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[Event]Frostfell 2019

Posted: Tue Oct 29, 2019 8:42 am
by neatz09
Frostfell Event and surrounding instances Content Devs

We are working on the original zone(ZONE 412) first as not all clients support the new one and hopefully once frostfell hits test servers we can also work on the new one as well
We will also be working on the instances as well.
Anything you decide to work on please post in the comments and i will update this post accordingly.
Anyone wanting to help with this project can also pm [mention]Cynnar[/mention] [mention]Jabantiz[/mention] or myself, OR you can reply to this thread, OR you can find us directly on discord. :)
- Done
- Needs work
- Not started

Zones of interest
ZONE 767 - FROSTFELL WORKSHOP
ZONE 412 - OLD VILLAGE
ZONE 687 - NEW VILLAGE
ZONE 413 - FROSTFELL THE FUTURE
ZONE 512 - ICYKEEP(EASY)
ZONE 667 - ICYKEEP(HARD)
ZONE 666 - DECORATING RETRIBUTION
Main cities(freeport/qeynos/neriak/gorowyn/greaterfay/frostfang/etc.)
Scripts
[mention]Jabantiz[/mention]
[mention]neatz09[/mention]

Spawns
[mention]Jabantiz[/mention]
[mention]neatz09[/mention]
[mention]Cynnar[/mention]

Quests
[mention]vo1d[/mention]

ZONE 412 - OLD VILLAGE

Spawns
Mass Pop
Cleanup

Quests
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Merchants
The merchants are setup in the old village but the vendor inventory needs to be verified when frostfell hits live.

Misc
Groundspawns
Collections
Snowball buckets
Crafting recipes
Doors -- all work except the exit and entrances in the cities work and are placed but need to be put in the correct spot based on live
NOTE: all doors currently ONLY zone to the ORIGINAL zone, not the Revamp.

Reference Material
EQ2 Frostfell Excursion

ZONE 687 - NEW VILLAGE
This is the revamp zone, and should be ignored until frostfell hits the live servers.
Spawns
Zone now has spawns thanks to [mention]Jabantiz[/mention]
Mass Pop
Cleanup
Quests
Likely will be the same as the ones posted for the original zone.
Groundspawns
Presents
Shinys - the toe collection is there.. the new ones they added with 2019 are currently not possible to add.
Merchants
Merchant tables have been updated to the best we can, many items missing due to not having them. will post a list of these later.
Misc
Snowball buckets
Crafting recipes
Doors -- all work except the exit and entrances in the cities work and are placed but need to be put in the correct spot based on live
NOTE: all doors currently ONLY zone to the ORIGINAL zone, not the Revamp.

ZONE 512 - ICYKEEP(EASY)

Spawns
Mass Pop
Cleanup

Scripts

Quests
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Merchants
Ginneldarf Gigglegibber

[Misc]
Loot - both instances use the same loot table.
door(s?) -exit is setup
Groundspawns - uses the same shiny table as the village.

ZONE 667 - ICYKEEP(HARD)

Spawns
Mass Pop
Cleanup

Scripts
Spawn scripts

Misc
loot - same as rest of the zones.
Door(s?) - exit is setup.

ZONE 666 - DECORATING RETRIBUTION

Spawns
Mass Pop
Cleanup

Quests
-

Merchants
Ginneldarf Gigglegibber - merchant data setup, need to verify with live.

Misc
Door(s?) - Exit is setup.

Main cities(freeport/qeynos/neriak/gorowyn/greaterfay/frostfang/etc.)

Decorations -> these are everywhere some are missing some are in wrong spots, some are attackable, some arent even visable... if someone takes up this task or starts to work on them please let someone know so we can update this thread.
Scripts - i am not currently sure if there are any scripts involved with any of this.. but if there is let us know :)

Re: [Event]Frostfell 2019

Posted: Tue Oct 29, 2019 6:45 pm
by Cynnar
Added the spawns random saying when you hail them. This was created using our logs so some can be wrong, some are missing, and some might not be in use on live, but it's what we have right now.

