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.rift loc spawns (COMPLETED)

Posted: Tue Jan 13, 2015 4:57 pm
by Meemers
All chunk safe spots have been revamped.

1) Zones w/altars set to be next to the altar (most zones are this way)
2) Zones w/o altars set to semi-logical place that appears to be semi-safe at surface/ground level
3) Water only zones will either put you in the center of the zone slightly underwater, or you will fall into it

If you .rift and end up underworld or high in the air, please let us know. In general, you should end up next to an altar.

Thanks Zhynn for all your help knocking this out!


--------------------------

Not sure if the right place. But i went through all the chunks as some chunks had wierd spawn places. I wrote down some basic stuff like crashes, wierd spawn points when using .rift etc. Not sure if its of use to you. I talked with Moldew and he suggested it was an idea atleast. So here's the list (Its loooong)

A= Spawn far above ground
F= Spawn at ground level (ish - can be like 10 feet up or so)
U= Spawn Underworld
Weird Spawn = Well.. A weird spawn, like on the side of a mountain or something

Also after going through Theastra and Kojan i saw a pattern in the outter most chunks "Sea of Mist / Sea of Kojan etc", that they always had a very high spawnpoint. So for Qalia i decided that the outer most chunks were high spawns aswell. I didnt do Isle of Dawn as it crashes both me and the server i tihnk. I couldnt do anything at all and couldnt connect to server.

This is the .Rift chunks using Cyrcle's map. Starting from top left ending bottom right

Thestra - MOLDEW and ZHYNN_COMPLETE
263a - moved to land, no altar
131a - moved to land, no altar
268a - moved to 0 0 0
146a - moved to land, no altar
155a - moved to land, no altar
162a - moved to land, no altar
170a - moved to land, no altar
177a - moved to land, no altar
378a crash - moved to land, no altar
190a - moved to 0 0 0
324a - moved to 0 0 0
262a - moved to 0 0 0
130f crash - moved to altar
267a - moved to 0 0 0
145f Crash - moved to altar
154f - moved to altar
161a - moved to altar
169f - moved to altar
176f - didn't change, rough zone!
183f - moved to altar
189u - moved to altar
323a - moved to land, no altar
115a - moved to land, no altar, not safe
122f - In roadway in Old Targonor, didn't change
129f wierd spawn - moved to altar
137f - move to altar
144f - move to altar (multiple altars in zone, Tursh Village)
153f crash - moved to altar
160a - moved to altar
168f - moved to altar
175a - moved to altar
182u - moved to altar
188f - moved to altar
322f Wouldnt load at all. edit loaded 2nd time - moved to land, no altar
334 crash - moved to 0 0 0
114a - moved to 0 0 0
121f - moved to altar
128f - moved to altar
136f - moved to altar (multiple altars in zone, Bordinar's Cleft)
143f - moved to altar (multiple altars in zone, Three Rivers Village)
152f - moved to altar
159f - moved to altar (multiple altars in zone, Leth Nurae)
167f - moved to altar
174f - moved to altar
181f - moved to altar
187u - moved to altar
191u - moved to altar
333a - moved to 0 0 0
113f - moved to land, no altar
120f - moved to altar
127f Wierd spawn - moved to altar, not safe
135f - moved to altar
142f - moved to altar
151f - moved to altar
158f - moved to altar
166f - moved to altar
173f - moved to altar
180f - moved to altar
186f wierd spawn - moved to altar
321f - moved to land, no altar
332a - moved to altar
257a -
112f
119f
126f
134f
141f
150f
157f
165f crash
172f
179f
185a
320a
256a
111f
118f
125f
133f
140f
149f crash x3
292a
164a
171a
178a
184u
319a
260a
117f
124f
132f
139f
148f
156f
297a
301a
306a
318a
259a
116f
123f
266f
138f
147f
291a
163a
300a
258a
261a
264a
265a
137a
283a
290a
296a
299a

Kojan - MOLDEW

305f - moved to 0 0 0
11f - moved to altar
331a - moved to 0 0 0
3f - middle of sea, close to land in next chunk
10f Wierd spawn - moved to altar
20f - moved to altar
342a - moved to 0 0 0
2f - moved to altar
9a - moved to altar
19a - moved to altar
27a - moved to altar
304f - moved to 0 0 0
317f - moved to land
18f - moved to land
341a - moved to land
316a crash - moved to land
330a - moved to land
340a - moved to land
8a - moved to altar
17a - moved to land
26a - moved to land
7a - moved to land
16a - moved to altar (weird bind stone here!)
25a - moved to land
32a - moved to 0 0 0
6a - moved to 0 0 0
315a - moved to 0 0 0
15 - on land, no altar
339a - moved to 0 0 0
31 - moved to altar
350a - moved to 0 0 0
356a - moved to 0 0 0
6a - moved to 0 0 0
14f - already at altar, YAY!
24f - moved to altar
30f - moved to altar
35a - moved to altar
355a - moved to 0 0 0
5a - moved to Sea Portal to Thestra (a bit buggy, but you can see it by swimming around)
13a - moved to 0 0 0
23f - moved to altar
29a - moved to altar
34a - moved to 0 0 0
356a - moved to 0 0 0
4a - moved to altar
12f - moved to altar
22f - moved to altar
28a - moved to 0 0 0
349a - moved to 0 0 0
314a - moved to 0 0 0
329a - moved to 0 0 0
21f Wierd spawn - moved to altar
345a - moved to 0 0 0
328a - moved to Sea Portal to Qalia for S&G
338a - moved to 0 0 0
344a - moved to 0 0 0

