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mrkcmty3
01-02-2006, 02:09 AM
I'm back, and not done populating with boats and ships lol. Has anyone else done this? I haven't been on the forums for like ever.

lilmuff
01-02-2006, 02:58 AM
All the servers ive played on knowone uses them,even Live dosent anymore.

image
01-02-2006, 06:18 AM
When they updated DirectX in the EverQuest Client they broke object collision, you fall through boats now so it will never work.

Sarepean
01-03-2006, 09:31 PM
I didn't know that. Still, that sounds like something Sony would do--- "Well, we broke it. Let's make a patch and make it seem like it was broken to begin with and that we've fixed it by breaking it. Also, nerf two random classes. It will seem more authentic like that."

Sakrateri
01-04-2006, 01:44 PM
OMG , you got me laughing my ass off at that one Sarepean. :lol:

inkubus
04-23-2006, 04:08 AM
I have noticed that with the Ghost ship (114) the collision is still working. Try it in oot.

inkubus
04-23-2006, 04:34 AM
Plus the maiden's voyage (race 72)

ichijin
04-23-2006, 07:30 AM
I rode the raft in Halas, have not yet been to the other boat locations, but the raft worked, except for a few little glitches in its pathing process.

Smedy
05-03-2006, 05:42 AM
I didn't know that. Still, that sounds like something Sony would do--- "Well, we broke it. Let's make a patch and make it seem like it was broken to begin with and that we've fixed it by breaking it. Also, nerf two random classes. It will seem more authentic like that."

hahahahah, sad but very very true

hansolojim
05-07-2006, 04:51 AM
I heard a rumor that boats will be back on live when that progression server opesn.

Angelox
01-30-2007, 02:15 PM
Sure would be a cool thing, to be able to see that ship sail in and out of butcher again, maybe even get a ride on it :(
The ships existed back in the golden days when Everquest was a ton of fun. There was no AA's or special augs, nothing fancy - didn't need that crap anyways. It was so much fun with out all the expansions and all the other garbage SOE forced into the game.
Those were the days when GFay ment something, traveling to Butcher for a ride to Freeport on a boat was a major deal.
Risk/challenge for reward; The greater the challenge, the greater the reward. That's what SOE lost, and we (EqEmu) don't have it either. The main reason why we don't have it, is because, instead of tweaking the zones and putting good challenge and gameplay in what we have, we're too busy trying to keep up with the Live Eq madness.
By adding higher level zones, increasing the character level, high exp rates, we convert the lower zones we have into something worthless, just like SOE did.
By enabling Loot/plat drops as common as we have them now - that all becomes no-challenge, and worthlless too.
Sometimes I wonder if what we have for players on our servers now, are a group of people that are just in the game for the cheat of it. Maybe all the real players came, saw how it was, and left a long time ago.

Kayot
01-31-2007, 01:24 AM
The reason I run a server isn't for the server at all. I enjoy using SQL. But I understand where every one is coming from. I joined eqlive a few months before Velious came out. I still remember riding to Kunark on those little boats. The trip to Freeport was always fun and I remember crossing the world on foot at least twenty or so times. /gems was a nice game to play when meding or on the ships. I remember my first trip to Estate of Unrest and how I felt scared that a pumpkin head could fear me into submission.

When Velious came out I was like "Why do we need that?"

Later on as more stuff got added I felt less and less useful. Luclin came out and it took me a while to get the patch. Then not a month later Sony went expansion crazy. After GoD I stopped playing. I didn't like guilds and that

cavedude
01-31-2007, 01:40 AM
Getting boats working has always been a dream of mine, I would do anything to get rid of those damn translocs. I know they are what are on live, but come on boats were just cool. Who doesn't have great memories waiting for the boat, riding on them, and my favorite past time was to jump off, cast lev while i was sinking into OOT, cast sow, then do a Jesus meets the roadrunner along side of said boat ;)

Some boats still indeed work as far as collision detection is concerned. I also believe I tried this way back when but I am pretty sure changing the gender of the Freeport boat works as well. As far as anything else, I can't say if it will work. The pathing will be a pain, as will forcing zoning so that there is still a boat on the other side for all the slow booters. (prolly best to use Perl), then there is the idea that since collision detection has changed I am worried that once the boats starts to move, the toon won't move with it, and just fall into the sea.

