Whizzie Wiz
01-11-2006, 11:17 AM
1. Spawn list/spawn time tweaks
I've done a few minor patches to my copy of the code to add the spawn ID and the spawn time to the filter strings, and most recently I've added a tweak to set the 'spawn time' of a corpse to be the time that the mob died (since EQ spawn timers start ticking from that time). You may well ask why this is necessary when the spawnpoint code does it already, but the reason is that there are spawn cycles where mobs on the cycle can pop at several different places, and can only really be identified by the respawn time. (Some of the most elusive EQ mobs fall into this category). For these, the standard spawnpoint code is of no use, but the 2 tweaks I've come up with can help greatly in filtering out unwanted rubbish.
Is it worth submitting these tweaks as a diff patch?
Also, is there any way to get the spawnlist window to re-sort by time when I update the spawntime in this way?
2. Maps and depth filtering (for mobs too)
In most EQ zones, the world is essentially 'flat', and height filtering is, if anything, counterproductive. (Karanas, Wakening Lands, Great Divide). In others, it is absolutely essential, but the floor and ceiling values vary hugely from zone to zone -- for example Riftseeker's Sanctum seems to work well with a floor and ceiling setting of 125, but for Runnyeye this seems to be about 5.
What I propose is that the information on filtering is stored with the map, perhaps in the map header, OR in a new map code.
Comments please?
I've done a few minor patches to my copy of the code to add the spawn ID and the spawn time to the filter strings, and most recently I've added a tweak to set the 'spawn time' of a corpse to be the time that the mob died (since EQ spawn timers start ticking from that time). You may well ask why this is necessary when the spawnpoint code does it already, but the reason is that there are spawn cycles where mobs on the cycle can pop at several different places, and can only really be identified by the respawn time. (Some of the most elusive EQ mobs fall into this category). For these, the standard spawnpoint code is of no use, but the 2 tweaks I've come up with can help greatly in filtering out unwanted rubbish.
Is it worth submitting these tweaks as a diff patch?
Also, is there any way to get the spawnlist window to re-sort by time when I update the spawntime in this way?
2. Maps and depth filtering (for mobs too)
In most EQ zones, the world is essentially 'flat', and height filtering is, if anything, counterproductive. (Karanas, Wakening Lands, Great Divide). In others, it is absolutely essential, but the floor and ceiling values vary hugely from zone to zone -- for example Riftseeker's Sanctum seems to work well with a floor and ceiling setting of 125, but for Runnyeye this seems to be about 5.
What I propose is that the information on filtering is stored with the map, perhaps in the map header, OR in a new map code.
Comments please?