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View Full Version : ATTENTION: Maps


Wiz
12-06-2002, 09:22 AM
I want to try and get some Z working proper, but with the current maps, we only have the ones for oldworld/kun/velious, which isn't enough by near.

Additionally, I'm not sure if these maps can load LOS, and noone seems to know how exactly they are structured.

This, I request these things from the EQemu community. Whoever provides them shall be forever cool or something like that.

1) A full selection of the current maps.

OR

2) Maps that can read the z of a certain x, y point AND the los of zones.

2 preferred, because if you manage this, we can have quite nice combat pathing, no more aggro through walls, and likewise.

- Wiz

Wiz
12-06-2002, 09:27 AM
Er, yeah. Uploading the current maps to here. (http://wiz.addr.com/files/maps.zip)

Will be up in a few.

DannMann99
12-08-2002, 04:58 AM
Hey Wiz, if you give me about a day i can get you all the locs for zones, got any continents you want done first?

SoL and PoP might take me longer but ill post what i have tonight

Dann Out~

Wiz
12-08-2002, 09:49 AM
DannMann - Locs won't be of too much help, unless you can actually create something that'll take a reference point of the nearest z level on any x/y/z location.

DannMann99
12-08-2002, 04:01 PM
im not sure if im following that.
You mean something that just randomly generates a Z number for it? or what the z location is actually at each zone point?

post back ill see what i can do

Wiz
12-09-2002, 01:24 AM
What the closest of the different Z layers is at each point. (For multi-layer zones like CoM for example)

DeletedUser
12-09-2002, 02:40 AM
Wiz, mind explaining how exactely this waypoint system of yours is going to work?

Wiz
12-09-2002, 03:49 AM
The waypoint system in itself works like this:

The database has a "grid" entry. A grid consists of ID, type, delay type and 50 wps. Each waypoint is a string separated into the values X, Y, Z and delay. Delay is the amount of time the mob stops at the waypoint.

Spawn2 has a new entry called spawngrid. You assign the ID of a grid to a spawn point, and any mob spawned by this point starts wandering the grid. Types are as follows:

0: Circular. Walks each path point in order, then cycles back to wp 1.
1: Random 5. Picks one of the 5 closest waypoints and walks to it.
2: Random. Picks any waypoint in the grid and walks to it.
3: Patrol. Walks to the last waypoint in order, then turns and does it in reverse order.

Delay types:

0: Random half. Pauses for between Delay/2 and Delay seconds.
1: Full. Pauses for full delay.
2: Random all. Pauses for between 0 and Delay seconds.

You add waypoints and grids using #grid and #wp in-game. (For example, #grid add 1 0 1 would add grid number 1, of type Circular, with a full delay.)

I have a prototype of the system working, which is the system without some of the types and delay types, basically.

DeletedUser
12-09-2002, 11:27 AM
It might be better if you use floats instead of varchar, its much more bandwidth efficient.

Wiz
12-09-2002, 10:25 PM
Alright. It only loads from the grid db once per zone bootup though, then it's all floats. ;)

DeletedUser
12-10-2002, 08:19 AM
Zone bootup as when you start the exe or when the zone boots up like gfaydark or arena. All of those waypoints would add up, how many zones are currently in EverQuest?

Wiz
12-10-2002, 09:12 AM
When the zone boots up. I do intend to change it to floats, no reason not to if it just saves bandwidth.

syntoad
02-25-2003, 03:50 PM
The map txt files with ykesha should be perfect for making zones, I made a script to parse them, here is a link to the post http://forums.eqemu.net/viewtopic.php?t=5957