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#61 i30817

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Posted 19 October 2011 - 06:32 AM

Can you do anything about the Stone of Askevar areas being visible from the start? "Something" watchtower and maybe bluebell woods?

Edited by i30817, 19 October 2011 - 06:32 AM.


#62 Wisp

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Posted 19 October 2011 - 07:19 AM

Can you do anything about the Stone of Askevar areas being visible from the start? "Something" watchtower and maybe bluebell woods?

Nope. For one, it's not a worldmap problem; judging by a quick grep, the areas are revealed through script actions and not by being flagged as visible in the worldmap.

#63 i30817

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Posted 19 October 2011 - 07:41 AM

You're right, a new game didn't start with it visible. But i'm pretty sure i haven't started that quest so it shouldn't have became visible yet. It's probably a bug, maybe in BGT.

What's the grep command you used?

#64 Wisp

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Posted 19 October 2011 - 11:05 AM

What's the grep command you used?

I gather you got the answer from your bug thread but I grepped for ars002 and ars005.

#65 -agris-

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Posted 19 October 2011 - 06:41 PM

hey Wisp, using beta6 and original travel times:

the travel time to Lonely Peak from Gullykin & Firewine is half of what it is back from Lonely Peak to Gullykin / Firewine. I wasn't sure if this was supposed to represent a hindrance in travel away from the Peak or is a genuine bug.

#66 i30817

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Posted 19 October 2011 - 08:25 PM

Does exiting a area that is considered a link activates the area? In the original game, sometimes it does, sometimes it doesn't (cloakwood).

Specifically talking about the parameters in the grep:

./Worldmap/links.tbl:ARS002 N AR4200 EXITARS002 5 4 N N N N N 0
./Worldmap/links.tbl:AR4300 W ARS002 Entrance1 4 2 N N N N N 0
./Worldmap/links.tbl:AR3800 S ARS002 Entrance1 6 8 N N N N N 0
./Worldmap/links.tbl:AR3800 N ARS002 Entrance1 6 8 N N N N N 0
./Worldmap/links.tbl:AR3800 E ARS002 Entrance1 6 8 N N N N N 0
./Worldmap/links.tbl:AR3800 W ARS002 Entrance1 6 8 N N N N N 0



In this case it makes no sense if it does, because the quest linearity breaks. You are killing people for no reason, that are spouting things about things you don't know.

Edited by i30817, 19 October 2011 - 08:27 PM.


#67 Wisp

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Posted 20 October 2011 - 03:18 AM

hey Wisp, using beta6 and original travel times:

the travel time to Lonely Peak from Gullykin & Firewine is half of what it is back from Lonely Peak to Gullykin / Firewine. I wasn't sure if this was supposed to represent a hindrance in travel away from the Peak or is a genuine bug.

It's a bug in BGT. To go from AR3300 (Lonely Peaks) to AR9900 (Gullykin) you go via AR3400 (Firewine). But when you go from AR9900 to AR3300 the shortest route goes via AR9799 (Ulcaster). AR3300 lacks a link to AR9799, which would seem to be a problem regardless, since AR9799 has a link to AR3300.

#68 Wisp

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Posted 20 October 2011 - 03:39 AM

Does exiting a area that is considered a link activates the area? In the original game, sometimes it does, sometimes it doesn't (cloakwood).

Specifically talking about the parameters in the grep:


./Worldmap/links.tbl:ARS002 N AR4200 EXITARS002 5 4 N N N N N 0
./Worldmap/links.tbl:AR4300 W ARS002 Entrance1 4 2 N N N N N 0
./Worldmap/links.tbl:AR3800 S ARS002 Entrance1 6 8 N N N N N 0
./Worldmap/links.tbl:AR3800 N ARS002 Entrance1 6 8 N N N N N 0
./Worldmap/links.tbl:AR3800 E ARS002 Entrance1 6 8 N N N N N 0
./Worldmap/links.tbl:AR3800 W ARS002 Entrance1 6 8 N N N N N 0



In this case it makes no sense if it does, because the quest linearity breaks. You are killing people for no reason, that are spouting things about things you don't know.

I'm not sure I understand what you mean.
Whether and how an area is revealed on the map depends on 4 bitfield flags in the corresponding area entry in the .wmp file (areas.tbl, by extension). Either the area is visible from the very start, or it's revealed when you come across a link leading to the area (exit an area at the right edge), or it's not revealed through the worldmap. In areas.tbl (or map_mods_areas.tbl) a flags value where bit0 is set (1, 3, 5, etc.) means the area is visible from the start (it's possible bit3 serves a similar purpose, I'm not sure). If bit1 is set the area is revealed through a link (unless bit0 is also set, and so on).

#69 i30817

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Posted 20 October 2011 - 04:15 AM

Yeah, i'm thinking those two shouldn't be revealed though walking on a link.

Looking a the file you mentioned i found:

SHORT_NAME CONTENT LONG_NAME FLAGS BAM_ANIM X_POS Y_POS NAME TOOLTIP LOAD_IM



ARS002 ARS002 ARS002 2 74 1700 2865 @SOA_782001 @SOA_782001 N //Bluebell wood

ARS005 ARS005 ARS005 2 62 2230 2515 @SOA_782002 @SOA_782002 N //Dystra old watch tower

SHORT_NAME CONTENT LONG_NAME FLAGS BAM_ANIM X_POS Y_POS NAME TOOLTIP LOAD_IM


Both have flag as 2.
Is this the "allow links" setting?

Edited by i30817, 20 October 2011 - 04:17 AM.


#70 Wisp

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Posted 20 October 2011 - 04:53 AM

Both have flag as 2.
Is this the "allow links" setting?

Yeah, 2 means the area is revealed through links. Maybe it should be 4 (unreachable until RevealAreaOnMap has been called on it), but it'd have to be fixed in SoA. Probably a good candidate for the BWP Fixpack.

Edited by Wisp, 20 October 2011 - 05:06 AM.


#71 prowler

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Posted 14 November 2011 - 11:15 AM

Updated Russian Translation. For next Release.

Attached Files


Murloc-translator
Coordinator of the Russian BWP Translation Team - Arcanecoast.ru
Work with SHS, PPG, G3, CoM, Dragon's Hoard, Sorcerer's Place, RPG Dungeon