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  #1  
Old 02-02-2011, 01:17 AM
chrismed0
Sarnak
 
Join Date: Aug 2010
Location: USA
Posts: 75
Default Qeynos Freeport Ships

I have gotten he boats (the ones from Qeynos and Freeport) to appear. The ships up and running.. from what I can tell they are pathing correctly and everything BUT I have heard of the bug that you fall through the boats and that is what is happening.

Yes it was sorta by accident I managed to get the boat going to by doing some editing to the database and files.

So .. my question is.. were do you find the information in the database on the boats.. like what models they use etc..

AND is there any were else server side that the information , C++ or what ever can be edited for the boats and were is it located?

I think either I can lock the problem down or maybe find a replacement for the ships you fall through.. I have seen the ghost ship substituted for the classic ships. But I would like to see if maybe since the classic ships are doing what they are suppose to be doing if maybe I could edit and fix the problem with them first before I just replace them. Maybe by comparing scripts or database information on the other boats that do work .. maybe I can see how to fix them. So far that has worked with a lot of things I have been able to fix so far. Usualy the information is there you just got to know how to use it.
Thanks
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  #2  
Old 03-28-2011, 01:19 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
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Join Date: Mar 2009
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this is a bit late response, but didn't the P99 fixed the boats solidity issue like a YEAR AGO?
I don't know, if they ever shared this knowledge with the rest of emu thought...
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  #3  
Old 03-28-2011, 02:59 AM
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Secrets
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Quote:
Originally Posted by ChaosSlayerZ View Post
this is a bit late response, but didn't the P99 fixed the boats solidity issue like a YEAR AGO?
I don't know, if they ever shared this knowledge with the rest of emu thought...
They never fixed the Qeynos/Freeport boat solidity issues, afaik.

Just the kunark ones.
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  #4  
Old 03-28-2011, 01:00 PM
nilbog
Hill Giant
 
Join Date: Nov 2007
Posts: 198
Default

The boat models which appear like this:



We have not found a way to have collision with players.

We currently use..



Which was used on live at some point. That pic is from eqlive Qeynos docks pre-launch. So I don't feel too bad about it :P

Quote:
So .. my question is.. were do you find the information in the database on the boats.. like what models they use etc..
http://www.eqemulator.net/wiki/wikka...akka=RaceLists

ship, 72.
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https://www.project1999.com
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  #5  
Old 03-28-2011, 05:59 PM
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ChaosSlayerZ
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hmm, never seen that model before.
but how did you guys actually made it that boat carries players across the zone? specially when boat must spawn on the other side and then wait till all the player zone in... this just puzzles me..
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  #6  
Old 03-28-2011, 09:36 PM
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Secrets
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Quote:
Originally Posted by ChaosSlayerZ View Post
hmm, never seen that model before.
but how did you guys actually made it that boat carries players across the zone? specially when boat must spawn on the other side and then wait till all the player zone in... this just puzzles me..
That's a custom system they wrote, it doesn't use perl or anything like that. It's a pure C++ backend.
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  #7  
Old 11-23-2011, 09:25 AM
EQstarr
Sarnak
 
Join Date: Jun 2005
Posts: 57
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Can the original model for the Freeport boat be extracted, the design studied, and then a brand new boat created in 3D Max that matches as close as possible to the original and then use it to replace the faulty boat? If new, custom objects can be made and imported, then why not a new boat that is designed like the original but without the flaws?

What I miss is that there were a few things you could do on that boat. Downstairs there were a couple of merchants where you could sell your goods while the boat was cruising. You could actually chill out downstairs with other players too.
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