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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

02-09-2012, 12:31 AM
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Hill Giant
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Join Date: Nov 2004
Posts: 126
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What do the maps do?
Trying to learn how to set up my own server/db without using repacks. On the guide it mentions downloading maps for setting up my own, but also when using repacks. What are these for? I was able to load and run the repack without them, and the EQ game install obviously contains the actual maps. Can someone explain?
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02-09-2012, 01:46 AM
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Sarnak
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Join Date: Nov 2009
Posts: 45
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Think GPS.
Think topography.
Think targeting systems.
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02-09-2012, 03:35 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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The server map files are not the same thing as the client map files. The server map files are basically all of the 3D data for each zone and structures inside them. Without the server map files, the server doesn't know the layout of the zone. There is nothing to restrict Line of Sight, and nothing to tell the server when an NPC is walking over a hill if you don't have maps installed. So, you will have NPCs that jump a lot when they path through bumpy terrain and you will be able to cast through walls. NPCs will also be able to aggro through walls as there is nothing telling the server there is a wall there, so it just sees you are within range and attacks.
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02-09-2012, 04:42 AM
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Sarnak
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Join Date: May 2011
Posts: 96
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Quote:
Originally Posted by trevius
The server map files are not the same thing as the client map files. The server map files are basically all of the 3D data for each zone and structures inside them. Without the server map files, the server doesn't know the layout of the zone. There is nothing to restrict Line of Sight, and nothing to tell the server when an NPC is walking over a hill if you don't have maps installed. So, you will have NPCs that jump a lot when they path through bumpy terrain and you will be able to cast through walls. NPCs will also be able to aggro through walls as there is nothing telling the server there is a wall there, so it just sees you are within range and attacks.
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Do you think that EQ live used server side clients? Seems a bit redundant and something that can be handled mostly on the client side (although likely hackable).
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02-09-2012, 05:08 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Server side clients? I assume you meant to say maps. And yes, they must have some way to handle things like Line of Sight and 3D layout of the zone just the same way we do. The server should never trust the client, otherwise hacks would be way out of control. Oh, you just looted 100000000 plat? Sure, here ya go! :P
Yeah, it is a bit redundant, but ideally all systems should match up on both sides. The only things the server shouldn't need to verify would be stuff that it doesn't care about. I can't really think of anything offhand lol. If the client sends something to the server there should be a reason it was sent, otherwise it shouldn't be sent.
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02-09-2012, 11:58 AM
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Hill Giant
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Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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Not to hijack this thread but perhaps that explains why Skyfire is jumpy with some mobs in peq? They seemingly drop from the sky, walk a few paces, then drop from the sky again. I presume that's because the map file doesn't account for the inconsistent topography? I've noticed this with Talendor mostly.
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02-09-2012, 01:00 PM
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Hill Giant
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Join Date: Nov 2004
Posts: 126
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That makes sense. I haven't been using maps in my offline repack server, and the bots I use frequently bob up and down for no reason.
But I'm pretty sure I noticed that in EQ classic back in 2000 or so. Monsters would walk through trees or the little houses in common lands. Or they would shoot up in the air and come back down. Maybe the maps have gotten better in the last 10 years?
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02-09-2012, 01:12 PM
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Dragon
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Join Date: May 2010
Posts: 965
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Quote:
Originally Posted by Shiny151
Not to hijack this thread but perhaps that explains why Skyfire is jumpy with some mobs in peq? They seemingly drop from the sky, walk a few paces, then drop from the sky again. I presume that's because the map file doesn't account for the inconsistent topography? I've noticed this with Talendor mostly.
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That is more likely just a bad pathing grid in the database. When a NPC is pathing on a grid that is not set up exactly right you will see the NPC warp to the grid point, but then fall down to the zone geometry, walk along, then warp at the next grid point.
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