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  #1  
Old 09-30-2007, 10:46 AM
Lalolyen
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Ok first stupid post...

I've had a lot of people ask me, and I cannot give them an answer as I haven't found it yet myself..

What are the map files for?

I've deleted the map files on our server as they seem to do nothing, and the server still works. I added them back of course later on *just in case* he he.

But again, I noticed no diffrence, as the info about the zones seems to be stored in the database and the client.

Am I wrong?
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  #2  
Old 09-30-2007, 11:17 AM
uncommon
Sarnak
 
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It's about los, load a zone with no map file and try to cast some kind of detrimental spell on a mob and you will get the "you cannot see your target" message for example. Mob won't be able to cast detrimental spell also i'm sure etc...
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  #3  
Old 10-01-2007, 10:46 AM
Lalolyen
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Ok and with looking at some of that it seems that the server would also translate terrain such as water for mobs too right? I think someone said once that water is purely client-side. I'm not sure about that, for your avatar sure, but not for mobs, the server controls where the mobs path, how they path, when they path etc. I'm sure there must be something missing in a map file that allows underwater mobs to leave the water =S. I mean using the client on live it works, on emu it doesn't... Something is missing there (meaning it worked when DoN/Titanium came out).
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  #4  
Old 10-02-2007, 07:42 PM
KLS
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Quote:
These are 2 of the few zones i really want to use on my server.. next one is dreadspire but i can't seem to be able to find that opcode. So question to you fathernitwit, is it possible that azone just won't support a zone and always seg fault even if i'm sure i got the right opcode and all ?
Dreadspire is actually a version 3 eqg, while the azone code was written to read version 2.. and it doesn't perfectly as shown =(

The version 3 eqgs are actually much more well behaved too sadly, but azone currently wont read them properly as the vertex data structure has changed from 32 bytes to 44 bytes in that version. Can get azone to support them soon though, I've been able to render them properly so I know I got the structure down.
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  #5  
Old 10-02-2007, 11:19 PM
uncommon
Sarnak
 
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Ok thank you KLS, it makes sense now. Almost every single DoD .eqg i tried crash azone, even when the opcode is really obvious.

Anyone tried these 2 .map files to see if they work ? I'm still not at home and can't do it.
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  #6  
Old 10-03-2007, 04:34 AM
gernblan
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Join Date: Aug 2006
Posts: 394
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Been playing with them and you're right... even when the offset is obvious, no dice.

SO... hopefully one can get azone to support this type of EQG also. I for one am willing to sit there and figure out offsets and work on anniversary zones even under these conditions, as long as there is a way that it CAN work.

I would think this is high priority because without this working in some way, any anniversary support in the future is pointless I would think.

So please, anyone capable (unfortunately I'm not THAT good with C++), please, let's work on this and make a real effort to getting the rest of the maps made not just for titanium but also for the zones going forward.

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  #7  
Old 10-03-2007, 04:54 AM
gernblan
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Maybe I'm dumb but someone please explain to me what the "- 2" or "+ 19" mean in the offsets that were already hacked.

The wiki says that this offset will be on a 16 byte boundary but those do change that, no?

Examples:

} else if(string("ter_guildhall.ter") == zone_name) {
buffer = ter_orig + 0x3080 - 2;
} else if(string("ter_guildlobby.ter") == zone_name) {
buffer = ter_orig + 0x4190 + 19;

So if the offset for guildhall is 0x3080 as stated in the wiki example... why subtract 2 from it?

...and why add 19 to guildlobby's?

I at least need a basic understanding of these values and why they are the way they are (and different from the wiki) before I can really sit down and hack away at these zones for us.
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Last edited by gernblan; 10-03-2007 at 12:57 PM..
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  #8  
Old 10-06-2007, 12:03 PM
gernblan
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Quote:
Originally Posted by KLS View Post
Dreadspire is actually a version 3 eqg, while the azone code was written to read version 2.. and it doesn't perfectly as shown =(

The version 3 eqgs are actually much more well behaved too sadly, but azone currently wont read them properly as the vertex data structure has changed from 32 bytes to 44 bytes in that version. Can get azone to support them soon though, I've been able to render them properly so I know I got the structure down.
Is there a way to add v3 (and v4) support to azone, even if they still require manual offset hacking?

I'm willing to spend the time if I know that it's at all possible trying to find thse offsets.
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Keelyeh
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