But, I am willing to give it a go. Anybody else up for it?

solid11
01-31-2007, 05:30 AM
I'm all for it.

mattmeck
01-31-2007, 05:53 AM
There was a huge project going at one point to get boats working, it fizzled out when the Direct x update made it so you fall right through the boats.

Until thats fixed its all wishing.

cavedude
01-31-2007, 06:22 AM
You fall through when it's on a grid as I had feared you mean?

iamjooish2
01-31-2007, 07:45 AM
I like killing/sapping/sinking the halas raft all the time.

Fun for the first 5 seconds. :(

John Adams
02-01-2007, 03:53 AM
I'm tellin ya. There's a boat in Neraria's Landing you can get on, and it moves. Doesn't zone you, but it's a start. Also, someone mentioned a while back that setting the boat's "gender" makes you not fall through? Not sure if that was the setting.

cavedude
02-01-2007, 04:16 AM
Yep, John Adams is correct. Zoning is no problem, we use Perl. We'd have to anyway to help ensure that when you zone in there will still be a boat under you ;) On Live if I remember the boat was a zone within a zone, so if you were a slow booter or crashed, you'd log back in on the "boat zone" no matter where it was. Obviously, we can't do that but we can setup delays and such...

Angelox
02-01-2007, 05:39 AM
I can already see ways to enable zoning 1 player via perl - problem is, how to land many players on the boat, while it waits.
There would actually have to be another boat waiting at the Zin, that will not move for x-amount of time, give chance for all to zone. after that time is up, any players not zoned yet, get booted to the character screen, where they log into their starting point, thus the boat starts moving.
I don't think the reason why Sony stopped the boats because of players falling through - they stopped the boats because they were having major trouble keeping the FV boat and skiffs in sinc with the rest, including the oot boat. to a point where they decided it was not worth the trouble, as they were already making everything much easier for the rich, lazy players with the newer methods of transport.

mattmeck
02-01-2007, 06:04 AM
talk with scorpious2k, he was the force behind he boat project last time, he may still have some of the work, or at least tell you there idea =)

cavedude
02-01-2007, 06:26 AM
If we set up the paths so that we nearly always have a boat at the zone in points, even if it requires 4 or 6 ships I think that would help with most of the issues. We could use perl timers to regulate the spawning of a boat in the port zones, so even if Freeport is dynamic, when it boots it ticks off the 10 or 20 min whatever it was and then spawns the boat. Since there is always a boat at the OOT zone-in due to OOT's paths (OOT will prolly need to be static) we don't have to worry about players zoning into watery deaths. So the trick here is I think 1 boat in Freeport, BB, etc. But several in OOT.

EDIT: Just realized this didn't take in account players on their return trip into a port, but I still think this idea could work with some tweaking.

EDIT #2: We should take a look at the Mangos source and see how they do it. Yes, I know Mangos is a WoW emulator and much different then EQ but the theory of sending a ship through a zone while keeping players in mind should still be the same, right?

Richardo
02-01-2007, 06:53 AM
I made a system that worked a long time ago. :) Not sure if you want to do it in perl but, it is plausible.

Here is a little ghetto and there are probably better ways of going at this but whatever... This is not a tutorial for people that dont know perl or how to write new functions which is why I didnt put it in tutorial section.

First..
we will use oasis for an example.

Spawn the boat in oasis and make the boat start away from the docks, create a grid that leads the boat at the docks and depart to a final waypoint which will stop for 30seconds.

Once the boat goes to the final waypoint which is at the edge of the sea, make a waypoint check in perl and on the check, make it set a proximity that teleports players to the coordinates of the boat in the next zone, and also make a timer on the waypoint check for 10 seconds and once the timer is up, use quest::depop(); and set the boattimer to however long it will take the second boat to dock and make its round trip.

