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  #1  
Old 12-25-2007, 04:10 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
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Damn you're good! thank you very much! I know what is wrong with Cauldon (just dawned on me), and can fix it ( I think) - I'll get back to you when I do.
First I need to implement your patches

Thank you!!!!!
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  #2  
Old 12-25-2007, 04:47 AM
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Cripp
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awsome Derision, great work !

Merry Christmas to all!
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  #3  
Old 12-25-2007, 10:27 AM
Angelox
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Well, guess what I've been doing most the day?
This update all works very well - it was so nice to see Kedge Keep back to normal, just like the good'ol days. I never saw any problems with it, and it probably should be added to the source for further testing.
Dagnor's Cauldron; When I spawned Dagnors , I wanted the swimmers to swim across the water, just as I saw them on live. In order to keep a level swim, I used levitate in the water and stayed as close to the surface as possible. Well, this was not good: I had them too close to the surface, which resulted in what really is considered air, and ended in hopping.
-8 is about "sea-level" in Dagnors. this query;
Code:
SELECT * FROM grid_entries where zoneid=70 and z >=-50 and z<=-5;
will return most water z coords that need changing. I changed them -10, and now it's almost perfect. they swim across the lake, and you can see their names above the water, just as on live.
Code:
UPDATE grid_entries SET z=-10 where ( z >=-50 and z<=-5) and zoneid=70;
Only thing I saw was, when they first start the swim, they hop a few times - but I think this is a "lag" effect between server-client (sort of like when you first log in invisible with KoS mobs close by, they can see you for a few seconds, tell the server realizes you're really invisible).
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  #4  
Old 12-25-2007, 11:55 AM
Derision
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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For anyone trying to download the patches right now, my ISP has issues, so try later:

http://groups.google.com/group/demon...fa0ab3f9a6aeed
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  #5  
Old 12-26-2007, 07:51 AM
Derision
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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I found a bug. In Map.cpp, go to the end of the file (line 982) and change:

Code:
bool Map::InWater(float y, float x, float z) {
        if(BSP_Root) return(BSPReturnRegionType(1, y, x, z) == 1);
}

bool Map::InLava(float y, float x, float z) {
        if(BSP_Root) return(BSPReturnRegionType(1, y, x, z) == 2);
}
to:

Code:
bool Map::InWater(float y, float x, float z) {
        if(BSP_Root) return(BSPReturnRegionType(1, y, x, z) == 1);
        return false;
}

bool Map::InLava(float y, float x, float z) {
        if(BSP_Root) return(BSPReturnRegionType(1, y, x, z) == 2);
        return false;
}
Without this change, if a water map doesn't exist for a zone, InWater can/will return true and you will get mobs levitating on land.

I'll update the patches linked in the first post at some point to include this, but it won't be today.
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  #6  
Old 12-26-2007, 12:16 PM
Angelox
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Join Date: May 2006
Location: filler
Posts: 2,049
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I put the watermaps.tar.gz in the Rathe Forums downloads area - I Imagine eventually FNW or someone will get hold of all this, add it to the source and place the maps in the CVS.
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