View Full Version : 0.3.1 - Coord problems
Is it just me getting these, or are they a 0.3.1+ bug? (using 0.3.1.1 atm)
Spawns inserted since 0.3.1 don't work, neither with #dbspawn2 nor map-clicking in the EMU. #npctypespawn is broken. #summon tends to toss characters beneath the world, and so on.
Merkur
04-28-2002, 02:45 AM
i guess in 3.1.1 are still some bugs with the Z coord. It should be fixed on CVS already.
Shawn319
04-28-2002, 03:44 AM
Dont think it is :( atm, /goto, /summon and #goto are broke. thay either put you under the world (and move you to 0 0 0) or move you to the wrong Z coords (wrong level of a dungeon).
Merkur
04-28-2002, 04:02 AM
try the current CVS version shawn, im sure I fixed it a couple of days ago
meliudaj
04-28-2002, 05:37 AM
One thing that may kinda be on this line.. And I found rather weird.
I loaded up Lurker.35 last night.. went into Blackburrow and there was ALOT of stuff spawned random out around the safe spot up on top level.... So I did a #repop. AND boom all kinds of stuff where all where the belong.. everything except 3 mobs for that matter.
So what could be the difference between zone load placement and a #repop??
Sorry for my ignorance, but what is the CVS? Been trying to find references to it, I assume it's some fix files for 0.3.1.1 bugs?
Shawn319
04-28-2002, 04:07 PM
not sure what CVS stands for, but we use it to hold the sourcecode for the next emu release.
Ah :)
I'll be holding until next release then.
Trumpcard
04-29-2002, 12:27 AM
CVS is Concurrent Versioning System..
Its just a code library where multiple developers/groups can check code in/out, and keep them straight in terms of versions.
A million products like it, we use PVCS where Im at, and RCS is another one alot of people use..
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