Ok, here is the tricky part. On the second boat that players will spawn on, you must give it a proximity and when players enter the proximity, you will need to make it close the proximity and set a timer on the boat for 30 seconds giving players enough time to load through. After the 30second timer is up, make it join a grid that will go to the docks and then make the boat go to another edge of water and set another proximity that will teleport the players back to the boat on the oasis side. After the proximity is set, give it a 10 second timer and make it leave the waypoint causing the boat to wander back to its original spawnpoint. (It may not leave where you made it leave the grid so you might want to make it depop using quest::depop(); and give it a fast respawn time)

Anyhow, thats a hard and tedious way to redo boats, now if you have a better idea, please feel free to post your strategic idea below.

(ya I ripped this from an old post of mine.)

Yep, John Adams is correct. Zoning is no problem, we use Perl. We'd have to anyway to help ensure that when you zone in there will still be a boat under you ;) On Live if I remember the boat was a zone within a zone, so if you were a slow booter or crashed, you'd log back in on the "boat zone" no matter where it was. Obviously, we can't do that but we can setup delays and such...

You can do that with hardcode or proximity.. Maybe after the boat leaves, spawn an invisible npc that creates a proximity that calls the boat quest, tells it to move the player to its x and y coordinate and give a reasonable z coordinate so the player falls on the boat in enough time to hit the boat and not miss it as it zooms beneath him/her. And if you crash.. well, I guess your screwed.. or create a perl function that checks for LD players within the proximity and checks the zone for the player to log back on and moves the player the same way as the slow zoner npc.

Ghetto? Perhaps.. Fixes the problem? Definately

cavedude
02-01-2007, 07:04 AM
You can do that with hardcode or proximity.. Maybe after the boat leaves, spawn an invisible npc that creates a proximity that calls the boat quest, tells it to move the player to its x and y coordinate and give a reasonable z coordinate so the player falls on the boat in enough time to hit the boat and not miss it as it zooms beneath him/her. And if you crash.. well, I guess your screwed.. or create a perl function that checks for LD players within the proximity and checks the zone for the player to log back on and moves the player the same way as the slow zoner npc.

Ghetto? Perhaps.. Fixes the problem? Definately

That's a damn fine idea!

Richardo
02-01-2007, 12:33 PM
And not too difficult. The only problem with using proximity in quests is that it doesn't detect players within range unless they move.. so it would require a few code changes. And by calls the quest boat, I meant use sub event_signal

Scorpious2k
02-03-2007, 05:33 AM
My approach, which I had working on our server before the boats changed, was simple. I made two kinds of ships... shuttles and cruisers.

From the player's point of view:

You get on the ship ( a shuttle ) , it takes you out into the ocean for a while, stops and waits. A second ship ( cruiser ) comes by and pulls along side. You get on and it takes you around. Eventually, it stops and another ship (shuttle) pulls along side and takes you to the dock.

In effect, shuttles moved to to/from docks and cruisers move you over the large bodies of water.

How it works:

You have ships that move and ships that are always in a known, static position.

You get on a moving ship and ride it until it zones you. You zone onto one of the static ships (so the zone point is static). The effect is that the ship you were on has stopped. The new zone's moving ship pulls along side and moves you around the zone. When you zone again, you end up on a static ship again, waiting for the moving one to pull along side.

Like I said, simple. Its all in the presentation to make the illusion work.

Angelox
02-03-2007, 05:47 AM
Were you able to use the SirensBane? (original Eq skiff)

Scorpious2k
02-03-2007, 07:17 AM
Were you able to use the SirensBane? (original Eq skiff)

As I recall, we did.

Angelox
02-03-2007, 07:38 AM
was it pre- titanium? I'm just trying to figure out why the Skiff is fall through now - To me, all this is pointless without the original Skiff. I'm sort of a Retro-guy.

Scorpious2k
02-03-2007, 09:05 AM
was it pre- titanium? I'm just trying to figure out why the Skiff is fall through now - To me, all this is pointless without the original Skiff. I'm sort of a Retro-guy.