I have added in all of the missing objects, signs, and widgets the we have. Things that are still missing need to be reported so we can recreate them.

I have not messed with any presents or any other ground spawns except for snowball baskets. Based on what I added back in, it looks like a basket is going to be on not every piece of land. Not so much on the ice as far as I can tell. I will look this over this weekend and make sure that all of the different snow covered plots of land have a basket.

Re: [Event]Frostfell 2019

Posted: Fri Nov 01, 2019 8:55 pm
by neatz09
i have started repopping the new freeport frostfell items

Re: [Event]Frostfell 2019

Posted: Mon Nov 18, 2019 7:11 pm
by neatz09
setup the frostfell mounts that we have in the DB

Re: [Event]Frostfell 2019

Posted: Sat Nov 23, 2019 8:36 am
by neatz09
Santa glug is setup we are however missing the returning items: tan reindeer plushie,
a candy cane frostfell cube,
a domestic mallard,
green velvet loot sack,
sweet dreams (unsure if cushion or pillow)
and of course we do not have the NEW items: Sweet Frostfell Sign Plate,
Deepice Wrapped Present,
Myrist Snowglobe,
a tundra snapper (housepet),
brontotherium plushie,
mint candy crown of death,
a stocking-stuffed frostfell cube (fluff pet),
petamorph wand: Chocolaty ninjabread man

Re: [Event]Frostfell 2019

Posted: Tue Nov 26, 2019 11:33 am
by Rylec
I seem to have access to both versions of the Village (using AoM). I totally forgot how barren the old version was, but it was nice to be able to revisit that place I spent too many hours in back in the days.

A couple observations/questions:

1) can Migrate Zone be used for both versions? I seemed to notice only one (is that the old version?)
2) I noticed that the actual layout (isles) of the two versions are quite different, so I have to make any movement patterns up from scratch for the old version - its not a big problem as there seems to be quite a bit of reference material on Youtube to go by.

Re: [Event]Frostfell 2019

Posted: Tue Nov 26, 2019 1:03 pm
by Jabantiz
Rylec wrote: Tue Nov 26, 2019 11:33 am I seem to have access to both versions of the Village (using AoM).
CoE only has the old version, AoM has both. So for those that are using a CoE client make sure you don't try to go to the new zone otherwise you will get your character stuck.
Rylec wrote: Tue Nov 26, 2019 11:33 am 1) can Migrate Zone be used for both versions? I seemed to notice only one (is that the old version?)
No, migrate can only be used for the zone the packet log was from. That said I grabbed a packet log from live and parsed it, just need to extract the spawns out of my db and get them up on the main server so the new village will have spawns soonish
Rylec wrote: Tue Nov 26, 2019 11:33 am 2) I noticed that the actual layout (isles) of the two versions are quite different, so I have to make any movement patterns up from scratch for the old version - its not a big problem as there seems to be quite a bit of reference material on Youtube to go by.
Also very few things actually move around in the zone, i think the main ones are the couple of ice skaters so even with no reference it shouldn't be to hard to make movement loops for both zones.

Re: [Event]Frostfell 2019

Posted: Wed Nov 27, 2019 1:01 pm
by Rylec
Thanks for the replies, [mention]Jabantiz[/mention] .

I started slowly tonight and added movement to the shark beneath the ice and one of the cubes. I studied some Youtube clips from the old version and it seems like even if the zones have different layouts they reused some of the loops for some of the spawns - e.g. the shark. I don't know why they decided to just make it go around in a racetrack type of circle movement when you could do so much interesting things with it, but for now I have replicated the boring movement loop it has in the new version of the village (got it from Test), and Youtube confirms that they just reused the movement from the old village for the new version.

