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[2.0] Queen's Colony

Posted: Sun Jun 10, 2018 6:55 pm
by Cynnar
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  • Current lead for the zone | Queen's Colony
    • @Rylec
  • Other people involved | Queen's Colony
    • Quest
    • @premierio015
    • Spawn spell
    • @neatz09

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There is a status for each topic in the respective posts where things that needs attention is listed. Feel free to look at any of those. If you are new to LUA/EQ2 EMU please consult with Rylec, Prem or Neatz before making major changes. Good practise would be to respond to this thread with the issue you wish to work with and with any solutions you have to the issue before changing a lot of things.

Priority
  • - Fix spawn script for Cleric Mara'Vaen
  • - Fix The Guurok

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To get involved please contact the current content lead developer for this zone and ask what is needed. If no one is currently lead you can contact @neatz09, @Cynnar, @premierio015 or @Rylec.

You can also take a look at the progression posts in this thread, check the links to helpful guides for inspiration. If you are new to coding or have limited experience each task has a rating to help you understand the complexity of the task. Green tasks are for absolute beginners while advanced tasks in general are for people with a bit more LUA scripting experience. However, even people with no previous coding experience will be able to learn to help with any of the content tasks.

Welcome to the content team!


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Re: [2.0] Queen's Colony

Posted: Sat Oct 19, 2019 1:39 am
by Rylec
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Q: Quest implemented and can be completed
D: All dialogue options implemented, or all pop up window options implemented (if relevant)
E: All emotes (quest giver) implemented (if relevant)
V: All voice overs implemented (if relevant)
A: Quest is like Live and is QA approved

- Done
- Needs work
- Not started
  • Q | D | E | V | A
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Welcome to Norrath

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EMU | Live
Notice the difference in current zone name

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EMU | Live

Quest update missing:
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The Art of Combat

- Clicking 'What do you mean?', emote (lifting right hand) and voice over is missing (voice over is also missing on Live)

Fighting the sparring partner: the name of the sparring partner gets the quest help feather added to the end of the name (on the EMU server, this does not happen on LIVE).

Sparring partners do not stop combat when reaching 0 - instead they despawn. Missing conversation when they are defeated.

Missing Quest update (blue text on screen) 'I have spoken to Murrar Shar.' when completing the quest.

When going back to Murrar Shar and instead of directly accepting the next quest - stop the conversation - and then start it up again, then the EMU has the wrong voice over (its almost the same, but the EMU repeats the one from coming back and completing the last quest, while LIVE has a new start to the voice over that makes more sense at this time (simply starts by saying 'Hello', instead of 'I'm glad to hear it...').

A Presence of Evil

EMU: The help feather at the end of a spawn name only appears after ingaging combat with the first of the relevant spawns (and then it is visible for all the spawns)

When approaching a dead soldier there is missing sound as the zombie is summoned, and the zombie should be digging out of the ground (animation missing).

When returning to Murrar, quest update is missing:

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Clicking 'I am ready to help now', missing emote (pondering).

Into the Tainted Forest

All Predator Sha'dur voice over is missing (also missing on Live - collected keys from Live do not work on the Emu either)).

The Quest updates for collecting Pile of Sticks should be corrected to these:

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This one should of course be 2/3 for the second collected sticks. The final Quest update for the third collected stick is actually correct - but the first of the two update messages for the third stick should be exchanged with this one:

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Quest update is missing when clicking 'You've already got some samples? But...':

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Quest update missing when returning to Murrar:

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Joining the Forward Ranks

Quest reward 'Qeynosian Leather Shoulderpads' is missing from the DB (the other three rewards are there, based on EQ2 Wiki).

When the lost scout is 'turned' by Cleric Mara'Vaen, animation is missing (for both the Cleric and the scout) and she should be turning them immediately when within range (EMU there is a lot of delay)).
Not all Lost Scouts give quest update (e.g. I have yet to get her to work on a barbarian Lost scout (ID 2530207)).

Morak devourers don't show quest help feather before combat is initiated.
Quest update for killing moraks is not the same EMU vs. LIVE (final Quest update (for killing the last morak needed) is correct though):

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EMU

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LIVE

Returning to Cleric Mara'Vaen for quest completion Quest update is missing:

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The Source of Evil

The Guardian Staves are present on Emu but have no script.

On LIVE the totems after being kicked will linger for a few seconds (and have a smoke animation?), this is missing on the EMU where the totem immediately disappears.