We did it pre-Discord. I think it was in GoD that they broke the ships.

morganpartee
02-03-2007, 12:17 PM
i would love to have boats. and to have them to play with.

especially if you could make them part of a quest, and have a boat arena...

Im thinkin LAN PARTY!!! lol

Cripp
02-03-2007, 02:08 PM
i have a little boat system set up on my server in nro (old)...
i use the canoes, theres like 18 of them and u have to pay 10 gold or somethin to a little guy standing next to boat to get a ride to the other zone.. and u get a fun little ride.
it works perfect for what i want it for.. it will transport to another zone but havent decided on the zone yet.
heres the perl scripts for the boats/guy if anyone wants to see...
http://nug.cvs.sourceforge.net/nug/nugblazers/PERL/Quests/nro/

/shrug

morganpartee
02-11-2007, 09:56 AM
well...we need boats back. i wanna sail on the queen of thorns one day lol

Angelox
02-11-2007, 11:13 AM
I think the problem is, clients like Titanium do not have complete data on the ships anymore. They just have some partial data left over from before. So we can do some things with what we have. SOE is not worried about ships , because they don't use them anymore - and if they do ever need, they just have to patch and update.
Even if we did get full, working ship, it would just be a "novelty" as no one would really want to use them all the time.
I could be wrong and the data could all be there - maybe just have to look harder.

ArChron
02-15-2007, 09:37 AM
Working boats/ships would make all the PoK books go poof on my home server...

Not that the peeps at home would like it, but they have to learn what it was like "before"... They moan and groan about how long it takes to get places even using PoK books while I laugh and say "If you only knew... when was the last time you had a corpse run that really meant running? You're all a bunch of PoK-gatin mammas'boys"... That really gets 'em steamed...

Angelox
02-15-2007, 01:45 PM
Working boats/ships would make all the PoK books go poof on my home server...

Not that the peeps at home would like it, but they have to learn what it was like "before"... They moan and groan about how long it takes to get places even using PoK books while I laugh and say "If you only knew... when was the last time you had a corpse run that really meant running? You're all a bunch of PoK-gatin mammas'boys"... That really gets 'em steamed...
Lol, but really, this was all part of the game - these things were what made EQ. Even a trip from Gfay to Freeport was a major move, not to mention, you risked loosing your stuff if you couldn't get your corpse back. This put exitement, adventure into the game. And it was a true challenge.
All this work I've done; all the days/weeks I spent building LoY zones - took me days just to research/setup legendary characters like Bilge Farfathom and Quillmane. For what? It doesn't really matter anymore - these classic zones, are just sitting there, no use for them anymore, no one is interested. This is because the ability to level up to 65+ , ubber zones with common drops that contain unheard-of stats. Who wants to waste time doing the ogre head quests in Butcher? Who wants to quest the Raincaller bow or camp the Pearl Kedge Totem? It's pointless to do this with eras like PoP available. Stuff like PoP , is a whole new game, intended to make what you have obsolete so you'll buy it. A lot of people here appreciate what I did, but they are not the players, they are ones who start the servers - I wanted the players too, I wanted them to experience what I did, when I played live.
Some eras are not too bad; Kunark, Velious, LoY, etc - they can still keep the older zones with some value. What really hurts, is when you raise the characer-level cap and add higher-level zones.
What to do?
I already started; I'm working on a "classic" database. Blocked access to all zones but the classic zones , removed all PoK books, looking into things like bring the level cap to at most, 60. Slow down exp ratios, make plat scarce. But this is just a start - other things need to happen, these zones need to be challenging - all or most the quests need to be in place, and working, factions as on live, . Not really like "live" , because the mad rush to be like live, is what's killing all the work already done. It's really not of best interest to race with live, because SOE Corp does it for the money ( they don't care if no one plays in Unrest), and we just want to play. When Verant was in charge, he did it for the game too.
Every little detail has to be in place: Muddites in Beholders Maze blind you, not every freaking caster in the game! The npcs' spells have to be tweaked according to each npc, not just a big "blob" of spells that have every possible spell to the class.
I started this with ax_peq, but now I realize that there's more to it than just detailing the zones; There has to be a "balance" between all the zones you have available.
If you want PvP, or just Raid, only want high level zones, then this is not to your interest whats out now might work - or maybe what you really wanted is what Everquest Live is mostly become today: A giant,fancy "chat room" where users dress up like paper dolls and brag/show off their latest buy from Bazaar with plat they bought on the web.
So anyways. I started - it's no big deal, just work that needs to be done, sort of like a "data-entry" job but with no pay. I'll start with one zone at a time, and will not move to the next zone, untill the one I have is done.
The other zones are not eliminated, just blocked - so if anyone gets bored with what they have, they can always open up a compatible zone.

