New Pre-CU Planet: Hoth

Halyn

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Downloading now.

I'm promptly going to pull parts of it out to test with. My working hunch is that you're right on the load radius causing issues. I'm spitballing a bit, but my hunch is load problems with cell IDs - you're able to enter the cell before the server is sending you any data on it. (Remember, once you're outside the magic 192 meters, the server believes you can't see anything.) That would make sense on causing the desync.

In the original Hoth instance, this wasn't an issue, because load distance was extreme and had to be for the speeder piloting to work. The next largest structure in the game is Jabba's Palace, which outside of a world snapshot you load when you're /very/ close to the door.
 

Takhomasak

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Since they are public right now, let it be known that my trees are not organized yet. That is not what the release form will be like... everything they are right now is just to make it work, not be pretty. patch 3 is all stuff that's not been verified fully enough to go into patch 2. patch 1 is taanab only, but contains some foundation work for hoth.
 

Halyn

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First random question - why are you using the appearanceFilename field in your Echo Base object IFF? A cursory look at other building object IFFs suggest only the portalLayoutFilename field is used.[hr]I'm also seeing that the initial cell, r0, which is the external mesh, isn't part of your world snapshot entry for Echo Base. (The snapshot has 40 cell entries; the POB has 41.)
 

Timbab

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Halyn said:
I'm also seeing that the initial cell, r0, which is the external mesh, isn't part of your world snapshot entry for Echo Base. (The snapshot has 40 cell entries; the POB has 41.)
I don't think this is an issue, the way it's displayed is that the first entry is r0, always, look at other buildings and .POB's.

Hasn't been an issue before, at least, not reported to me.

An SOE snapshot handles it in the same way (The r0, etc cell information is pulled from the .POB).

Halyn said:
First random question - why are you using the appearanceFilename field in your Echo Base object IFF? A cursory look at other building object IFFs suggest only the portalLayoutFilename field is used.
This, on the other hand, might or might not be an issue. Unsure if they clash, the original def didn't use the appearanceFilename link.
 

Halyn

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You're right on the first count. I should've looked at some other world snapshots first. My mistake.
 

Takhomasak

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Halyn said:
You're right on the first count. I should've looked at some other world snapshots first. My mistake.
The appearance makes no difference. I just inserted  it yesterday to see what happened.

All of the cell labeling is as it was straight from the files. r0 should be the name of the object itself.[hr]r0 is an 'external' cell in EB that contains all of the world portals. It's in the pob
 

Timbab

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Just a technical comment, the WS nodes themselves have no knowledge which cell they are (r0, roomB, etc), the only thing that matters is that the correct amount of nodes are there. Beyond that, it's just adding things to the right cells, but it's not a 'problem' in terms of load and what not.

The information you see in SIE is what I, myself, pull from the .POB's, based on cell number and node index.

P.S. Also unrelated, please edit your posts vs double/triple posting. :)
 

Nee

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Halyn said:
I'm promptly going to pull parts of it out to test with. My working hunch is that you're right on the load radius causing issues. I'm spitballing a bit, but my hunch is load problems with cell IDs - you're able to enter the cell before the server is sending you any data on it. (Remember, once you're outside the magic 192 meters, the server believes you can't see anything.) That would make sense on causing the desync.

In the original Hoth instance, this wasn't an issue, because load distance was extreme and had to be for the speeder piloting to work. The next largest structure in the game is Jabba's Palace, which outside of a world snapshot you load when you're /very/ close to the door.
That is an excellent point.

And for our purposes,  thinking  Post-1.0  on a hopefully *crowded* server full of  players + lag ,  is that why we don't want that '192m'  to be increased at all generally?

Also, couldn't  that 'view distance'  just be increased for  one particular  area or zone?  Or does it have to apply  game-wide or planet-wide?
 

Timbab

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Afaik, right now it's global (I might very well be wrong though), but like I mentioned earlier, it'd be good to have more options for view distance, such as for planets/zones (As you said)/singular objects.
 

Takhomasak

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Choice Test down for now. We fixed a BIG BUG. Maybe back up again this week.

Thanks for coming and seeing EB firsthand, Halyn.

BTW the Hoth visuals you saw were not loading right... I had my TREs in the wrong order... kinda. people were saying it was waaaay too white... which is not what I was still seeing with my test TREs in my client

loading the default_patch on top if it in the live.cfg was somehow cancelling my false shading by fractal.



--and Timbab. feel free to trim this thread after release or EB solution. If you're trying to keep it light on bandwidth(?) I apologize for chain posting. I keep this thread up in a window on my phone and check/reply throughout the day, to keep the discussion current, productive... I am just wanting to keep as up to date as possible, get it all hammered out.. to get the most out of this productive streak I'm having


----- and, gonna push this back a feeeewwww more days. I want to add much more to the terrain and make absolutely sure it's stable. all design, though. my screenshots were cool, but outside of them it was too boring - even for a snow desert.
 

Nee

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Timbab said:
Afaik, right now it's global (I might very well be wrong though), but like I mentioned earlier, it'd be good to have more options for view distance, such as for planets/zones (As you said)/singular objects.
Indeed.

btw Tim ,  any chance you can pop into  IRC today for a few minutes and PM me (or just say my name in the #modthegalaxy  channel) ?  I need to ask you a couple questions about SIE and  creating  new  .stf's  from scratch (for to use in reference of  ThemeParkLogic:getStfFile  functionality, cuz it would make some of these Post-1.0  original quests/storylines i'm writing for HOTH & Taanab  much much easier to implement/incorporate  into our existing tp logic code)

lmk  thanks. -- Nee

p.s. I searched your forums first  before posting  this, but only found  this old thread...

http://www.modthegalaxy.com/forums/thread-tool-swg-stf-searcher?highlight=.stf

...and didn't want to necro it.
 

