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Bug 43: Houses vs Proximity

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BugTracker
Posts: 810
Joined: Wed Aug 28, 2013 9:40 am
Bug 43: Houses vs Proximity
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Post by BugTracker » Sat Nov 15, 2014 5:30 pm

Example showing bug was assigned to JA first
Bug ID       : 43 - Houses vs Proximity 
Bug Date     : 2014/11/12 08:44:39
Assigned To  : John Adams
Priority     : High

Category     : VGClient
Sub-Category : Graphics: Structures & Interiors
Severity     : Minor (e.g. Cosmetic)
Reproducible : Every time
Details:
Something screwy with PPOs and proximity. If I am standing in a Housing area, I would think I would see the houses before getting within 100 feet of them. Port Aughos for example, .goto Jezbit, then run NW. You'll see 1 house initially, but all the others pop in as you approach. Another drawScale issue?
Originated From World: New Telon (1)
Chunk                : Port Aughos (2)
Location             : -23090 -23406 2020
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BugTracker
Posts: 810
Joined: Wed Aug 28, 2013 9:40 am
Bug 43: (John Adams) Houses vs Proximity (Re-assigned)
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Post by BugTracker » Thu Jul 02, 2015 7:16 pm

Bug ID       : 43 - Houses vs Proximity (Re-assigned)
Bug Date     : 2014/11/12 08:44:39
Reassigned To: John Adams
Priority     : Medium

Category     : VGClient
Sub-Category : Graphics: Structures & Interiors
Severity     : Minor (e.g. Cosmetic)
Reproducible : Every time
Details:
Something screwy with PPOs and proximity. If I am standing in a Housing area, I would think I would see the houses before getting within 100 feet of them. Port Aughos for example, .goto Jezbit, then run NW. You'll see 1 house initially, but all the others pop in as you approach. Another drawScale issue?
Originated From World: New Telon (1)
Chunk                : Port Aughos (2)
Location             : -23090 -23406 2020

Entered on Jul 02, 2015 20:07 by John Adams
Need to duplicate the same overrides theFoof added for over-sized NPCs that can be seen at a great distance, to override the Proximity code for player housing - once housing gets implemented. Leaving this bug Open for now.
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