Clicking 'By me? Aren't you the the great wizard?', Quest update is missing:

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The Dark Blademaster should be spawned by the quest step (to kill him) and he should be standing waiting using a threatening emote of sort. On Emu however he seems to be spawned by location or proximity trigger, which means that he will not spawn until you are at his spawning point, and if you go away a bit and return to the spot you can spawn him repeatedly (I was fighting three at a time).

Clicking 'I'll do what I can.', missing Quest update:

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The Cave instance is actually quite well done. Excellent work there.

The cave 'The Source of Evil' should have a quest step requirement - right now you can enter at will.
I believe the quest update message 'I have slain the necromancer.' was missing on Emu when the final encounter group was killed.

When returning to High Chieftan Grexx after the Cave, chat bubble is missing for text.

When completing quest, Quest update is missing: 'I have returned to Murrar Shar and have completed my duties for him.'

Tainted

First quest step: Killing spiders should give this Quest update: 'A Toxic Crawler (1/4)' (etc.). The Quest update for the fourth and final kill is correct, but I think I got a double 'ding' sound (one for the Quest Reward trigger and one for the Quest update (the Quest update came up a couple secs late - may have been lag).

Examining the first parchment: missing Quest update: 'I've examined the scrap.' The journal is also missing the next text until you kill the first spider for this step.

When you find the next parchment there is no Quest update (should be: Quest item found! Another Piece og Parchment'. The journal update is missing even when you click the last parchment option (after examining the parchment. The final parchment option should also trigger a Quest update (this is missing): 'I've put the parchment together.'

The final piece of parchment is spawned by a proximity trigger. On Emu it triggers a bit further from the cave than on Live (where it doesn't trigger until right upon the location), but it is probably better on Emu tbh.

When gathering the parchment from the ground there should be a Quest update: 'I've located the rest of the parchment.', and the You have gathered update should be: 'a Parchment Scrap'

The journal has been missing help text throughout the last part of the quest...

When the parchment have been pieced together a Quest update is missing: 'I've pieced the parchment together.'

I was not able to click the 'Put the parchment away' option in the last parchment window, but had to click 'x'.

On Emu Direspike is up constantly - and is also triggered by the quest. In addition to the being triggered by the quest step, there is also a proximity trigger on Live (he only spawns when almost on top of him on Live). For info the server crashed at this point on my first play through (may not be related, but I know this has happened before), I had no crashes on a second play through.

Ghosts and Goblins

After first conversation with The Forest Keeper, Quest update missing: 'I've spoken with the Forest Keeper.' This also screws up the journal.

The next step is either to kill 4 a ghostly sapling or 3 a ghostly treant (seems to be 50/50% chance of each), I believe currently the Emu only gives the 3 a ghostly treant version.

Quest item found! message should be Ghostly Sapling (1/4) or Ghostly Treant (1/3).

Killing the last sapling did not give any Quest update or Quest item found message.

End of conversation with The Forest Keeper, missing Quest update: 'I've spoken to the Forest Keeper.'

For soothsayer quest step Quest item found! update for gathering roots should be: 'Some Roots (1/3)' etc.

For Falls Quest item found! should be 'Water from <insert location>', and the proximity trigger is set so you get the update far from the fall - its much closer on Live (on Live its connected to the location pop up).

I didn't see any Quest Update when completing all the steps (roots and Falls), but the journal updates.

Lasysia's Call

Reading the inscription (examining the statue) should give the player 'Blessing of Lasydia' (water breathing for 15 min).
The kill Quest update should be: 'razortooth shark (1/5)' (etc.) - as always the Quest update on the Emu is set to whatever is in the Journal Update.
Completing the quest: missing quest completion sound and Quest update: 'Lasydia has comforted me and the feeling to slay sharks left me after I had slain a number of them.'

Ebik's Missing Parts

Works exactly like Live.

A Sandy Bone Shard

The quest starter is currently a body drop - should be a small chest drop (according to Live).
The quest update should be like Live (general issue with quest updates), and final quest update is missing (common quest issue).

Doggone it!