Takhomasak

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OK... please have patience with me, everyone.

I need maybe another week now... You see... I redesigned the environment and lighting to make the textures richer, less overbearing brightness/whiteness...

and then I got on this tangent... and here's where it ended. It's a little buggy at the moment, but I'm working with it...

http://i.imgur.com/NVDRLWE.jpg
 

Nee

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Takhomasak said:
and then I got on this tangent...  and here's where it ended.  It's a little buggy at the moment, but I'm working with it...

http://i.imgur.com/NVDRLWE.jpg
OMG  YOU TEASE!!

./DROOLS-SNOW-WATER!!!!!!!!!!!
 

Takhomasak

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what I find stupidly hilarious is that flying the snowspeeder into the Echo Base hangar is NOT one of the buggy things.  It just gives you the edge of system out-of-bounds when you try to transfer cells.

I am working on a craftable deed for this...

also, have it hooked up to the Y-Wing cockpit for now, and it's not bad.
 

Nee

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So amazing!!

If i can get SIE working finally on my computer, i can maybe finish the 1st series of HOTH original content/quests today (one of which uses the famous Wookiee 'Takhomasak' as a questgiver ) .

---
UPDATE: Finally got SIE working, and have begun coding the special 'Takhomasak' quests.

Will reveal them to you & the community in due time.
 

Timbab

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Takhomasak said:
and then I got on this tangent...  and here's where it ended.  It's a little buggy at the moment, but I'm working with it...

http://i.imgur.com/NVDRLWE.jpg
Yeah, it never got implemented properly, afaik (At least, it has its fair share of problems associated with it for actual gameplay), WIP kinda thing they buried again a couple of years ago.

[video=youtube]https://www.youtube.com/watch?v=7pTbvuVsAF4[/video]​

Would be neat for atmospheric flight to be properly done post JTL implementation.
 

Takhomasak

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Timbab said:
Takhomasak said:
and then I got on this tangent...  and here's where it ended.  It's a little buggy at the moment, but I'm working with it...

http://i.imgur.com/NVDRLWE.jpg
Yeah, it never got implemented properly, afaik (At least, it has its fair share of problems associated with it for actual gameplay), WIP kinda thing they buried again a couple of years ago.

[video=youtube]https://www.youtube.com/watch?v=7pTbvuVsAF4[/video]​

Would be neat for atmospheric flight to be properly done post JTL implementation.
Right.  The important thing to me is that I have not found a way to permanently bug anything from using it yet.   you can get your view and the terrain all screwed up, if you crash into an object or the ground at full speed, but you can also unbug yourself by doing it again.   it's really not that bad, just a simple system to transform your character into a properly formatted object, and your physics temporarily. No harm I can find yet in using it.

What I'm working on is getting it to use all of the correct sounds in the client data file, then making the snowspeeder an individual deed that is rewarded on Hoth. Almost have that deed working. Just need to change the template type today.

I know at Choice, we are considering implementing these in a certain way instead of using ITVs in the future.


Ahhhh... yes, buggable. You can destroy the datapad object while flying and... just get stuck as a vehicle, or as 'piloting a ship.' will keep poking this one, though. looking for different places to execute that code.

---now I see, too, that this uses the incomplete (?) shipobjectcontroller - soooo. what if I make a separate atmoshipobjectcontroller and divorce this thing from the JTL foundation... maybe the same principle as making a new object type and spawn distance actually *gears begin turning*

anyway - still progressing on better terrain today.[hr]Echo Base is FIXED.
 

Takhomasak

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Halyn said:
...

Is that seriously all you're going to give us? :p What was wrong?
It still has one buggy portal, which I'm trying to straighten out.  May have been a result of my earlier attempts at a fix.

It just needed to be in the screenplay, and line 127 of src/server/zone/ZoneServer.idl just needs to be something like:

public static final float CLOSEOBJECTRANGE = 1024;

(as was mentioned here previously)

That's all that can be done for it.  My preliminary tests on my server have been positive.  I have perfect sync in the main entrance.  I have sync with a little rubberband  in the hangar bay.

So...  this is not a solution for a server like Basilisk or maybe Suncrusher - but this will allow small servers to enjoy Echo Base and its screenplays.  It will also make your player cities and structures stay visually spawned for longer...   you may wish to turn this down to the bare minimum to allow EB to work - probably a little over 700.  I've set mine to 1024 just to be sure.

I am so very grateful for all of the discussion from everyone here on the topic.  I think we've fully exposed the conditions that EB needs.

It will be FUN.  I have redesigned Hoth terrain from the ground-up, this morning...  So with this new fix, I can return fully to the creative processes...  something very nice will be ready very soon.
 

Valkyra

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I really think the viewing distance needs to be refined a bit more server-side rather than have it as a global distance, it should be global for most .ws spawned static buildings only, but should be able to be customized depending on what you need to do with it, for example EB, or other manually spawnable things.

EDIT: Keep in mind though I haven't even looked at what controls that part of the code other than the close object range declaration, so I don't know how feasable it is.
 
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