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  #1  
Old 12-04-2002, 12:40 PM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default Spawn woe's

Hi all

I've recently started working on a legit server with a new spawn2 table. I've started working around freeport and after my first spawn of boomba i moved onto a few orc camps down in the tunnels. One of the problems i'm having at the moment is that the spawns are placed fine and can be seen with #listnpcs however they're not visible when I goto their loc. Wondering what was going on I decided to try and aoe nuke the area and the mobs died as i expected. The weird thing is i've seen the animations for the mobs appear elsewhere on the map even tho the spawns are actually placed in the right location.

I'm really confused with what's going on and i've done the db install (as far as i know) perfectly. Any ideas anyone?

Thanks

InKy
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  #2  
Old 12-04-2002, 01:32 PM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default

Further to my post the loc is 44 823 -542 in freportw (in the tunnel area in a small room). I've been using #loc and i haven't got it confused before someone posts :>

Thanks

InKy
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  #3  
Old 12-05-2002, 01:35 PM
Syntaks
Sarnak
 
Join Date: Nov 2002
Posts: 78
Default

Did you try changing the X and Y coordinates around?
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  #4  
Old 12-05-2002, 01:54 PM
Zafar
Sarnak
 
Join Date: Oct 2002
Posts: 50
Default

This mores so goes to anyone that wants. I grabbed a few databases not long ago, after 3.10 and merged them up to 3.12 and I know 3.13 has it's issues. If you want to give it a shot and see what that does for you, just look at my signature. I cannot offer, give or supply support for it or warrant it working though. As I said, it is a merge but I'd like to know if it would/does/will work.

The database I use on the UNIX server here, shows "door_id too high" or something like that. Otherwise I'd dump it and make some changes to remove the players from it and upload it to the site in my signature.


Quote:
Originally Posted by Syntaks
Did you try changing the X and Y coordinates around?
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  #5  
Old 12-05-2002, 09:57 PM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default

Thanks for that! I'll check it out tonight. I also have the door_id too high error but i've been informed it's some issues with dbaddon. I cleared out my doors table to see if it was related as it was the only error i had but no luck.
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  #6  
Old 12-06-2002, 07:04 AM
Dominatus
Sarnak
 
Join Date: Oct 2002
Posts: 35
Default

One other thing to consider. While populating for EQ classic I ran into similar issues. As it turns out, the #loc command has the Z axis off by a factor of 10. I had to change my cleaning/spawning scripts to divide the Z axis parsed from logs by 10 . You can verify this by doing a /loc in game then a #loc in game. Not sure if you are using the #loc , but if you are, you mobs are 10X higher(or lower) than you wanted them to be

Oops.. sorry I just skimmed before you ARE using #loc.. divide Z by 10.
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  #7  
Old 12-07-2002, 05:47 AM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default

Brilliant! Glad we were able to discuss this in the forums for any other people populating their zones.

After speaking with Wiz about the problem he also believed it was something to do with the Z axis. Maybe someone will be willing to fix that problem and post the code here for us to patch our servers up.

Thanks guys

InKy
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  #8  
Old 12-09-2002, 04:49 AM
Dominatus
Sarnak
 
Join Date: Oct 2002
Posts: 35
Default

yeah, I know nothing about coding (I only dabble) but here is what I had to add to my perl log parser to get the right Z coordinate:

$zloc=$zloc/10+1;


The +1 is just for me, but it appears to be a decimal problem somewhere.
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