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  #16  
Old 12-07-2015, 06:00 PM
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I think the guild lobbies are either static or instanced, based on client version.

There is a script that handles that..or at least it handles moving you to the correct one - can't remember atm.


Probably just needs to have the RoF2 client added to it. (That whole mess is a tricksy hobbit!)
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  #17  
Old 12-07-2015, 06:10 PM
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Quote:
Originally Posted by Uleat View Post
I think the guild lobbies are either static or instanced, based on client version.

There is a script that handles that..or at least it handles moving you to the correct one - can't remember atm.


Probably just needs to have the RoF2 client added to it. (That whole mess is a tricksy hobbit!)
I actuallly just read something about a script being used, under event enter but
I will look around for it
  #18  
Old 12-07-2015, 06:11 PM
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Check the pok quest folder (et. al.)
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  #19  
Old 12-07-2015, 06:20 PM
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Quote:
Originally Posted by Uleat View Post
I think the guild lobbies are either static or instanced, based on client version.
I just thought of something. I have the GL set to launch as one of the
static zones in the launcher. Could that be an issue for the rof2 ?
  #20  
Old 12-07-2015, 06:36 PM
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I won't be able to fix all the zoning issues with the rof2 on my server, because of the
way I set it up. Any of the old zones that were revamped, I reverted any of them that
I could back to the old versions for zoning. (zone points, doors, ports, spells,etc).
The main reason I did that because if a Titanium client groups with a UF client and they
want to got to (for example) Toxxulia, by default, the titanium would boot in to old version
and the UF in to new version, so they wouldn't be in the same zone.
But now thats an issue for the rof2, because that player I mentioned can't zone in to
the old tox with the rof2 client. But I'm determined to keep the old zones, hahahaha
  #21  
Old 12-07-2015, 06:38 PM
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I think some client version GL's are suppose to be static - or at least, not instanced.

I'm pretty sure the instanced ones should be where housing was added.


Specifically on 'static' - not sure. Some of the other devs have worked on that feature, though.
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  #22  
Old 12-07-2015, 06:49 PM
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When I enter the Guild Hall, and it starts running that timer with message "will expire in
23 hours, 59 minutes, bla bla" , that timer does not reset even after I zone out and log
right out of the game. Its not a problem or issue for me, but even 10 hours later, if I
log on and zone back in to the Guild Hall, that same timer is still running. Then if I stay
in there when the timer runs out, I get booted out to bind point, LOL
  #23  
Old 12-08-2015, 04:29 AM
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Default RoF2 Client (on The Lockjaw) - Invalid Zone(344:0)

This is just to let clients know that there is issues with the RoF2 client on
The Lockjaw server. I don't know if this is happening on other servers.
I didn't have that client to test before tonight, but since aquiring it, after
some players reported issues, there is zoning problems.

The Guild Lobby and Guild Hall are a different version with the RoF2.
So far in testing, when zoning in to lobby with RoF2, I get a message in the
client window: Invalid Zone(344:0) You will be directed to the proper instance in 10 seconds.
It was easy to quickly establish by the graphics that the RoF2 sends the client
in to a revamped version of both the lobby and hall.
I have npc porters for the in and out to correct lobby, which works good, BUT
unfortunately the Guild Hall doors don't work with the RoF2, as well as other
zoning points within the game.
So until I can come up with a resolve, I would not suggest using the RoF2 on
The Lockjaw. Thanks.
  #24  
Old 12-08-2015, 05:38 AM
sunbeam
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Quote:
Originally Posted by Huppy View Post
Bots and Mercs are enabled with no IP limiting.
Okay you are going to have to explain this some more.

Is there some standard way to do bots across EMU's I missed? The servers that had these in the past had some kind of NPC to explain things, or instructions on the server site about it.

And why do say "mercs?" I hailed the two Vah Shir mercenary liaisons outside the bank, no response to hails. Are they the same thing as bots? You have to create them at the command line as it were?

And how many can you have? A bot army like some other servers?

If you can this server is definitely not for me. I know you ultimately wind up soloing most of the time on any emu, but we all know what servers with the guys that run 35 bots wind up like in the long run. Totally different game than... anything really.
  #25  
Old 12-08-2015, 08:29 AM
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Quote:
Originally Posted by sunbeam View Post
Is there some standard way to do bots across EMU's I missed? The servers that had these in the past had some kind of NPC to explain things, or instructions on the server site about it.

And why do say "mercs?" I hailed the two Vah Shir mercenary liaisons outside the bank, no response to hails. Are they the same thing as bots? You have to create them at the command line as it were?

And how many can you have? A bot army like some other servers?

If you can this server is definitely not for me. I know you ultimately wind up soloing most of the time on any emu, but we all know what servers with the guys that run 35 bots wind up like in the long run. Totally different game than... anything really.
I find your questions somewhat conflicting. Your sign up date clearly shows you have
been around this site for a long time. You've indicated in other posts that you have
played EQ on the live servers, so you should know how to create a merc with your
right mouse button.
As far as any knowledge you need on bots .....This forum is full of info on many things
that you can read about. Some of it, you don't have to look far.
OR, to give you a quick tip: In the game, type #bot help
As far as anyone on any server using "an army of bots", it doesn't stop you from
playing the way you want to. Look at the Server List and find something you like.
  #26  
Old 12-08-2015, 01:04 PM
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Thats from the player.pl of guildlobby. It moves players on RoF to a different instance.. you could turn it off but other players will see the RoF+ players walking through walls lol

Last edited by NatedogEZ; 12-08-2015 at 01:09 PM..
  #27  
Old 12-08-2015, 01:39 PM
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Ya, I shut that off this morning, but now the rof client can't get any reaction from the door out to PoK.
It can zone in to the non revamped version, but not back out., plus I got guild hall doors not showing
with the rof2 client. Kind of that doors have gone under the world look, lol
  #28  
Old 12-08-2015, 05:56 PM
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Check you door versions in the database for those too..

..they may be using a 'default' action.
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  #29  
Old 12-08-2015, 07:56 PM
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I was looking at the door versions for the guild hall doors in the lobby. 4 of them, total.

There is 2 of them set at version 0, door ID's of 2 and 4. Door name is GUILD_DOOR_

The other 2 door iD's 40 & 42 are version 1 with a name of OBJ_GUILD_DOOR

As for the zone out to PoK, there is 2 of them.
One is TRANS_ENTRY doorID of 3, version 0
The other one is OBJ_TRANS_ENTRY doorID of 41, version 1
  #30  
Old 12-08-2015, 08:06 PM
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Could just tell players to overwrite the files with old guildlobby and place everyone in that version.. or vice versa

I tested on Underfoot, going into the newer looking guild lobby but requires the doors from version 5 of the zone.
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