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Unknown Zone

VGOEmulator content development topics.

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John Adams
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Re: Unknown Zone
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Post by John Adams » Mon Mar 02, 2015 4:17 pm

Yeah I knew about the sea portals. I have a log with them too, and in fact tried Swimming through one. I believe my vehicle-less player did not get ported.

So if the "invisible wall" is merely the sea chunk that is marked inactive, that we can certainly fix. As for what the surrounding chunks are around it, pretty sure we can control that too.

Xinux? You dealt with inactive chunks. Possible?
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Xinux
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Re: Unknown Zone
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Post by Xinux » Mon Mar 02, 2015 5:07 pm

The chunks at the edge of the map cause you to crash if you try to go past them. For that reason we now have it like it was on live where it will not let you chunk into a unknown zone by normal means.
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John Adams
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Re: Unknown Zone
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Post by John Adams » Mon Mar 02, 2015 6:04 pm

Right, but is that just because there is no pre-loaded, adjacent map to sail into? Meaning, if we loaded the bottom-right most chunk of Kojan, and loaded the 8 surrounding chunks like any other, would the crash cease?

I'd be surprised if they (Sigil/SOE) actually made it impossible to cross those boundaries in-game.
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