New Pre-CU Planet: Hoth

Valkyra

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Takhomasak said:
Nee said:
tsk tsk tsk ,  a  Star TREK  video ??!!?!?!!?!!?

./flails!!

grrrrrrrrrrrrrrrr  this is what i meant you silly snow Wookiee.....

[video=youtube]https://www.youtube.com/watch?v=KAHLwAxS7FI[/video]
I must have shut that out of my memory.  I really *really* don't like those movies.

TBH I'm a Trekkie before a Warsie...
 

Takhomasak

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Valkyra said:
Takhomasak said:
Nee said:
tsk tsk tsk ,  a  Star TREK  video ??!!?!?!!?!!?

./flails!!

grrrrrrrrrrrrrrrr  this is what i meant you silly snow Wookiee.....

[video=youtube]https://www.youtube.com/watch?v=KAHLwAxS7FI[/video]
I must have shut that out of my memory.  I really *really* don't like those movies.

TBH I'm a Trekkie before a Warsie...
If I'm out, I'm taking my

turret
http://i.imgur.com/qBuoJMv.jpg

wampa cave
http://i.imgur.com/0eep5uu.jpg

frozen dead tauntaun
http://i.imgur.com/FS1W4DS.jpg

and my ion cannon
http://i.imgur.com/Mj2SyWe.jpg

with me!

Officially done importing items now.
 

Nee

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Takhomasak said:
wampa cave
http://i.imgur.com/0eep5uu.jpg

frozen dead tauntaun
http://i.imgur.com/FS1W4DS.jpg

and my ion cannon
http://i.imgur.com/Mj2SyWe.jpg


Officially done importing items now.
Neato!

What's next?
 

Takhomasak

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Nee said:
Takhomasak said:
wampa cave
http://i.imgur.com/0eep5uu.jpg

frozen dead tauntaun
http://i.imgur.com/FS1W4DS.jpg

and my ion cannon
http://i.imgur.com/Mj2SyWe.jpg


Officially done importing items now.
Neato!

What's next?
screenplays, more worldbuilding, terrain revision, UI, beta

Hoth includes a '1.2' update that fixes the remaining bugs on Taanab, as well
 

Takhomasak

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Just frozen tauntauns.

finishing a second dungeon right now.[hr]Sher Kar has tiny little quick spawning hatchlings, now.


Made a giant Wampa boss...  it's terrifying... it diseases.  It lives in the cave.

It drops a brand new melee core enhancement, 'Wampa Femurs'
 

Takhomasak

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Halyn said:
Dammit...something else I'm going to have to figure out how to add into my crafting revamp. :p
It's really cake.  Just steal my files, though![hr]Getting so close. Making final adjustments to shaders and terrain. Just a little organization, a little scripting, and the travel/map UI remain.

http://i.imgur.com/xIGlx7D.jpg
http://i.imgur.com/Ocxhf51.jpg
http://i.imgur.com/HlmPXh6.jpg
http://i.imgur.com/zVcjMHg.jpg
 

Nee

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Takhomasak said:
Getting so close.  Making final adjustments to shaders and terrain.  Just a little organization, a little scripting, and the travel/map UI remain.
Awesome!

So will your eventual  'patch'  be something similar to the  Taanab  post & process?
 

Takhomasak

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Nee said:
Takhomasak said:
Getting so close.  Making final adjustments to shaders and terrain.  Just a little organization, a little scripting, and the travel/map UI remain.
Awesome!

So will your eventual  'patch'  be something similar to the  Taanab  post & process?
It's a ~40mb TRE..
  
Going to re-release Taanab 1.2 with it, and my patch structure now follows patch_takh_01, 02, 03, etc.

Taanab is patch 1, Hoth is patch 2.  It's just way easier in the end to make it a stacking expansion. 

will be releasing with two known issues at this point:
EB sync, and I just haven't had my server up long enough to let a Tauntaun baby mature - so I don't know if I did the mount part correctly yet.

Also, I have created new files and altered old ones to make this all work specifically.   some of the behind-the-scenes it's kind of like paper mache...   my only goal is to see it work from every player's perspective, then I'm happy.   so, people with more specific plans for the content will have to do a little work...   but anything unwanted in my package is easy enough to exclude.

In fact if server admins will post here which time line they want to drop this in, I could do some custom alterations to the terrain, regarding Echo Base and the Imperial presence.

