrote:Side note, wonder if they have to rename it now to Qekaerbyad?
/kneeslap
Sadly I would not put it past them to have a major update to do just that...
As for the problem at hand it turns out LE did actually anticipate this for the old system and it was fully supported, when I added support for maps I failed to anticipate it. I changed some code to mimic how he did it, basically it will check if you are within 20 feet/meters/units from the destination for the location and use that as the origin (blue name on the map you can't click), instead of just checking if it was the same zone id like it was.
This works but if you have multiple locations really close to each other it will only show one of them. I point this out because in the sample data Plague supplied East and South Freeport are practically right on top of each other so only one name from them is shown. Committing code to dev svn.
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Jabantiz
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by Jabantiz » Tue Jul 21, 2015 10:41 pm
Plague wrote:Finding the map name is rather easy. In the live game bring up a map, in the drop down window click on Norrath. Each name listed there is a map, convert to lower case (needed?) and take out all none letter symbols and you got your map. karan is what I placed into the transport_maps map_name.
I wish it was that easy, unfortunately it seems like out side of the shattered lands it isn't, for example the map for greater fay is exp03_rgn_greater_faydark_1, not sure if that matches the actual map name in the ui files but as you can see what name they decided to use does not seem to be consistent and that is what makes it difficult.
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