The pop up helpful hints window when you approach the area is missing.
When helping the halfling down there should be a hand icon when the cursor hovers on top of him in the tree.
The halfling does not have any VO - this is also the case on Live.
When the halfling climbs down he should say 'Whew, thank you! I couldn't hold on much longer.' This is missing on the Emu.
When killing a Morak Devourer the Quest item found! message should be: 'A Morak Devourer (1/5), etc.
When killing the final Morak the Quest update is missing (and journal is messed up).
When completing the Morak steps and returning to the halfling you should get a Quest reward window and Accept the Diplomatic Gift. On the Emu it is just summoned to the inventory.
When completing the quest at the Soothsayer the Quest Update is missing: 'I've been diplomatic with the Sapswill soothsayer.'
Quest feather for the next quest was missing after completing this quest, and the there should be a conversation option to go directly to the next quest - this seems to be missing. After relogging the quest feather was there - I may have missed it earlier.

A Dilpomatic Mission

There seems to be more Sapswills with quest update flags when the quest is started on the Emu than on Live - will have to be checked to allign.
Quest update flags don't disappear from members of the group of sapswill villagers (running, dancing etc.) when they update a quest step.
When completing the quest the Quest update is missing: 'I've greeted the High Chieftain of the Sapswill goblins.' and the quest completion sound is missing.
When clicking Hich Chieftain Grexx after completing the final quest his speech is wrong, should be: 'Rebuild we will in your name, <player name>!'

Re: [2.0] Queen's Colony

Posted: Sat Oct 19, 2019 6:03 pm
by Jabantiz
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Q: NPC added with correct location and heading or has correct path (plus variation paths)
D: NPC has correct size, looks, attire and title (if relevant)
E: All dialogue options, voice overs, emotes and animations implemented (none quest related and if relevant)
V: All functionality (mender, merchant, etc.) implemented and correct (if relevant)
A: NPC is like Live and is QA approved

- Done
- Needs work
- Not started
  • N | A | D | V | A
  • |||| 1. Captain Varlos
  • |||| 2. Ingrid
  • |||| 3. Geredo
  • |||| 4. Vim
  • |||| 5. Waulon
  • |||| 6. Helmsman Nyles
  • |||| 7. Nebble Underroot
  • |||| 8. Kander
  • |||| 9. Oshar Grahl
  • |||| 10. Groak
  • |||| 11. Barth Mignus
  • |||| 12. Grakus Stonemallet
  • |||| 13. Maylin Meadowlark
  • |||| 14. Galan Crestrider
  • |||| 15. Timbo Alefirst
  • |||| 16. Meri Bogfoot
  • |||| 17. Goggin Cogspring
  • |||| 18. Ebik Wobblecog
  • |||| 19. A Qeynos Guardsman (x4)
  • |||| 20. Trainer Borda Gemseeker
  • |||| 21. Paula Marx
  • |||| 22. Hanna Deeppockets
  • |||| 23. Murrar Shar
  • |||| 24. Captain Warrik
  • |||| 25. Trainer Myrrin the Magnific
  • |||| 26. Trainer Cheye Seawind
  • |||| 27. Trainer Hayl McGuinness
  • |||| 28. a weak sparring partner
  • |||| 29. an average sparring partner
  • |||| 30. a formidable sparring partner
  • |||| 31. Trainer Marla Gilliam
  • |||| 32. Trainer Verrin Glimmertide
  • |||| 33. Visage of the Queen
  • |||| 34. Trainer Gurga Trueheart
  • |||| 35. Trainer Charlene Stoutmuffin
  • |||| 36. Banker Bogfoot
  • |||| 37. Trainer Zidget Sprogrudder
  • |||| 38. Mender Mannus
  • |||| 39. Trainer Gregory Collins
  • |||| 40. Sergeant Haggus
  • |||| 41. Defender Bristlebrow
  • |||| 42. Defender Kuglup
  • |||| 43. a dead soldier
  • |||| 44. Deianeira
  • |||| 45. Predator Sha'dur
  • |||| 46. The Forest Keeper
  • |||| 47. Cleric Mara'Vaen
  • |||| 48. Lieutenant Westfall
  • |||| 49. a Qeynosian scout
  • |||| 50. a Qeynosian scout
  • |||| 51. a Qeynosian scout (halfling in tree)
  • |||| 52. a Qeynosian scout
  • |||| 53. Sapswill prisoner
  • |||| 54. Sapswill prisoner
  • |||| 55. Sorcerer Oofala
  • |||| 56. a Sapswill scout
  • |||| 57. a Sapswill scout
  • |||| 58. Gonk
  • |||| 59. Durg
  • |||| 60. a Sapswill survivor (standing)
  • |||| 61. a Sapswill soothsayer
  • |||| 62. High Chieftain Grexx
  • |||| 63. a Sapswill survivor (kneeling) (x4)
  • |||| 64. a Sapswill survivor (cheering)
  • |||| 65. a Sapswill villager (musician)
  • |||| 66. a Sapswill villager (dancing)
  • |||| 67. a Sapswill villager (running)
  • |||| 68. a Sapswill villager (laughing)
  • |||| 69. a Sapswill villager (drunk)
  • |||| 70. The Dark Puppeteer
  • |||| 71. Fog_spell