And again, if you just drag and drop all of my server and client files onto a fresh, latest EMU environment, it will all work out of the box.
 

Nee

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Takhomasak said:
Taanab is patch 1, Hoth is patch 2.

will be releasing with two known issues at this point:
EB sync, -- #1

and I just haven't had my server up long enough to let a Tauntaun baby mature - so I don't know if I did the mount part correctly yet. -- #2

Also, I have created new files and altered old ones to make this all work specifically.  but anything unwanted in my package is easy enough to exclude. -- #3

In fact if server admins will post here which time line they want to drop this in, I could do some custom alterations to the terrain, regarding Echo Base and the Imperial presence. -- #4

And again, if you just drag and drop all of my server and client files onto a fresh, latest EMU environment, it will all work out of the box. -- #5
You're amazing!!

I haven't figured out yet how to multi-quote on these forums so, regarding the underlined...

#1:  Gosh i really hope  Timbab or TA or Reoze or someone eventually figures that out, cuz it'd be a shame to waste such an incredibly cool  interior game asset.

#2: CH is one of my specialities,  so i'll let you know (if no one else does first) .

#3: Will it just be a simple matter of  'commenting out' certain lines/files ?

#4: My version---which may or may not end up being part of the eventual 'SunCrusher' version, depending upon many factors not the least of which being whether or not i'm still even  around by then---is going to remain within the same basic current timeline of normal Pre-cu SWG (which takes place between SW Ep. 4 and  Ep. 5 , so  theoretically the Hoth Echo Base could exist , canon-wise, in some early form) .

#5: Again, you're amazing!  When i first began on-Staff  at SWGEmu a few years ago , i was  a bit jaded (cuz frankly was just so ultra-focused in my 'QA bubble' to help us get to 1.0 sooner)  and didn't fully comprehend the long-term value & validity of alternative contributors like You & others.  But i have since become more the wiser, having my eyes opened up to a larger world, and while i'm still probably too focused & busy w/ Mantis bugs, QA, Pub9, etc. to really delve significantly into anything Post-1.0 (yet) , i'm trying to make time bit by bit to lay down a few storylines/quests  frameworks, and so i'm also just so utterly grateful and appreciative now to what u guys do over here.
 

Takhomasak

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Nee said:
Takhomasak said:
Taanab is patch 1, Hoth is patch 2.

will be releasing with two known issues at this point:
EB sync, -- #1

and I just haven't had my server up long enough to let a Tauntaun baby mature - so I don't know if I did the mount part correctly yet. -- #2

Also, I have created new files and altered old ones to make this all work specifically.  but anything unwanted in my package is easy enough to exclude. -- #3

In fact if server admins will post here which time line they want to drop this in, I could do some custom alterations to the terrain, regarding Echo Base and the Imperial presence. -- #4

And again, if you just drag and drop all of my server and client files onto a fresh, latest EMU environment, it will all work out of the box. -- #5
You're amazing!!

I haven't figured out yet how to multi-quote on these forums so, regarding the underlined...

#1:  Gosh i really hope  Timbab or TA or Reoze or someone eventually figures that out, cuz it'd be a shame to waste such an incredibly cool  interior game asset.   I am sure that when people interact with it the same way I have, the solution will come. I have even found new elements in the past few days. Another issue is elevators...   spawning scene objects is easy even in the distant parts of the base...   and I can put the terminals in, but the floors are not stacked, so there's nowhere for them to go directly up or down.  Everyone will experience the same insanity I have, if they try it all out.

#2: CH is one of my specialities,  so i'll let you know (if no one else does first) .

#3: Will it just be a simple matter of  'commenting out' certain lines/files ?   Yes, For instance...  all the Sher Kar and Wampa dungeon stuff can just be taken out of screenplays/screenplay.lua.  The spawnble creatures and loot will still be available, but don't interfere with anything that's already in.   I made brand new templates for all. The volcano can be completely removed from the terrain without a trace, restoring the natural shape underneath it, by switching the layer from 1 to 0.  
Thanks for the continued support.  

Honestly, I had been getting jaded with the EMU...  as a modder.  For selfish reasons, mostly, but all the communication and collaboration recently has got me feeling very good about it all...    