I also added movement to one of the cubes. It had a cap inside, but they can also have canes (and possibly goblins) inside, so I added two spawn types (the version we had on the Emu was with the cap as mentioned) and made an associated group with each member having identical loops, so each time the zone resets the cubes may change slightly.

Re: [Event]Frostfell 2019

Posted: Wed Nov 27, 2019 8:43 pm
by Jabantiz
I finally managed to extract the spawns and get them up on the server so the new frostfell zone (zone id = 687) should now have spawns, but again remember any client CoE or older do not have the zone so you will get stuck if using those clients and trying to zone into this new zone.

It does look like someone started work on this zone and added spawns in already, the spawns I added in were added on top so there are dupes now.

There is also some cleanup to be done (mercs/pets) and some fixes that didn't seem to parse right.

Re: [Event]Frostfell 2019

Posted: Thu Nov 28, 2019 1:28 pm
by Rylec
Old version: All 4 cubes have movement now. I removed the cube with goblin as I have not seen any of those on test yet, but I have the cap and candy cane version in associated group rotation still for each of the locations.

New version: Brenlo is up now (he skates in an 8-loop). Could someone help me with lua code for the following behaviour:

1) At random times (10-25ish seconds apart) he will say: "Hey! Get outta my way! I am practicing for the all Halfling Olympics!" This may also be connected to a range to target trigger.
2) when you get close to him, you will be pushed down (you will fall on your butt and pass out (laying on your back with dizziness) for a few seconds). He will not make any pushing animations, just skate by.

Re: [Event]Frostfell 2019

Posted: Sat Nov 30, 2019 9:33 am
by Rylec
Cubes, shark, Brenlo and Marie are now done (both versions). For Marie (old version) I got the coords form ZAM, but they are a bit crude, so I may refine them a bit.

Re: [Event]Frostfell 2019

Posted: Mon Dec 02, 2019 12:12 pm
by Rylec
Had to clean up the loop for Marie Aillene as I was not happy with the first attempt (especially the one sourced from ZAM was very crude), and the speed had to be increased when compared to Live.

Walking Reindeers are set up with movement on both versions of the Village. Found a YouTube clip of the old Village showing the number of Reindeers.

Working on Kaylie Brianne now - thought she would be easy, but it never is, is it? :-)

Re: [Event]Frostfell 2019

Posted: Sun Dec 08, 2019 12:17 am
by Rylec
Added an intermediate animation to Kaylie Breianne. She has a default state where she looks like she is searching, and a proximity call to say something about the ice being slippery and then she falls. That works well and just like Live. However the tricky part was to get her to stand up and reset the default state in a way so that she doesn't just look like she suddenly at the end of the fall animation in a blink of an eye is standing up and 'searching' again. It looks quite bad. On Live it seems like they 'solved' it somehow by giving her another delayed fall and then she would be standing again. Also looks quite bad.

I added an intermediate 'confused' animation to her (its not on Live) between the fall and the default 'searching' state, and I think this gives the serie animations a much better 'flow'. Of course no one but me will even notice this :-)

However, this is a deviation from how Live works. I made a note of this in the script.

Re: [Event]Frostfell 2019

Posted: Sun Dec 08, 2019 12:01 pm
by neatz09
updated the merchant tables, assigned them, fixed the groundspawn tables to work correctly, ice buckets in both zones are now functional but need some work. also added some of the hailed Say() text to some of the spawns around the new zone.

Re: [Event]Frostfell 2019

Posted: Sun Dec 08, 2019 8:13 pm
by Cynnar
Rylec wrote: Sun Dec 08, 2019 12:17 am I added an intermediate 'confused' animation to her (its not on Live) between the fall and the default 'searching' state, and I think this gives the serie animations a much better 'flow'.
I have not had time to do much of anything the last two weeks, but nice job on this.

As far as a deviation from how Live works, I am all for little fixes like this. The big thing, I believe, with live like is that the quest match live, and spawns are close to where they are supposed to be. This includes placeholders, named, trash spawns, etc.