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Riftway base - Cragwind Ridge

Closed Content Bugs

Moderators: Moldew, Jakkal, Community Managers

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John Adams
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Re: Riftway base - Cragwind Ridge
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Post by John Adams » Tue Oct 28, 2014 3:36 pm

Foof and I concluded most of the data was derived at run-time. Unique IDs, parent IDs, the building types and IDs, though that data is still in the spawn_objects table. Are we just not using it? There's nothing to say we cannot use the SOE-captured values, as long as they remain "unique".
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Lokked
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Re: Riftway base - Cragwind Ridge
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Post by Lokked » Tue Oct 28, 2014 3:44 pm

No, it needs to be coded in to the spawn list structs, and the database code needs to be updated to include this in the SELECT statement, and then it needs to be added down the chain of UnrealActor sub-class Constructors.

**Edit - the above was a response to Xinus.
John, I think this should come from the database. During Run-Time, we have no way of knowing that this is a RiftStone Spawn, apart from any other spawn, aside from the name = Rift Stone. It doesn't make sense to check for this name each spawn iteration. It should come from the Database / Spawn Struct.
Last edited by Lokked on Tue Oct 28, 2014 4:16 pm, edited 1 time in total.
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Xinux
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Re: Riftway base - Cragwind Ridge
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Post by Xinux » Tue Oct 28, 2014 4:06 pm

weeee

I added in the parent_id and the object_id and also added the code to add the parent_id into the packet.

updated values for riftstone in cragwind

Code: Select all

REPLACE INTO `spawn_objects` VALUES (580062, '', -1122820506, 2041513285, 1066, 0);
then

.move 51518 69161 12000

rift.jpg
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Lokked
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Re: Riftway base - Cragwind Ridge
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Post by Lokked » Tue Oct 28, 2014 4:13 pm

Nice!!
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John Adams
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Re: Riftway base - Cragwind Ridge
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Post by John Adams » Tue Oct 28, 2014 4:29 pm

Xinux also pointed out there is yet ANOTHER discrepancy with data types across all our projects. The Unreal code in VGTesty (that I used to build the database schema for raw data) clearly was a uint32 for parent and object IDs. He just told me they are signed ints. We're getting trounced by this a lot lately, so I'd like a quick review of all our data types in the World Unreal engine compared to VGTesty (UnrealBitLib) so we can stop with the 0's when they should be valid numbers. This is wasting a lot of y'all's time.

I will be looking over VGVisualParser this week, because I want to add some features to the parsing. I won't do another full-parse-of-everything until we get our datatypes in line.
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Blackstorm
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Re: Riftway base - Cragwind Ridge
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Post by Blackstorm » Tue Oct 28, 2014 4:52 pm

wouch ^^ wonderful !
Again guys ^^ it's a very good job ^^
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Moldew
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Re: Riftway base - Cragwind Ridge
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Post by Moldew » Wed Nov 04, 2015 8:44 pm

This rift stone is invisible. If you jump onto it though and rotate in place, you will see it.

.move 54865 69028 10924, NOT the coords listed on other posts here, otherwise you will spawn inside of the rift stone and will be stuck.
Haiku is easy -
But sometimes it makes no sense.
Refridgerator.
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Xinux
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Re: Riftway base - Cragwind Ridge
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Post by Xinux » Wed Nov 04, 2015 8:49 pm

Parentid is not being sent most likely.
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Moldew
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Re: Riftway base - Cragwind Ridge
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Post by Moldew » Wed Nov 04, 2015 9:10 pm

Was this resolved before? Bug resurface?
Haiku is easy -
But sometimes it makes no sense.
Refridgerator.
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Xinux
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Re: Riftway base - Cragwind Ridge
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Post by Xinux » Wed Nov 04, 2015 9:23 pm

The DB currently does not have the values in it anymore for parentUniqueId.
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