Sakrateri
02-16-2007, 05:58 AM
Amen to that Angel,

I fear the great game that EQ was is gone forever and any hope of seeing something close professionaly may be in Vanguard but I am leary to buy it. I was on beta and it seemed pretty good but Sony is involved now so I will stay my dollar and wait to see what develops from the evil empires take over of that game. Good luck on your endeavor with this and remember that in the end it only has to please you and no one else. I am working on the same thing myself of trying to get a game like EQ use to be going and only time will tell how its going to work out...lots of time lol.....Good luck !

raisins4eyes
08-27-2007, 03:32 PM
I am going to first say I am sorry for draging up an older thread. I have seen boats working in Shards of Dalaya. I am also trying to figure out how they are doing it. Of course I am only 2 weeks into the emu scene. If there has been someone to figure this out would you please post a link or post of how? I have searched and turned up empty. I might not be searching in the right place or something. Thanks.

leslamarch
08-27-2007, 03:50 PM
I am going to first say I am sorry for draging up an older thread. I have seen boats working in Shards of Dalaya. I am also trying to figure out how they are doing it. Of course I am only 2 weeks into the emu scene. If there has been someone to figure this out would you please post a link or post of how? I have searched and turned up empty. I might not be searching in the right place or something. Thanks.

I;m pretty sure that Angelox's boats mostly if not all work, you should check out his database. Very well done if you ask me, Nice work.

TheLieka
08-28-2007, 06:03 PM
I use the AX database on my server. The boats are actually translocators that activate when you step onto them. It works pretty damn well, and when you run up to the dock, a boat spawns and swings around. You always get that feeling that you just caught the boat. ;)

I've had a lot of people bitch and moan about the fact the fact that there's no PoK, but I love it. It's like EQ when I left it. =)

Daxum

John Adams
08-30-2007, 09:31 PM
I honestly cannot imagine a low population emulator without PoK. I am definitely one to long for the glory days, but without a few hundred folks around to carry my lazy ass around, gimme a port stone and book any day. :)

But, a genuine boat ride would be nice.

Long ago, I mentioned that there was a boat in Nedaria's Landing that works just fine. You can stand on it, it moves along a path, just doesn't zone you. But, as speculated in many other posts, it wouldn't be awfully hard to reproduce the illusion. You'd need static zones is all - ones that do not 'go to sleep'.

gernblan
08-30-2007, 11:16 PM
I've tried to get some boats working.. MY problem is that I do not know how to make them solid.

Please, can someone point me in the direction of ANY tutorial on how to make doors and objects solid?

Angelox
08-31-2007, 05:14 AM
Again, I *think* the problem is, the boats were abandoned by SOE at one point during their expansion saga, and our clients have just remnants of what was there before. If you want to see what most you can get from boats, get my ax_classic DB and go to OOT, Iceclad (Iceclad boat works fine). Also, there are a few more places like BB, and FP. I almost had all of them more or less working as far as possible. Also, I posted my "client map files collection" at the Rathe Forums, so you can find where the boats dock and see how they move. There are a few places where you could make the boat run just as before because they are still solid (example, the boat from and to Overthere). But I chose to make something "quick" because I don't think players will really like a drug out ride in a boat. If the boats were all solid and I had a classic client, then I would get into it :)

The latest Expansions to Everquest have things like the BB boat solid and running again, but the boat is smaller and crappier looking.

