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[Preview&Release] Layerdungeon

Discussion on [Preview&Release] Layerdungeon within the Rappelz Private Server forum part of the Rappelz category.

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Old   #1
 
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[Preview&Release] Layerdungeon

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Old 09/19/2017, 04:10   #2
 
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Is it possible to make it so, that you need to do a quest to enter in this?

Is it possible to make it so, that boss only appears after "x" number of mobs in that level die? Or make small rooms and make it so that Boss appears after all mobs/"minions" are dead in the level?
Wouldn't be more interesting make it a "small path" (without that "arenas") with aggressive mobs and players had to fight their way up until the boss ( because they had to kill a certain number of mobs or kill all mobs to spawn the boss)?

The mobs are all passive not aggressive and all you have to do is kill, boss, after boss which voids the presence of the mobs turn it to simple and strait forwarded?

It feels like the mobs are all randomly placed and disorganized, i think you could make it more clean, the first level it seems more clean and organized. (Maybe you didn't bother at this moment with it)

If someone stripped and 9.* to make it 7.1, this could still be possible right?
I guess the Boss's are made based in 9.* gear, class's damage right? Would it be hard to deve/admins adapt it/adjust the boss's/mobs according to the epics they want?

I think this kind of content have more value than "graphic/decorative" things, because low epics fail in having overall content and end game objectives, things like this could help with this and help does serversto extend their life time!

Good job, Keep working it!
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Old 09/19/2017, 06:25   #3
 
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i think public development doesnt require development of a fully functional complete map with mobs, quests, drops, etc.

you do a very good job in mapping and modelling, but i think its not necessary to do all at once. if someone copies your content, he should be able to provide own extensions to it. so your work basically worth as map/models.

i think the way to improve community workflow is to make devs doing their own work and share. "complete map" stuff is for leechers, but if i were getting this content, i would like to change a lot of things by myself and.

keep up a great job. whoever would
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Old 09/19/2017, 21:43   #4
 
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Quote:
Originally Posted by LamiaCore View Post
If anyone has a custom-map, and it's patched for all players, it will never be just on this single server, except it's a bad map.
So releasing maps is more like.....they don't really have to leech xD



Well,
Explanation how to expand your worldmap for using my map:

With this I'll release all sql-entries as attachment to opening-post and here, also terrainpropinfo.cfg-add and terrainseamlessworld.cfg-add.

Mapfiles will follow then a bit later.
i mean lua scripting linked to your map creates too strict concept.
so if they have only a map with no sustem, they create different ones.

if they have already complete gameplay for a new map - they just leech and really dont have to learn or develop something.

actually its kinda conveyor add-in development for all servers. not talking about your work aswell, but about a whole idea: it's basically wrong.

either you give a man a fish, or you give him a rod, or you teach him fishing, or you teach him how to make own rod, or you just give him an automatic rod that doesnt even require him to interfere. just many different ways, some are good, some are wrong, everything depends on a current situation in a community.

simply saying as dev: i would like to use your map but i would never use a system. not in case you made a bad system, no, you made a good one. but basically in case you made a good map.

should be best way if every dev will do a job he's doing best and not spend his time to do a job that actually a server owner or certain server DEV is responsible to do.

you release good stuff because you feel responsible of doing that for a community and a game. dont make people lose this feeling themselves. thats the point.
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Old 09/20/2017, 15:01   #5
 
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Amazing as always xD waiting for that guy who uses it in his server :P ^^ as im lazy to dev anything this semester x.x
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Old 09/21/2017, 16:42   #6
 
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I found an error, the images are v256_m014_000_xx
While the files are m004_025

And on the server when spawn we have no map name & no minimap.
No monster, exceptions npc are present ...

I do not know if I did something wrong, my I have implanted everything that had in your files ...

p.s: if not appart that congratulations for your magnificent work

Sorry for my bad english
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Old 09/22/2017, 14:10   #7
 
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I am maybe stupid, but I can not get teleported on x = 4 y = 25.
And when I teleport to the npc via the command:
dlg_menu("Enter layerdungeon!",'layerdungeonwarp(1,1)')


I do not get on the x = 4 y = 25
I am the: x = 65168 y = 415280

Would you have made other changes after your m014 test?
I think the best ways to re-uploaded the right versions. :P

This may be the worldlocations that is not well configured.
Or the script lua ...

