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  #1  
Old 09-07-2008, 06:36 AM
Derision
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In the case of Unrest and the Undead Barkeep, you can 'fix' this by altering the rule Map:FixPathingZMaxDeltaMoving from the default of 20.0 to 12.0. The reason this works is because the difference in height between the floor of the bar room and the room below is around 13.0.

I can't recall why I chose 20.0. It was probably arbitrary, but you should keep an eye out to see if this re-introduces hopping in other zones if you make this tweak.
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  #2  
Old 09-07-2008, 08:16 AM
Angelox
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Quote:
Originally Posted by Derision View Post
In the case of Unrest and the Undead Barkeep, you can 'fix' this by altering the rule Map:FixPathingZMaxDeltaMoving from the default of 20.0 to 12.0. The reason this works is because the difference in height between the floor of the bar room and the room below is around 13.0.

I can't recall why I chose 20.0. It was probably arbitrary, but you should keep an eye out to see if this re-introduces hopping in other zones if you make this tweak.
This worked fine, I pulled stuff from floor 1 to the top and the all followed as they should, nothing came and attacked from below. The Unrest bartender will not fall through anymore, no matter how he follows from behind the bar.
I also went to the original sky hopping test-zone (Lake of Ill Omen) and there still was no sky hopping.
Anyways, I'll keep watching as I play see what else might happen.
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  #3  
Old 09-07-2008, 05:28 PM
Angelox
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These are all Azone2 converted Map files.
Just to be sure nothing got broke during transfer, you should have a total of 459 files in the package (watermaps included).
None of the files on the package have placeable objects added, as the batch I made would not deal with the ini file properly (kept mixing all the objects to all the maps), not to mention all the work involved in converting them - I have to keep on making those out as I can
What I did was rename my old maps to MapsOLD , and started a new Maps directory with these new maps. Then I replaced the maps with placed objects
A few maps may not work right, namely Lavastorm and Nektulos , because these were done with the eqg file present.
If so, post here and I'll make non-eqg ones.

Last edited by Angelox; 10-04-2008 at 04:56 AM.. Reason: Links to Maps are removed
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  #4  
Old 09-25-2008, 01:27 PM
Angelox
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Derision;
No matter what map I use here, the Mobs stand under the huts instead of in them.
They used to stand in them

here's the updated hollowshade map
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  #5  
Old 09-25-2008, 01:48 PM
Derision
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Quote:
Originally Posted by Angelox View Post
Derision;
No matter what map I use here, the Mobs stand under the huts instead of in them.
They used to stand in them
I think you found a bug. The aspect ratio of the huts in Hollowshade looks wrong in OpenEQ (using the same file loader routines as in Azone2). I'll look into it at some point, but it won't be for a while.
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  #6  
Old 09-25-2008, 01:57 PM
Angelox
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Quote:
Originally Posted by Derision View Post
I think you found a bug. The aspect ratio of the huts in Hollowshade looks wrong in OpenEQ (using the same file loader routines as in Azone2). I'll look into it at some point, but it won't be for a while.
Any idea on how I can bring it back to how it was? I tried the original azone hollowshade map, and that had same results.
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  #7  
Old 09-25-2008, 02:39 PM
Derision
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Quote:
Originally Posted by Angelox View Post
Any idea on how I can bring it back to how it was? I tried the original azone hollowshade map, and that had same results.
Since the BestZ changes were first introduced, those mobs should always have been standing underneath the huts. Setting Map:FixPathingZMaxDeltaSendTo to 1 (or 0) should fix it for static mobs (not on a grid), at least it did on the one I tried, but as always when changing these global rules, you don't know what side effects it may have (shouldn't cause pathing mobs to hop though).
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  #8  
Old 10-05-2008, 07:58 AM
Derision
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Quote:
Originally Posted by Derision View Post
I think you found a bug. The aspect ratio of the huts in Hollowshade looks wrong in OpenEQ (using the same file loader routines as in Azone2). I'll look into it at some point, but it won't be for a while.
I found the cause of this. Each instance of a placeable object in the .WLD file has an X and Y scale factor associated with it. This is so that a single base model can be included for that object, then various different size instances of that object can be placed in the zone.

There doesn't appear to be a Z scale factor. (I checked in OpenZone and that doesn't use a Z scale either), so the WLD processing code in OpenEQ and azone2 just sets the ZScale to 1.0.

This turns out to mean that any object that is scaled in relation to the base object looks skewed in OpenEQ and is put into the .map with the wrong geometry by azone2.

I analysed every S3D file, and in every case, the X and Y scale factors were always the same, so I changed the code so that the Z scale factor is set to whatever the X and Y scales are. The huts in Hollowshade seem to have the correct proportions now, and I built a hollowshade.map including models 9 and 10 (the huts on stilts) and the mobs stand on them correctly, even with Map:FixPathingZMaxDeltaSendTo set to the default value.

I've updated the downloads:

Source: http://www.rama.demon.co.uk/azone2/azone2.rar

Windows Executables: http://www.rama.demon.co.uk/azone2/az2exes.rar

This means that any maps with placeable objects using the previous versions should really be rebuilt. This only affects placeable objects. If you have azone2 generated base maps with no placeable objects, then they will be fine.
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  #9  
Old 10-05-2008, 09:16 AM
Angelox
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Ok thanks, I still have my azone.ini file, and will re-make the maps and post the new ones during the week.
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