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  #1  
Old 04-26-2004, 03:29 AM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
Default monsters swimming in the air

I don't know why but a lot of the monsters are swimming in the air when they spawn
Is it a database issue or an eqemu issue ???
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  #2  
Old 04-26-2004, 04:45 AM
Jezebell
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Join Date: Feb 2004
Location: Florida
Posts: 441
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This happens to some mobs on my server too, no idea what it is, possibly the /loc of the mob though since it only happens to some mobs. Also I have noticed mobs that appear walking but stay in one place.
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  #3  
Old 04-26-2004, 09:24 AM
sandy
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Join Date: Oct 2002
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yes they seem to not reach the ground when spawning and then they swim
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  #4  
Old 04-26-2004, 09:27 AM
mikenune
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Join Date: Apr 2004
Location: Gukta
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My favorite is when you hail them.

Sometimes they'll jump up into the air and fall back down (with the "Oh man, this is gonna HURT" animation - arms windmilling and legs flailing ).
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  #5  
Old 04-26-2004, 10:43 AM
smogo
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Join Date: Jan 2004
Location: 47
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Jumping up is because they are spawned above ground, but did not move already (sometimes because no grid).

When you hail them, EQ client moves them to the location told by server, with new facing. As iot was above ground, they appear to jump.

This does not seem t happen to mobs having moved already because client has computed correct z value during for wp move.

Wouldn't bet much on that, but that's what it seems anyway.
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  #6  
Old 04-26-2004, 09:23 PM
Destavator
Sarnak
 
Join Date: Apr 2004
Posts: 37
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Well i have the same issue in my new collected and spawned Codecay Zone, i located the MoBs swimming and corrected their z by making myselfs the same size and type of NPC and fixxed their z accordingly to the z i got as new PC_type. But they still swim and they now spawn exactly on ground. so im not sure what causses that error...
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  #7  
Old 04-26-2004, 09:58 PM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
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all of you got those monsters swimming from eqbuilder's output data ?
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  #8  
Old 04-26-2004, 10:00 PM
Destavator
Sarnak
 
Join Date: Apr 2004
Posts: 37
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I got it from EQBuilder, yes. But as i allready posted before. Also with updated correct z axis data they still swim in the air ?
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  #9  
Old 04-27-2004, 12:00 PM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
Default

I have seen swimming monsters in eqlive too
=(
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  #10  
Old 04-28-2004, 04:32 AM
valaerosilantix
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Join Date: Apr 2004
Posts: 61
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Ahem....


I feel like I should point out...


that those errors are common to us taht play on teh LIVE server as well as eqemu


In other words when all else fails, blame sony
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  #11  
Old 04-28-2004, 04:37 AM
Destavator
Sarnak
 
Join Date: Apr 2004
Posts: 37
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Well, that might be but it only happens to 2 or 3 mobs as i know.
But i have like 60 MoBs of 90 in the Zone that are swimming.... and i surely know, there never was an swimming mob in that zone on EQ Live
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  #12  
Old 04-29-2004, 09:56 AM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
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yes in eqlive you see 3 swimming monsters in 3 hours of play
before eqemu 5.7 I had like 2 or 3 monsters swimming per zone on 100 monsters
now I have like 70% of monsters that are swimming
does people who are not using eqbuilder get the same pb ?
=)
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  #13  
Old 04-29-2004, 10:31 AM
mikenune
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Join Date: Apr 2004
Location: Gukta
Posts: 359
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I don't use EQBuilder and I've noticed a LOT of swimmers on my server (well, the server I used to have :().

I haven't seen many on Scorpious2K though. And he's running 0.5.7-DR2
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  #14  
Old 05-02-2004, 09:17 PM
daxin
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Join Date: Apr 2003
Location: az
Posts: 44
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i had a thought on this. i may completly wrong but, the 3 mains mobs ive remembered swimming were the 2 kerran lions in kerra and a orc scoutsman in crushbone.

both of these mobs are spawned above ground, and what i mean by that is they arent exactly on the base ground level. so if you were to say move them off there pedastal or off the hut or off the raised ground they happen to be on then maybe they would not feel like swimming
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  #15  
Old 05-05-2004, 03:05 PM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
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oki found the problem =)
it's in eqemu, there is an error in the function void Mob::FillSpawnStruct
in this line :
Code:
	ns->spawn.z			= FloatToEQ19(z_pos+size);//((sint32)z_pos)<<3;
just remove the +size thing, that's what is making mobs spawning in the air and swimming
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