I've tried to get some boats working.. MY problem is that I do not know how to make them solid.

John Adams
08-31-2007, 09:47 AM
Please, can someone point me in the direction of ANY tutorial on how to make doors and objects solid?
I read long ago it had something to do with Gender. Try messing with that. But it could also be exactly what Ax says... the current client (Titanium) may just not support them anymore.

Except for the thorn of tides damnit! Will no one read what I say and go LOOK at how it's working? lol... jesus.

gernblan
08-31-2007, 12:08 PM
I'll play with gender.

That still doesn't solve new doors added not being solid though.

sfisque
08-31-2007, 12:29 PM
also make sure you set the boat npc as non interactive. i once had a fun battle with a rowboat in lake rathetear. little bugger was hitting me for over 200 a shot and even followed me on land.

== sfisque

John Adams
08-31-2007, 04:28 PM
also make sure you set the boat npc as non interactive. i once had a fun battle with a rowboat in lake rathetear. little bugger was hitting me for over 200 a shot and even followed me on land.
Haha, that just made me laugh out loud.

gernblan
09-02-2007, 07:05 AM
also make sure you set the boat npc as non interactive. i once had a fun battle with a rowboat in lake rathetear. little bugger was hitting me for over 200 a shot and even followed me on land.

== sfisque

How do you suggest I do this, please?

John Adams
09-02-2007, 01:29 PM
Immune to melee/magic?

There is also a bodytype: No Target I believe. Not sure if that's the solution though, because you could always target the boats in Live.

sdabbs65
09-04-2007, 04:39 AM
I'll play with gender.

That still doesn't solve new doors added not being solid though.

I never heard of a boat having a link to the doors.
the boats are not objects there basicly NPC's that you can ride from
my understanding of the Boat system you add a then as a NPC
and then just assign them waypoints with the grid system.
take a look here at mine.
http://spacetrader.no-ip.info/eq/npc.php?id=84250

NPC :: Maidens Voyage

Full name : Maidens Voyage
Level : 50
Race : Ship
Class : Warrior
Main faction :
Health points : 1444
Damages : 68 to 150
Attack speed : Normal (100%)
Average melee damages : 185 per round


When killed, this NPC drops :

With a probability of 50% (multiplier : 1):
Rusty Scythe, 2H Slashing, 25% (12.5% global)
Rusty Scourge Knight Saber, Gems, 25% (12.5% global)
Rusty Ulak, Martial, 25% (12.5% global)
Bone Twisted Cloth Robe, Armor, 25% (12.5% global)
With a probability of 5% (multiplier : 1):
Bundle of Icicle Ivy, Combinable, 100% (5% global)



This NPC spawns in :
Firiona Vie

firiona_265 : -4564 / 1320 / -143
Spawns all the 9 min 40 sec

Wizzel
09-04-2007, 06:54 AM
We have a server/client in development which support boats. :D

sdabbs65
09-04-2007, 07:44 AM
We have a server/client in development which support boats. :D

Clarification whos we :)

Wizzel
09-04-2007, 02:24 PM
Clarification whos we :)

Myself, a programmer and someone working on a custom loginserver. :)

froglok23
09-04-2007, 02:50 PM
also make sure you set the boat npc as non interactive. i once had a fun battle with a rowboat in lake rathetear. little bugger was hitting me for over 200 a shot and even followed me on land.

== sfisque

LMFAO! That just sounds so funny LOL

- froglok

sdabbs65
09-04-2007, 09:54 PM
Myself, a programmer and someone working on a custom loginserver. :)

Good Luck ... I heard this story 500k times.
I have some old source that you might be interested in somewhere in my archives..

Wizzel
09-05-2007, 03:54 AM
It is already up. Thanks though.

Nomax5
12-25-2008, 11:13 PM
Stories are always about “Journeys” and mmo’s should be the same imho. Just imagine how giving Gandalf group teleport would ruin the story.

It seems mmo’s have lost their way and have become obsessed with the “destination” – getting to the “action” as quickly as possible.

