PoP Zone Info's ***SPOILER WARNING***
Greetings,
My real name is Joe and I am a 30 year old hacker and recently found the EQEmu project. I managed to snag the PoP pre-release files (yes, I am a very bad bad man - and No, I will not send you a copy - don't ask) and have set up a minilogin server and EQEmu server of my own inside my private network. It would be registered in the EQEmu Login project if I could get it to punch through my Linux Firewall OR get EQEmu to compile on said boxen (Mandrake 8.2 - christ) but that is for another post. I used the /becomenpc command in all the zones to check the models for each and made a chart - see below. As is known, the #race and #spawn commands still won't accept larger than 255 for a race type integer (which I imagine would be an easy fix but perhaps the dev team is being discouraged from doing this since most of the PoP chars are above this, prohibiting us hackers from setting up a quasi PoP server. If thats NOT the case, a quick fix (is it perhaps a BYTE to WORD issue?) in the next release would be greatly appreciated.) Anyhow, here is a list of the zones, some info on each and a chart of models I successfully loaded in each zone from the leaked distribution. Remember, several of the maps and objs were omitted from the 'release', thankfully - but only because I hate a complete spoiler! For most of the maps I started at 180 and worked up - so old world and other expansion models might be listed for some of these zones, but just to give you an idea what to expect when Verant releases the product. Bastion of Thunder (bothunder) This zone *seems* to have some problems with z locs. 0,0,0 is outside the bounding boxes for normal player space as far as i can tell, so you may start falling immediately before zoning in. The only remedy I found for this was to use #castspell and levitate immediately prior to zoning in. Usually this works. Sometimes a hotbutton with #goto 0 0 0 will teleport you to another safe spot but usually not if you've already started the falling animation - apparently the UI refuses to process ANY commands until the character is no longer falling. I have found that the z loc is a little bit whacked in this zone - sometimes the server or UI will translate the decimal one spot to the LEFT for the zloc, throwing me way off track - either falling or not at all where I expected. #goto in general doesnt work predictably in this zone. Still have yet to find the proper locs for all the islands floating above the starting zone. If someone has a solution or reason for this issue with #goto in this zone, I would love to hear it.
Solusek Ro Tower (solrotower) This zone also puts 0 0 0 way up high - use the Levi trick mentioned above to get to the ground safely.
Plane of Justice (pojustice)
Plane of Nightmare (ponightmare) this zone appears to be the entrance to the Lair of Terris Thule
Lair of Terris Thule (nightmareb)
Plane of Knowledge (poknowledge)
Plane of War (powar)
Plane of Torment (potorment) This is the realm of Saryn, The Tormentor
Plane of Tactics (potactics) This appears to be a co-zone of the Plane of War, likely another entrance zone.
Plane of Water (powater) This zone is curious as I saw no sign of Tarew Marr, Povar or Prexus - hopefully just unfinished models =)
Plane of Disease (podisease)
Plane of Innovation (poinnovation)
Hall of Honor A (hohonora)
Hall of Honor B (hohonorb)
Ruins of Lxanvom (codecay) this zone looks like it may be the Way In to Plane of Disease, as it uses most of the mobs from Plane of Disease
Plane of Tranquility (potranquility) this zone is curious as I was only able to load 3 post 240 numbered character models. No sign of Quellious or the 'Tranquilon' as listed in the EQEmu readme moblist. The only mobs I found were from the new Jaggedpine zone.
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only 10000 chars per post on a dev board? gah..
(cont from last post)
Closing remarks: the new moblist seems to stop at 329, as char changes past this yield a human doing the 'Blair Witch'. I see a few mobs borrowed from Luclin, but fittingly so. The creature/code list in the EQEmu list is one number off. Don't know why, other than the obvious reason, char types start at 0 within EQ and the readme in the list is starting with a 1 - it looks to be harvested by someone using someprogram from somedatafile distributed with PoP perhaps? Dunno. I have substituted a few of the names with my own only because the ones in this list didnt make a heck of a lot of sense, the rest I left intact. The most commonly shared new mob is the Blood Raven, which puts Poe's raven to shame visually. I am greatly looking forward to playing these zones with the Real Content. *rubs hands together* Good work on the EMU guys, but it has a long way to go, as you well know, but I want to give you mad props anyway for bucking the norm and breakin da law! Knowledge should be free. Woot! Right now I am concentrating on getting a set of Safe and/or proper Entry Locs for each of these zones, as well as Locs for teleports for some of the trickier zones (like Bastion of Thunder, specifically) Question: Is door and Teleport code functioning within EQEmu?Also, is there any kind of documentation project going on at all in concordance with the development on the server code? This could be a great project, but copious documentation is crucial for any kind of opensource development project success, as well as a PUBLIC CVS, which i havent found yet - the one on eqemu.sourceforge.net is the old code pulled from the EthernalQuest project dated December 2001! Hope this info helps. Sorry about the crappy list formatting, but this forum won't accept any sort of HTML in the post, including my nice original table tags *sigh*. Jt |
Door code is in and works. Elevators and teleporters do not (to my knowledge).
There are some design docs, but not publicly available. Also, there is no public CVS, they use StarTeam for the code repository rather than CVS. I don't like it either, but what do ya do... Its not the best organized project from a Systems Engineering perspective. (I'm a Systems Engineer for a big company, so I probably shouldnt compare apples to oranges). All in all though, a well rounded project, they make leaps and bounds with every release and it's a great bunch of people involved, I've had alot of fun working with it, though my assistance has been limited to stuff of the periphery. If you're interested in assisting/coding, you should hit irc.trifocus.net #eqemu, and chat with one of the ops. Image/Kathgar/Khoung(smuck :-))/Pyro about joining the development team. |
Nice listing, thanks. I hadn't even thought about using the /becomenpc command.
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You can be a froglok in Plane of Nightmare *Race 27* =)
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