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  #1  
Old 12-02-2015, 02:40 PM
Charles082986
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Default Boats and Kelethin Lifts

I haven't tested other platforms, but right now when testing my server I fall through boats and the only kelethin lift that actually works is the one near Crushbone. The others go back up to the top but don't take me with them.

Any idea where I should start looking to fix this? Is it a zone file issue, a server source code issue, do I need to sacrifice a goat to an obscure 3D modeling deity?
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  #2  
Old 12-02-2015, 03:19 PM
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provocating
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By default the PEQ database does use some hollow boats, you also do not zone with them, they basically path and disappear. Never had a problem with the lifts, well rarely.
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  #3  
Old 12-02-2015, 03:37 PM
Charles082986
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Is there any work being done towards getting them working? I don't mind taking a look at it and trying to figure it out.
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  #4  
Old 12-02-2015, 05:23 PM
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provocating
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I highly doubt it.

You can do it all through scripting though.
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  #5  
Old 12-02-2015, 05:50 PM
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provocating
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Also on the boat models. If you are falling through a model you can always just use a different boat model that is actually solid.
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  #6  
Old 12-02-2015, 06:20 PM
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On boats..something in the client changed (directx?) that caused that issue with the boats. That's why 'teleporters' were implemented.

Some people have had success modifying their boat models to be rideable..but, that's not an easy task - nor a short discussion.


The lift issue was something that I ran into early on. Iirc, client version seemed to be the biggest factor..though, there may be something that could be done server-side.

The server doesn't move the client on lifts..it is all client-driven. So, a minuscule rounding error could leave you below the actual lift boundary.

Read through this thread and see if your observations match up: http://www.eqemulator.org/forums/sho...ght=gfay+lifts
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  #7  
Old 12-02-2015, 08:49 PM
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Well lucky for you I wrote an entire guide on making the boats atleast useable along with some of the platforms. you should check it out.

http://www.eqemulator.org/forums/sho...ighlight=boats
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  #8  
Old 12-02-2015, 08:57 PM
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+1 Nightrider84
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  #9  
Old 12-02-2015, 08:59 PM
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I try =)

btw there is a part 2 Charles

http://www.eqemulator.org/forums/sho...ts%2Fplatforms
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  #10  
Old 12-02-2015, 10:09 PM
demonstar55
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live does use an aura that casts a lev for some of the boats :P
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  #11  
Old 12-02-2015, 10:19 PM
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provocating
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The hardest part is timing. Take for instance the skiffs in Butcherblock, those boats need to zone, even if there are no passengers. Then they need to wait for the Maiden's Eye to actually stop. Then you need to trigger the skiffs to come beside the Maiden's Eye and stop. Once the Maiden's Eye leaves the skiffs need to head back to the zone line and zone back into Butcherblock to wait on players again. It takes a ton of forethought before you get into it. Just having the boats zone players is just not enough. If it is not done properly you could have something like three Siren's Bane boats, one in Butcher with players, one in OOT, one if Freeport. There should only be one boat treking through the zones. It is important the zones stay running at all times.

It can be done two ways really. It can be done through source changes or through pure scripting. Both work just fne, just depends on how you tackle the issue.
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  #12  
Old 12-02-2015, 10:46 PM
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I haven't looked into this change yet..but, I wonder if it helps with boat syncing?
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  #13  
Old 12-02-2015, 10:54 PM
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provocating
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Which change?
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  #14  
Old 12-02-2015, 11:30 PM
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Lol! Sorry!!!

I was sure that I had actually pasted this: https://github.com/EQEmu/Server/comm...1d5415bb0164fd


EDIT: Just making sure that I did it this time too...
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  #15  
Old 12-03-2015, 08:46 AM
nilbog
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You can bypass certain issues with boats by considering the boat as a client instead of an npc.

This will not help the original models for sirens bane/golden maiden etc, but it does help with kunark boats.
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