New Pre-CU Planet: Hoth

Takhomasak

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Lasko said:
Awesome work, what your saying is starting to make sense of the problems i had. I got Echo base to load via snapshot, albeit some of the entrances were in the sky...... But as soon as i tried to enter it crashed. I've added all the NGE worldbuilding assets for the next MTG tre file and checked the ilf file for any items i may have missed, but it still crashed.....

Looks like i have some catching up to do.

Good work:)
maybe we should compare notes.

I am probably just missing a single fundamental switch or line on the entrance portals, but this does not inhibit entrance or access or appearance, just desyncs players from each other in those cells. The rest works famously!


also..
when I release this, you'll have it right there. Just take the datatables, snapshot, and stringtables out of my TRE. Then drop it in any EMU directory.. It's about 40mb.
 

Takhomasak

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levarrishawk said:
Wow, I am very impressed with this work thus far.
Thanks!  I began work last night on what I believe is a true fix for the Echo Base POB, finishing today, testing.

Unlike Taanab, I have to take responsibility for every square meter on Hoth, so I might still take another week designing terrain.

By then, SWG Choice launcher should be capable of patching for the Test server I run there, and it will all be public.
 

Halyn

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My server is post-Endor, and I didn't previously have any interest in Hoth, but the work you've done here is awesome. When it gets released, I suspect I'll turn it into a smuggler's hole. :) Hats off to you, sir, for your excellent work.
 

Takhomasak

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Halyn said:
My server is post-Endor, and I didn't previously have any interest in Hoth, but the work you've done here is awesome. When it gets released, I suspect I'll turn it into a smuggler's hole. :) Hats off to you, sir, for your excellent work.
That's awesome, the timeline shift.

I am trying to make Hoth something like '10 minutes before the Battle of Hoth,' so it technically is still in the SWG timeline.

From there...  server admins can just dump my screenplays to depopulate Echo Base and the Imp staging area, and yank the ILF from Echo Base to make it 'abandoned.' If they want to change the timeline ahead... for going back, I could simply provide an alternate height map that covers the entire base.

Then.. you might enjoy the easter egg/POI I'm working on, for the smuggler hole...
 

Takhomasak

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I began editing the portal layout file for E.B. last night.

I am converting the portal chunks in the individual cells (15 is the hangar bay, 0 is all the exterior meshes), from 5s to 4s.   I noticed that the fives from the NGE had an extra true-false parameter on the top, and it was usually false, so I thought perhaps the game was taking that initial false for the 'passable' parameter that's first in the pre-CU 4s.

I loaded this on to the server and though I am still having some problems, I did manage to get two characters in sync, run through portals, and back, and stay in sync.   when they ran out the hanger entrance though...  same bug.

perhaps I need building IDs and a screenplay setup similar to the Corvette, so that the server keeps people in sync?

The building has a LUA that points to the client IFF, and it is definitely loading that, not just a client side appearance...

fun problems... I actually love this stuff


**edit

could someone tell me, in the NGE, when traveling to Hoth, did players zone into interiors? and could Imperials enter Echo Base?
 

Nee

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Takhomasak said:
  server admins can just dump my screenplays to depopulate Echo Base and the Imp staging area, and yank the ILF from Echo Base to make it 'abandoned.' 

Then.. you might enjoy the easter egg/POI I'm working on, for the smuggler hole...
Can't wait!!!

And yeah, i definitely have my own  screenplays & such  waiting to test with your HOTH 'template'.

So inspiring & exciting  indeed.

------------
Takhomasak said:
could someone tell me, in the NGE, when traveling to Hoth, did players zone into interiors? and could Imperials enter Echo Base?
Rebels zoned-in to the interior yes, from a Guild Hall in normal SWG.

Imperials could enter the Base , but i can't remember at the moment if Imps zoned-in to the interior too. I have screenshots somewhere, so i'll check for you in a bit.
 

Takhomasak

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Nee said:
Takhomasak said:
  server admins can just dump my screenplays to depopulate Echo Base and the Imp staging area, and yank the ILF from Echo Base to make it 'abandoned.' 

Then.. you might enjoy the easter egg/POI I'm working on, for the smuggler hole...
Can't wait!!!

And yeah, i definitely have my own  screenplays & such  waiting to test with your HOTH 'template'.

So inspiring & exciting  indeed.

------------
Takhomasak said:
could someone tell me, in the NGE, when traveling to Hoth, did players zone into interiors? and could Imperials enter Echo Base?
Rebels  zoned-in  to the interior yes,  from a  Guild Hall in normal SWG.

Imperials could enter  the Base , but i can't remember at the moment  if  Imps  zoned-in  to the  interior too.   I have screenshots somewhere, so i'll check for you in a bit.
awesome.  I think ...  that might end up being the only way to make it work, fluidly.   If that's how it worked then... for whatever reason.
 

Nee

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From memory, i'm pretty sure the IMPs spawned *outside* ...near the AT-ATs & such...iirc.

Anyways, I can't seem to find MY old screenshots yet (they're on another computer somewhere) but here's some more research for you....

https://www.youtube.com/watch?v=zZvnBIltBrc

...and....

http://swginstances.blogspot.com/p/battle-of-echo-base.html

...and also....

http://swg.wikia.com/wiki/Battle_of_Echo_Base

... Hope that helps! Keep up the good work. --- regards, Nee
 

Takhomasak

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Yep.. I don't know why they built it to only work that way, and I'm trying to undo it, but at least I know...