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1. Captain Varlos: When sending player to Frostfang Sea the spawn point in Frostfang Sea is not the same as Live.
8. Kander: This NPC is not added yet.
9. Oshar Grahl: Has a slightly different heading than on Live to avoid putting his foot inside the crate when doing the stretch animation (he does this on Live). Should be size 32 on Live, but seems to be more like size 33. Increased to size 33. Search function is missing.
11. Barth Mignus: Should be size 32 on Live, but is clearly more like size 30. Reduced to size 30.
13. Maylin Meadowlark: Should be size 32 on Live, but seems to be more like size 33. Increased to size 33.
19. A Qeynos Guardsman (x4): Patrol formation has been set up and they follow the same route as on Live, but the formation is not exactly the same (may be better (subjectively)). I have seen them out of sync, but not sure what causes this (one guard will be far behind the formation). They don't have the same long break near the gate to the beach as on Live as this makes it seem like the script is broken (feels off on Live (subjectively)). The correct random say has been implemented (per race). The correct races and randomness of races has been implemented, but not necessarily the correct looks.
21. Paula Marx: Does not stop to talk when hailed. When a player has a completed collection there is no red book over her head. Her conversation when you talk to her and don't have a collection ready for hand in is different between Emu and Live (both are good just different). Paula works but could use some work to get her exactly like Live.
25. Trainer Myrrin the Magnific: On Live they have changed some of the say to better match current functionality in the game so the say and voice over on Live does not always match. This is kept the old way on the Emu. One solution could be at some stage to control the say based on current version.
27. Trainer Hayl McGuinness: One voice over is missing, however this is also the case on Live.
32. Trainer Verrin Glimmertide: The initial say is different on Live (to reflect changes in functionality).
33. Visage of the Queen: The intial Stern animation is not implemented (imho it is not needed as it looks silly). It was not possible at the time to add both this animation and the flame/sound animation at the same time (like they do on Live).
34. Trainer Gurga Trueheart: The spiral animation runs much faster on Emu compared to Live.
36. Banker Bogfoot: Has a hail say that is not currently on Live (probably from older version of the zone).
37. Trainer Zidget Sprogrudder: Missing one voice over (also missing on Live).
39. Trainer Gregory Collins: Doesn't give out the Handbook and this final conversation step should only happen if you don't already have the book.
41. Defender Bristlebrow: May need stats tweaked to better emulate Live (how fast they kills Invaders).
42. Defender Kuglup: May need stats tweaked to better emulate Live (how fast they kills Invaders).
43. a dead soldier: The random gender option still sometimes produce a green banner instead of the correct dead soldier model.
44. Deianeira: Deianeira's post quest dialogue is different on the Emu (imho its better).
48. Lieutenant Westfall: The three Moraks spawned by Westfall are not grouped in game as they are on Live (they are grouped in the DB), so they don't all attack when they reach Westfall.
55. Sorcerer Oofala: All his responses to the staves is missing as the staves are not implemented yet (with script).
70. The Dark Puppeteer: Proximity function is not working properly - it triggers a second emote loop when re-entering the proximity area. Also his animations should be synced with the flow of 71. Fog_spell's animation.
71. Fog_spell: Proximity function is not working properly - it triggers a second emote loop when re-entering the proximity area.

Re: [2.0] Queen's Colony

Posted: Sun Oct 20, 2019 9:18 am
by Rylec
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How to get started!

NB: General spawn stats are not balanced correctly yet - this will be done when expansion/combat balance etc. is being implemented.