A & thank you for the minimap it works I even put a tanks
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Old 09/23/2017, 00:34   #8
 
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Quote:
Originally Posted by medaion View Post
I am maybe stupid, but I can not get teleported on x = 4 y = 25.
And when I teleport to the npc via the command:
dlg_menu("Enter layerdungeon!",'layerdungeonwarp(1,1)')


I do not get on the x = 4 y = 25
I am the: x = 65168 y = 415280

Would you have made other changes after your m014 test?
I think the best ways to re-uploaded the right versions. :P

This may be the worldlocations that is not well configured.
Or the script lua ...

A & thank you for the minimap it works I even put a tanks
Quote:
1. Open terrainseamlessworld.cfg
2. go to MAPSIZE
3. change the line to
Code:

MAPSIZE=14,32
you did this step?
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Old 09/23/2017, 03:13   #9
 
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Yes that's what I have in my cfg


I think I did everything correctly ?

Tomorrow morning by getting up I would do all the manip see a 4th time XD
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Old 09/23/2017, 05:29   #10
 
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Quote:
Originally Posted by LamiaCore View Post
That archive I've ploaded yesterday was already the newest version.
...it was the newest version anyway, except the minimap, because that was in a different subfolder.




Thanks, that was exactly what I wanted to ask xD



Be sure you also put that cfg into client AND Server!
thanks for the good work too
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Old 09/24/2017, 13:13   #11
 
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Okay, I'm coming back home Monday, I would retest I think I understood
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Old 10/08/2017, 15:56   #12
 
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Congratulations!
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Old 11/06/2017, 17:56   #13
 
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I hope I'm allowed to post in here, since this thread is a bit older ...

I have a few questions:
I did update the .CFGs on client and server (and did everything else of course, run the sql query, and checked for id duplicates before ...)
but now I have the issue that I can neither see the NPCs, nor any mobs in there, and the map stops rendering after a few steps (I think it's just the ground which doesn't render, there are a few rocks and tree-like things - I assume die Seelenbäume) - it stops rendering at the top of the ramp right after the first room

How can I solve the issues, what have I missed?
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Old 11/07/2017, 16:39   #14
 
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Quote:
Originally Posted by LamiaCore View Post
First, do you use 9.1 or 9.4 Serverfiles?

Then check if you have added following files to your client:
- nfm,nfe,nfa,nfw
- terrainpropinfo.cfg,terrainseamlessworld.cfg,terra intextureinfo.cfg
- string.rdb,monster.rdb,npc.rdb,worldlocation.rdb,f ieldprop.rdb
- dds for new texture, files for terrainprops.
(some sql-inserts were added in lua-scripts, when I remember correctly)

Then check if your serverresources have:
- nfm,nfs,qpf,nfa,nfw,nfe
- updated: NPCResource,MonsterResource,StringResource,EventAr eaResource,ChannelResource, ChannelUserLimitResource, terrainpropinfo.cfg,terrainseamlessworld.cfg,terra intextureinfo.cfg
I use 9.1 files / client. I have the .nf* files from layer_dungeon.rar in the resource folder (hashed - would it make any difference if it's in the resource folder or data.00x?), .cfg files in client and server, have RDBs (executed the .sql for the server, and checked that no errors occurred), the npc sql, from the npc-lua, dds (as I said, stuff like the tree-things or the big rocks are shown correctly) - is it possible, that the render bug comes from walking 'too high' (like physically on a mountain/ramp, not z-axis) since it happens at the top end of the first ramp?

Edit: just saw NPCs and some mobs use a demon_mephistoLv5 model. Could this be the issue of invisible NPCs / mobs?
Edit2: they are mostly custom models in general
Edit3: fixed the render bug, I am stupid, missed one file
Edit4: apparently the render bug still exists, I found out when it happens: if I warp in the dungeon, it does NOT render properly, if I relog in the dungeon, it gets fixed.
Also changed NPCs and mobs to models, which are actually in the client, now I can see NPCs, but mobs don't spawn
Edit5: I manually spawned the first boss and on killing, it showed I defeated the -26th boss - checking with /position, I ended up in layer 24
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Old 11/08/2017, 17:29   #15
 
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Nice job.
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