Isle of Dawn - MOLDEW (Nothing changed here)

275u crash
282
289
274
1
288
273
280
287

Qalia - ZHYNN_COMPLETE

361a
364a
368a
370a
353a
78a
87a
95a
102a
106a
109a
337a missing an "n" in mann
55f wierd spawn
348a
69a
77a
86f
94a
101f
105f
108a
313a
327a
47a
54a
61f
68f
76f
85f
93f
100f
104f
107a
312a
41f
46a
53f
60f
67f
75a
84f
92f
99a
103f
369a
311a
40a
45a
52f
59f
66f
74f
83f wierd spawn
91f
98a
367a
310a
38f
43f
50f
57a
64a
72f
81a
89a
363a
365a
309f
37f
42a
49a
56f
63a
71f
80f
88a
96a
308f
326f
336a
48a
347a
62a
70a
79a
360a
362a
307a
325a
335a
343a
346a
352a
357a
358a
359a

Re: .rift loc spawns

Posted: Tue Jan 13, 2015 5:09 pm
by John Adams
I moved this to Content Bugs, because it's about database entries (content) and if something wrong, it's a bug.

Nice work, and patience.

Few Notes: Every "Safe Coord" in our database was pulled directly from the Unreal Scripts - where SOE/Sigil determined was a "safe" place. Doesn't mean you won't fall to your death I found all Sea zones to be up in the middle of the sky, for some odd reason.

There is a GM command .chunk set safe that any Purple or Red name should be able to execute to set new safe coords at their current position.

Also keep in mind, normally players do not .rift into chunks. They cross chunk lines, so these "safe" coords are really for GMs and Devs (under a Live game env)

Re: .rift loc spawns

Posted: Tue Jan 13, 2015 5:12 pm
by Meemers
Yeah i figured as much. But im trying to find stuff that i can do to help out. This was the most obvious thing i can help with just now

Re: .rift loc spawns

Posted: Tue Jan 13, 2015 5:24 pm
by Cyrcle
[quote="John Adams"]
There is a GM command .chunk set safe that any Purple or Red name should be able to execute to set new safe coords at their current position.
[/quote]
Did not know this was a thing. I will have to go around and try it out.

Edit: Does not set the new location to the .rift chunkid like I thought it would.

Changed Magi Hold (id 24) safe location to -26849, 1287, 3088 from 10453, -30762, 6199 [rotation 41]

Re: .rift loc spawns

Posted: Tue Jan 13, 2015 6:02 pm
by Moldew
Wow, nice work!! What a job...

I'm assuming these coords will also be used for evac spells maybe?

Re: .rift loc spawns

Posted: Tue Jan 13, 2015 6:55 pm
by John Adams
The eventual goal for evacs and safe locs (like /stuck yes) will be the nearest bindstones or whatever VG used for those types of recalls. I do not think VG had "safe coords" like EQ had. More like EQ2's rez tents and whatnot. Correct me if I'm wrong.

Re: .rift loc spawns

Posted: Wed Jan 14, 2015 1:40 am
by Kandra
Are there support for multiple "safe" places per chunk? I mean since some zones have more then one altar, and some have none, and the closest one should be used during evac. If so... any GM command to remove a "safe" place that's close to my current location, or should we remove them from the database directly?

Re: .rift loc spawns

Posted: Wed Jan 14, 2015 7:51 am
by John Adams
When altars and bind stones are fully implemented, the plan is to teach the server how to find "the nearest one" and take you to it. I believe this is global, too... Not just in-chunk. Meaning, if I am in Tursh Village 10,000 feet from the nearest altar in my chunk, but there's an altar in the next chunk only 5,000 feet from me, that's the one I will go to. I recall this is how it worked on Live, too, so you are not sucked 1/2 way across a chunk.

And yes, there will be multiples per chunk, based on how Live did it. I do not know all the succor points criteria for VG Live, but with your help we'll figure it out also remember, we can do anything we want on top of that.

Re: .rift loc spawns

Posted: Wed Jan 14, 2015 8:29 am
by Kandra
My guess is that "nearest altar" was a member of the "area" or something, because chunks like Sorrow's Heart would take you back to the Kamelott camp if you where on the KDQ island even though Sorrow's Heart had it's own altar on the main land.
Apart from that... rifting, and releasing after death, would normally take you to the nearest altar in the current chunk if that chunk had an altar even if there were a closer one in a different chunk.

Re: .rift loc spawns

Posted: Wed Jan 14, 2015 11:51 am
by John Adams
Odd. I specifically recall being annoyed that I had to fly back to my chunk of origin after being smacked down. Either way, sounds like a server Rule solved it. Thanks for the input.