C: Spawn created with correct model type, size, speed, respawn time, faction and aggro range (if relevant)
N: Spawn added to the correct areas and in correct numbers (and level range if relevant) per area
V: Spawn created with adequate variation in spawn locations, movement paths and names (if relevant)
E: Spawn has all correct animations, emotes, say and other functions (if relelvant)
S: Spawn has all correct spawn spells
L: Spawn has been assign all relevant loot lists
A: NPC is like Live and is QA approved

- Done
- Needs work
- Not started
  • C | N | V | E | S | L | A
  • |||||| 1. a small coastal crab
  • |||||| 2. a coastal crab
  • |||||| 3. a large coastal crab
  • |||||| 4. a giant coastal crab
  • |||||| 5. a trigger fish
  • |||||| 6. a shoal glider
  • |||||| 7. a reef turtle
  • |||||| 8. a needlefang
  • |||||| 9. a sawtooth shark
  • |||||| 10. a razortooth shark
  • |||||| 11. The Vulth
  • |||||| 12. a grove deer
  • |||||| 13. a defiled grove deer
  • |||||| 14. a tainted grove deer
  • |||||| 15. a seaside falcon
  • |||||| 16. a tainted falcon
  • |||||| 17. a tainted Sapswill invader
  • |||||| 18. a tainted Sapswill grunt
  • |||||| 19. a tainted Sapswill tapper
  • |||||| 20. a toxic crawler
  • |||||| 21. a ghostly sapling
  • |||||| 22. a ghostly treant
  • |||||| 23. Grimroot
  • |||||| 24. a lost scout
  • |||||| 25. a Morak devourer
  • |||||| 26. a tainted Sapswill scout
  • |||||| 27. a tainted Sapswill fighter
  • |||||| 28. a defiled soldier
  • |||||| 29. a defiled scout
  • |||||| 30. a defiled priest
  • |||||| 31. a defiled mage
  • |||||| 32. a tainted Sapswill hunter
  • |||||| 33. a tainted Sapswill warrior
  • |||||| 34. a tainted Sapswill ambusher
  • |||||| 35. a Morak mangler
  • |||||| 36. a fallen pirate
  • |||||| 37. a fallen brigand
  • |||||| 38. a fallen assassin
  • |||||| 39. The Guurok

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NB: Loot and spawn spells have been worked on extensively, but need a final QA check.

25. a Morak devourer: Follower script needs to be updated as it generates rubberbanding and teleporting.
39. The Guurok: Not activatet yet (no script). Jab made a script for undeads dropping skulls, which is in the script for a fallen assassin. Visual state for Guurok: 3632.

Re: [2.0] Queen's Colony

Posted: Sun Oct 20, 2019 11:25 am
by Cynnar
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M: Object has correct model type and size
L: Object has correct location and heading
V: Object has correct visual and emote (if relevant)
S: Object has functional script (if relevant)
A: Object is like Live and is QA approved

- Done
- Needs work
- Not started
  • M | L | V | S | A
  • |||| 1. a dead deer (x27)
  • |||| 2. a guardian staff
  • |||| 3. a guardian staff
  • |||| 4. a Qeynosian scout
  • |||| 5. centaur_painting
  • |||| 6. dpo_invisible_cube
  • |||| 7a. dpo_spiderweb_corner01
  • |||| 7b. dpo_spiderweb_corner01
  • |||| 8. dpo_spiderweb_corner01
  • |||| 9. dpo_spiderweb_large01
  • |||| 10. dpo_spiderweb_large02
  • |||| 11. dpo_spiderweb_small02
  • |||| 12. ebiks_clunker
  • |||| 13. ebiks_spinner
  • |||| 14. ebiks_springer
  • |||| 15. evil_totem (x14)
  • |||| 16a. fog_cube
  • |||| 16b. fog_cube
  • |||| 16c. fog_cube
  • |||| 16d. fog_cube
  • |||| 17. fog_cube
  • |||| 18. fog_cube
  • |||| 19. goblin_brazier01
  • |||| 20. goblin_brazier01
  • |||| 21. goblin_brazier01
  • |||| 22. goblin_brazier01
  • |||| 23. goblin_brazier01
  • |||| 24. goblin_cage01
  • |||| 25. goblin_cage01
  • |||| 26. goblin_cage01
  • |||| 27. goblin_cage01
  • |||| 28. goblin_flag01
  • |||| 29. goblin_rubble01
  • |||| 30. goblin_rubble02
  • |||| 31. goblin_rubble03
  • |||| 32. goblin_tent01
  • |||| 34. goblin_tent01
  • |||| 35. goblin_tent01
  • |||| 36. goblin_tent02
  • |||| 37. goblin_tent02
  • |||| 38. goblin_tent02
  • |||| 42. Goblin_tent13
  • |||| 43. good_bench
  • |||| 44. good_bench
  • |||| 45. good_bench
  • |||| 46. good_bench
  • |||| 47. good_bench
  • |||| 48. grey_tent_small01
  • |||| 49. halfling_tablejunk01
  • |||| 50. hanging_meat01
  • |||| 51. hanging_meat01
  • |||| 52. qst_unseenhand_keg_1
  • |||| 53. qst_unseenhand_keg_1
  • |||| 54. qst_unseenhand_keg_1
  • |||| 55. qst_unseenhand_keg_1
  • |||| 56. qst_unseenhand_keg_1
  • |||| 57a. qst_unseenhand_mug_1
  • |||| 57b. qst_unseenhand_mug_1
  • |||| 58. Respawn Tent
  • |||| 59. Respawn Tent
  • |||| 60. Respawn Tent
  • |||| 61. Respawn Tent
  • |||| 62. rivervale_painting
  • |||| 63. sign_post
  • |||| 64. sign_post
  • |||| 65. sign_post
  • |||| 66. sign_post
  • |||| 67. sign_post
  • |||| 68. sign_post