The boats in EQ are a fabulous they give people time to interact or go get a coffee. They slow the pace down and take the pressure off advancing. I met new friends on boats, learnt things from other players.
We saw our first Cyclops from the deck of a ship and did that inspire us to adventure?

Rather than drop boats we should build on the idea with random encounters, ship wrecks, pirate attacks, sea monsters, sharks, treasure etc. The possibilities for adventure are endless.

So please, make boats a priority.

jenco420
12-26-2008, 10:09 AM
I beleave sony fixed the collision detection with boats in SoF ( Witch i think Trevis is working on atm).

Boats would be $$ to have again on the emulator =D

Angelox
12-26-2008, 10:33 AM
I beleave sony fixed the collision detection with boats in SoF ( Witch i think Trevis is working on atm).

Boats would be $$ to have again on the emulator =D

Sony made a smaller boat that works with their newer clients. The original boats still don't work.

jenco420
12-26-2008, 11:59 AM
Sony made a smaller boat that works with their newer clients. The original boats still don't work.

Well, damn my bad =/

mrkcmty3
05-26-2010, 11:17 PM
Hey,

College got chaotic so I haven't been doing anything EQ/EQemu related for literally 2 1/2 years but I'm back now.

I've been browsing the forums about ships/boats again. (Ordering a copy of SoF, so I can't go online yet.) But have there been any developments with boats?

I'm interested about collision detection still but was wondering the technical feasibility of having an instance/quest which you play as a boat and attack other boats, in an armada clashing scenario?

I gather it won't be hard to get two dozen or so boats fighting one another based off faction standings, but is it possible to get people on them or controlling them?

joligario
05-27-2010, 12:49 AM
Here's a little info on boats from some step brothers I know.

http://www.youtube.com/watch?v=o8T095mFdW8

mrkcmty3
05-27-2010, 01:55 AM
Wow, we've come a long way! Will Farrel and the guy from Tom Goes to the Mayor/Tim and Eric's Awesome Show solved the problem?

joligario
05-27-2010, 02:22 AM
Yeah, I couldn't help myself. :)

Zothen
05-17-2011, 01:41 PM
Could someone please tell me the current status on ships and why they are such a problem? I just realized the raft in oasis isnt working at all and the boats in qeynos / freeport are warping badly.

Maybe we could work something out together to get them working.

image
05-17-2011, 04:51 PM
The old school EQ boats have not worked for a long time as far as you being able to properly walk on them and such due to a DX upgrade in EQ. They were replacd by NPC's at docks and such that you hail for your destination.

The rafts could be setup to work but by default without a quest file no they do not do anything.

devn00b
05-17-2011, 05:12 PM
/cough thread necros!

ChaosSlayerZ
05-17-2011, 09:39 PM
the alternative gender of race 73 ship, display some pre-beta viking boat which is very solid
however that thing is HUGE (size of icebreaker) and won't re-size - it simply doesn't fit into a qeynos harbor :)

Zothen
05-18-2011, 01:58 AM
1. Where is the solidity of the models stored?

2. Can't we just import a custom model or edit the existing one or is there no editor for that?

ChaosSlayerZ
05-18-2011, 10:55 AM
most likely somewhere in the Client.
repainting the boat, won't make it any more solid ;)

devn00b
05-18-2011, 12:28 PM
The old boats used the old DX6 i think features when they updated to dx7 or 8 (one of those) it broke the old features that made the boats solid. on EQlive they went lazy and just introduced porters at the docks.

You can't really hack in that sorta thing as it a directX feature that is now gone.

That's my understanding of it anyway.

KLS
05-18-2011, 01:26 PM
You could potentially hack the files to make the boat solid by rebuilding it to use the same methods as the iceclad / timerous boats which are still boats and still solid.

It's just a matter of how much reverse engineering and manual file editing you really want to do. I get the feeling it's probably not worth it though.

KingMort
05-18-2011, 03:34 PM
All the servers ive played on knowone uses them,even Live dosent anymore.

Yes they are on Live, they are back , not sure how long they have been back but you can no longer just use a teleporter to get between you have to take the ship just like back in the day.