I have compared it to other caves with multiple world entrances as well... just gotta be server side...

Like I said, gonna look into screenplays now.. maybe a combo of code/script like CC/DWB/etc
 

Pake

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If the current main issue is when you enter what about using something like an elevator button to enter the base?
 

Halyn

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No idea if this is the cause of the problem, but looking at the stock Echo Base POB, I can see one likely problem with it. It counts 41 cells and 41 portals. Given that it has multiple entrances, it should have a portal count higher than the cell count.
 

Halyn

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Something strikes me as odd about the Echo Base POB. 41 cells, 41 portals - anyplace a cell adjoins another cell, you have a portal. Hypothetically, a string of cells could be 41 cells and 40 portals - such as the Exar Kun heroic, which is completely self-contained and has 8 cells and 7 portals. (No entrance/exit - you were teleported inside.) Add four portals for the various entrances, and you'd be at 41 cells, 45 portals, wouldn't you?

It's also entirely possible I'm barking up the wrong tree.
 

Takhomasak

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Halyn said:
Something strikes me as odd about the Echo Base POB. 41 cells, 41 portals - anyplace a cell adjoins another cell, you have a portal. Hypothetically, a string of cells could be 41 cells and 40 portals - such as the Exar Kun heroic, which is completely self-contained and has 8 cells and 7 portals. (No entrance/exit - you were teleported inside.) Add four portals for the various entrances, and you'd be at 41 cells, 45 portals, wouldn't you?

It's also entirely possible I'm barking up the wrong tree.
No, I'd looked into this as well. 

I believe this is due to there being another instance inside.  It's on a wall...  and it's supposed to be a click entrance...?  In mine, it just shows up as a wall section that is obviously different.


Looking at the file, though.

Found a little mistake I'd made, but not major..
 

Nee

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Takhomasak said:
Halyn said:
Something strikes me as odd about the Echo Base POB. 41 cells, 41 portals - anyplace a cell adjoins another cell, you have a portal. Hypothetically, a string of cells could be 41 cells and 40 portals - such as the Exar Kun heroic, which is completely self-contained and has 8 cells and 7 portals. (No entrance/exit - you were teleported inside.) Add four portals for the various entrances, and you'd be at 41 cells, 45 portals, wouldn't you?

It's also entirely possible I'm barking up the wrong tree.


I believe this is due to there being another instance inside.  It's on a wall...  and it's supposed to be a click entrance...? 
Wouldn't that be the 'Wampa Cave'  instance?
 

Takhomasak

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Nee said:
Takhomasak said:
Halyn said:
Something strikes me as odd about the Echo Base POB. 41 cells, 41 portals - anyplace a cell adjoins another cell, you have a portal. Hypothetically, a string of cells could be 41 cells and 40 portals - such as the Exar Kun heroic, which is completely self-contained and has 8 cells and 7 portals. (No entrance/exit - you were teleported inside.) Add four portals for the various entrances, and you'd be at 41 cells, 45 portals, wouldn't you?

It's also entirely possible I'm barking up the wrong tree.


I believe this is due to there being another instance inside.  It's on a wall...  and it's supposed to be a click entrance...? 
Wouldn't that be the 'Wampa Cave'  instance?
I suppose so.

My Wampa Cave was going to be the actual 'ice' version of one of the standard SWG caves.



I think TA might have just given me the super fundamental thing I was missing, on Echo Base....
 

Takhomasak

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what TA pointed out is that there's a limit on snapshot IDs...  0x000000 I believe he said, which is a little over 16700000.  I'd set my Hoth snapshot IDs to a number much higher, to avoid any future conflict.  

In hastily applying this fix, though, I undid some of my shader conversions :p

additionally, my initial snapshot fix did NOT solve the syncing issue, but I have several more ways to try it, today.  It sounds like exactly what was wrong...  and exactly what I though - something fundamental I'd overlooked.

I learned quite a bit about objects, APTs, POBs, CMPs, LODs, MSHs, and others, at least, while trying to make this work.
 

Timbab

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Takhomasak said:
what TA pointed out is that there's a limit on snapshot IDs...  0x000000 I believe he said, which is a little over 16700000.  I'd set my Hoth snapshot IDs to a number much higher, to avoid any future conflict.  
Wait, what?

First of all, 0x000000 is a typo, I'd assume?

Also, you don't want to set it over the limit, you want to keep it under the limit, maybe this is where the sync issues are coming from? Or am I understanding you wrong.

Can you test placing a regular PreCU house and see if you have the same issue?

When you go inside the house, do the ID's match up to what you have in your snapshot?

Press Shift+Ctrl+G:


Also asking the obvious, but you do have the same snapshot on the clients and the server, right?

Takhomasak said:
I learned quite a bit about objects, APTs, POBs, CMPs, LODs, MSHs, and others, at least, while trying to make this work.
All have nothing to do with a snapshot sync issue.

It can be one of two things. Either there is a problem server side, or it's client side and the ID's are either clashing with something or are out of bounds.
 
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