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2. and 3. a guardian staff: Missing script that attacks spawns in proximity.
5. centaur_painting: Some odd 'vanishing' bug. Fixed by changing the 'y' coord a little bit. Should be: -3.54543 and now its -3.65.
6. dpo_invisible_cube: When collecting you get 3 different invisible_cubes in the same x,z but at different hights. May not mean anything if we have the correct functionality from just the one we have on Emu, so just for info atm.
10. dpo_spiderweb_large02: This position (using pitch and roll from Live) is like Live but the spider on the wall here looks more embedded into the spider web on Emu than Live. No current fix. All locations, size, pitch and roll are identical to Live for both web and spider.
15. evil_totem (x14): Visual state missing when they are kicked down (for quest): some tiny smoke.
16a. fog_cube: when setting all four fog_cubes up (according to the info from Live) at the graveyard it just looked more dense on the Emu compared to Live. The cubes were lowered a bit and is more in tune with Live that way.

Re: [2.0] Queen's Colony

Posted: Fri Oct 25, 2019 1:04 am
by Rylec
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How to get started!

Collection

Development
- Collection implemented
- Needs work
- Not started

QA
- Final approval: Collection table ONLY contains the correct shiny parts
- Collection table contains all shiny parts
- Shiny assigned collection table (or not started)

Dev|QA:
  • | Shell Collection
  • | Feather Collection

Area

Development
- Correct number of shinies in area and significant variation in spawn locations (Live like)
- Correct number of shinies in area
- Shinies exist

QA
- Final approval: Spawn locations same as Live (grid system)
- Variation in spawn locations
- All correct shiny parts can be collected and collection can be completed

Dev|QA:
  • | Map area 1 (shell collection)
  • | Map area 2 (shell collection)
  • | Map area 3 (shell collection)
  • | Map area 4 (shell collection)
  • | Map area 5 (feather collection)
  • | Map area 6 (feather collection)
  • | Map area 7 (feather collection)
  • | Map area 8 (feather collection)

Re: [2.0] Queen's Colony

Posted: Sat Nov 02, 2019 6:40 am
by Rylec
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How to get started!

Harvestables

H: Harvestable implemented and can be harvested
C: Harvestable has been set up correctly (number of pulls, correct harvest items, correct icon, etc.)
A: Harvestable is like Live and is QA approved

- Done
- Needs work
- Not started

(this needs to be checked)
  • H | C | A
  • || School of Fish
  • || Budding Natural Garden
  • || Roots
  • || Felled Elm Tree
  • || Creature Den
  • || Rugged Stones
  • || Unearthed Ore
Map

E: Harvest nodes exist in area
C: Correct number of Harvest nodes in area
A: Number and variation in Harvest nodes is like Live and the area is QA approved
  • E | C | A
  • || Map area 1 (school of fish)
  • || Map area 2 (school of fish)
  • || Map area 3 (school of fish)
  • || Map area 4 (school of fish)
  • || Map area 5 (school of fish)
  • || Map area 6 (school of fish)
  • || Map area 7 (budding natural garden & roots)
  • || Map area 8 (budding natural garden & roots)
  • || Map area 9 (budding natural garden & roots)
  • || Map area 10 (budding natural garden & roots)
  • || Map area 11 (creature den & felled elm tree)
  • || Map area 12 (creature den & felled elm tree)
  • || Map area 13 (creature den & felled elm tree)
  • || Map area 14 (creature den & felled elm tree)
  • || Map area 15 (unearthed ore & rugged stones)
  • || Map area 16 (unearthed ore & rugged stones)
  • || Map area 17 (unearthed ore & rugged stones)
  • || Map area 18 (unearthed ore & rugged stones)