Anyway Raid Addicts has working Boats / Ships all designed by "Cripp" however right currently they aren't working exactly as they should.

Robregen
05-18-2011, 03:43 PM
Yes, there were back but since Fippy Darkpaw TLP went live. Many players were getting stuck in OoT and/or boat were not operating as intended. So SoE just put the TL back in place last month. As of now, it's still a problem with boats.

BaobobMiller
08-26-2011, 03:11 PM
The only problem with the boats on live is that SOE is too damn lazy to fix the pathing... the boat model they have is solid as a rock. and you can ride it all day if you want to keep swimming back to catch it... Taking it from Erudin for example gets you to the island just fine... but when the boat leaves the island on it's way back to Qeynos it runs through the zone wall and then warps back on path (without you).

When returning from Qeynos the boat works just fine as well... again until it leaves the dock at the island and promptly wails right through the island itself.

The point about the "editing" the models that was made earlier is completely valid... we have solid character models shaped like boats that can be used. such as the "viking" ship that is used on p99.

No one is talking about "painting" the boats there talking about re-building or rather updating the structure using something tried tested and true... like 3ds max.

EQstarr
11-25-2011, 06:24 PM
Is there a way to export the Sirens Bane boat model to see how it was built and textured, and then create a whole new boat from scratch in 3DsMax with the same layout and textures to replace the faulty one?

Secrets
11-26-2011, 01:54 AM
Is there a way to export the Sirens Bane boat model to see how it was built and textured, and then create a whole new boat from scratch in 3DsMax with the same layout and textures to replace the faulty one?

Probably, just no one's done it yet. It would require making the animations for the boat too, which no one has currently done.

EQstarr
11-26-2011, 01:40 PM
Probably, just no one's done it yet. It would require making the animations for the boat too, which no one has currently done.

Well,there is a 30 day trial of 3dsmax here:

http://usa.autodesk.com/3ds-max/trial/

I'm willing to give it a shot, if someone could give me instructions on how to export the Sirens Bane / Sea King ship model and textures.

501st
11-26-2011, 11:35 PM
If you're comfortable using newer boats there's four that, as of last time I checked, work fine. In fact I believe they are the models Sony used to replace the old boats recently and I know they used them in TBS.

533-Boat-Non global-shi.eqg
550-Merchant Ship-Non global-b04.eqg
551-Pirate Ship-Non global-b05.eqg
552-Ghost Ship-Non global-b06.eqg

-Miku/Danyelle

EQstarr
01-09-2012, 12:28 AM
If you're comfortable using newer boats there's four that, as of last time I checked, work fine. In fact I believe they are the models Sony used to replace the old boats recently and I know they used them in TBS.



-Miku/Danyelle

I tried these in Qeynos, but all I got was a human model. I tried male, female, and neuter.

Cowboy6534
08-14-2012, 08:04 PM
anyone know how p99 shrunk the size of the boats using race 72 gender 0?

Cowboy6534
08-14-2012, 08:22 PM
guess it doesnt matter because even with the beta style boat collision still doesnt work right

Edit: Collision from top down works but not through the side of the boat. The part that should be in water.

Cowboy6534
08-14-2012, 09:20 PM
Heres an idea. The beta boat is sitting stationary in BB to the right of the docks facing the ocean. The collision on it is perfect and the size is much smaller. is there a way to use this model to replace race 72?

Allizar69x1
09-12-2012, 04:25 AM
I had boats working somewhat from BB > OOT > Freeport

I had to replace the boat with one that had working collision then redo the pathing so the boat sailed smoothly instead of all glitchy

This may save some time if anyone wants to redo the pathing:

Make the boat targetable and make sure you have flymode on so you can maintain the same Z axis, summon the boat to the docks and move it up/down until the landing of the boat is even with the docks. Write down the exact Z axis for this position, then start the pathing circuit making sure you maintain that exact Z axis for each waypoint.

I never finished and tied them so that a boat would be waiting on the other side, but it was a smooth ride (until you zoned ;P)