I'm still holding Hoth from release a *few* more days, as Sytner's initial satellite render has exposed a few gaps to me, and shown me that I generally need to fill the land out with a few more mountains and ridgelines...   quick work, though, for tomorrow.
 

levarrishawk

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a similar spawning issue with EB might be solved in a manner I solved with placing a crashed star destroyer for the battle of jakku.

http://i.imgur.com/BgGxHb5.jpg

SIE won't let you set a radius above 512, however the client recognizes up to 999.   You'll have to find a means to do it, or if you are feeling saucy, use TRE Explorer, but I don't recommend it for sustained .WS editing as it has a nasty habit of corrupting them.
 

Timbab

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Client recognizes up to 2048, if I remember right from my recent testing, basically, it'll recognize as much as you have draw distance, which is 2048 max unedited.

Unsure why I ever hard capped it.

You can use the .IFF Editor to edit a specific node (Already brought it up a week or two ago) for this, no need to use TRE Explorer, simply open .IFF Editor and then manually open the .WS.
 

Takhomasak

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Yeah I tried that last week. Also tried putting it in interiors.iff last night no luck.

I'm very confident it's going to be the server spawn distance. I know that peope say "it's visual only," but that's it, that's the entire model, it's a visual.. an appearance. It needs to appear... past 192m serverside

I have, of course, tried many combinations of edits and changes in the POB, LODs and meshes... I tried increasing the radius of the bounding spheres in the r0 cell...
I have also tried converting the component and collision files, no change, as the code was already set up to read those forms... and I have even looked into making a brand new set of cave files and reorienting the entrances closer to 0 0 0. But the number of translations... just too much from what I can see.

I have had plenty of success syncing characters that were spawned or teleported directly to interior cells within ~200m of the origin.

also - the visual spawning seems to be the same regardless of that snapshot distance. you have to spawn or run within 200m to start seeing it. But then it stays (albeit with the desync in the outermost cells). As opposed to spawning it in a screenplay, where is despawns visually as soon as you run out of that range
 

Timbab

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That might be an issue, but it's still strange, it should see the cell change regardless I'd expect, unless it doesn't work like that (Haven't looked at the code yet).

So changes would need to be made on the server accommodating instances like this, client side wise, it's basically all fine. The issue would remain if you had a super big structure with entrances on opposite ends that are more than 200m~ from the center.

Either one would need to make changes to the actual system or allow for singular objects to have an override to view distance on the server, versus the hardcoded view distance for all. Making this a server "issue", like I expected from the start, as the client handles everything just fine.

Unsure what you mean in your last part. If it's placed via the snapshot, and you set the radius to say, 1024 and have a view distance of 2048, you'll see it when you're 1024 away from it. I double tested this when I sent you screenshots of it in an offline environment so it's purely client side.
 

Halyn

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Have you tried pushing out the view distance on your test server, then? It's a one-line edit.

EDIT:

Went and looked it up.

It's located in src/server/zone/ZoneServer.idl at line 125:

public static final float CLOSEOBJECTRANGE = 192;
 

Takhomasak

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Halyn said:
Have you tried pushing out the view distance on your test server, then? It's a one-line edit.

EDIT:

Went and looked it up.

It's located in src/server/zone/ZoneServer.idl at line 125:

public static final float CLOSEOBJECTRANGE = 192;
I will..   but it's set that low for a reason, right? The server load will be way too high if everything spawns much further than that.  I agree with Timbab, and have been thinking that a custom bit of code for structures like this is the key.  BuildingObject in addition to sceneO ject maybe?[hr]
Timbab said:
Unsure what you mean in your last part. If it's placed via the snapshot, and you set the radius to say, 1024 and have a view distance of 2048, you'll see it when you're 1024 away from it. I double tested this when I sent you screenshots of it in an offline environment so it's purely client side.
  I was using MTGClient... (and also on the devenv)  it does appear from very far away, but only after I spawn it the first time by running near it.   maybe that's a better way to phrase it.
 

Timbab

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That's strange, worked for me fine and as expected on MtgClient.

Takhomasak said:
I will..   but it's set that low for a reason, right? The server load will be way too high if everything spawns much further than that.
Yep, but it's an easy way to test if it works then. Ideally, if it is this, you either as I mentioned have a custom override for singular objects or adjust how the system works in general.
 

Takhomasak

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Taanab and Hoth are live on the Choice Launcher (swgchoice.com) for a week of testing! the Hoth version is incomplete, but ready for touring and 'system' testing!
 
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