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Re: [2.0] Queen's Colony

Posted: Sun Nov 03, 2019 8:09 am
by Cynnar
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M: Widget has correct model type and size
L: Widget has correct location and heading
O: Widget opens correctly (if relevant (e.g. door))
S: Widget has functional script (if relevant) or works correctly
A: Widget is like Live and is QA approved

- Done
- Needs work
- Not started
  • M | L | O | S | A
  • |||| 1. statue_widget
  • |||| 2. goblin_flag02
  • |||| 3. goblin_flag02
  • |||| 4. good_book_feeding_the_guurok
  • |||| 5. good_door_to_epic
  • |||| 6. kilroy_keg
  • |||| 7. kilroy_message_bottle
  • |||| 8. kilroy_sap_bucket
  • |||| 9. kilroy_staff
  • |||| 10. sign_abandoned_village
  • |||| 11. sign_abandoned_village
  • |||| 12. sign_crestriders
  • |||| 13. sign_dead_canyon
  • |||| 14. sign_dead_canyon
  • |||| 15. sign_hope_falls
  • |||| 16. sign_hope_falls
  • |||| 17. sign_hope_falls
  • |||| 18. sign_queens_colony
  • |||| 19. sign_queens_colony
  • |||| 20. sign_sunset_meadow
  • |||| 21. sign_tainted_forest
  • |||| 22. sign_tainted_forest
  • |||| 23. sunken_treasure_01
  • |||| 24. tradeskill_instance_door
  • |||| 25. Zone to Friend

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2. and 3. goblin_flag02: These are not a Sign on Live and do not have the text 'Darig Giantbane' on Live when hovering a cursor on them.
6. kilroy_keg: Can not be marked.
7. kilroy_message_bottle: Missing. Currently the command for adding signs to the Emu server is broken. Will be added when the command is fixed.
8. kilroy_sap_bucket: Missing. Currently the command for adding signs to the Emu server is broken. Will be added when the command is fixed.
9. kilroy_staff: Can not be marked.
23. sunken_treasure_01: Can not be marked.
25. Zone to Friend: Heading is 180 wrong compared to Live. Is not responding to alternative headings in editor. Have not tested if the functionality actually works.

Re: [2.0] Queen's Colony

Posted: Sun Nov 03, 2019 9:02 am
by Rylec
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Re: [2.0] Queen's Colony

Posted: Sun Nov 03, 2019 9:33 am
by Cynnar
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Re: [2.0] Queen's Colony

Posted: Tue Nov 12, 2019 8:03 pm
by neatz09
all named loot active except for The Darkblade Master, and Direspike(quest mobs with unique drops)

Re: [2.0] Queen's Colony

Posted: Thu Nov 14, 2019 10:29 am
by Rylec
Update 3

A rather large update. Most of the outer bay has been completed (32 associated groups added in this update consisting of 105 spawns with individual patterns collected from Live). Left in this area are two stubborn sharks (the two sharks in this area on Live are bugged so they will not move - I may come up with some replacement patterns until they fix those on Live, not that I really think they will...), and a shoal of trigger fish.

Re: [2.0] Queen's Colony

Posted: Mon Nov 25, 2019 12:11 pm
by Rylec
Update 4

The outer bay area is now complete. I made up some temporary patterns for the last two sharks (until they fix them on Live) and set up the second Trigger Fish shoal.

The beach area and the large rock formation in the outer bay area have moving crabs now.

I promised I will help Neatz with Frostfell, so next update here will probably have to wait a bit.

Re: [2.0] Queen's Colony

Posted: Wed Dec 25, 2019 8:15 am
by Rylec
Added movement to the final three trigger fish shoals - good thing that all five shoals are reused between the two starter isles, so I will just copy them over when I get to other island.

Re: [2.0] Queen's Colony

Posted: Wed Dec 25, 2019 8:26 pm
by Gangrenous
But the thing is, the fish come on land and do not stay in the water. May want to just leave any fish unspawned.