Overland
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#1 Aug 1, 2010 10:40 pm
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I'm not really sure where to put this, but I'm curious as to if the Overland version that requires libgd is something that has to be done on a C++ overland system or if you can take the current overland snippet and update it to allow it. I'm not familiar with the system (yet), but due to a new project, it seems we're going to be using it. I booted up AFK to play around with and show everyone and they're really excited, so before I start I wanted to ask.
#2 Aug 23, 2011 7:42 am
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I finally got this done - it only took a year to get around to. Overland is working perfectly for the most part. The only problem I am having is with objects after hotboot. I can drop an object and it works perfectly. Move around the Overland and you can only see it in the appropriate room. However, when I hotboot, it goes back to -1 -1 coords and can be seen in every room - I assume because its now based off the map room instead of the coordinates. I have the Overland stuff in hotboot.c in the MUD.
Mobs work perfectly - the only issue I am having is with objects. Any idea what's going on?
Mobs work perfectly - the only issue I am having is with objects. Any idea what's going on?
#3 Aug 23, 2011 8:56 pm
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Just a side note - it's also a problem in AFKMUD.
#4 Aug 25, 2011 11:39 am
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I'm not versed at all in AFKMUD or overland but I'll toss my two cents in and maybe provide some clueless insight!
How is the overland coordinates being stored for an object for hotboot? Looking at the save mobile data in the hotboot.cpp there is a specific case for coordinates. Nothing for objects.
However, in save.cpp both fwrite and fread_obj have the coords values set.
Hope this might help some or get you on to the right track. On a side note, this seems very familiar with what I tried and eventually got working with ships in hyperspace and normal space flight during a copyover.
ayuri
How is the overland coordinates being stored for an object for hotboot? Looking at the save mobile data in the hotboot.cpp there is a specific case for coordinates. Nothing for objects.
However, in save.cpp both fwrite and fread_obj have the coords values set.
Hope this might help some or get you on to the right track. On a side note, this seems very familiar with what I tried and eventually got working with ships in hyperspace and normal space flight during a copyover.
ayuri
#5 Aug 25, 2011 9:35 pm
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Objects are saved over hotboot by fwrite_obj as it is. Everything seems to look right as well.
#6 Aug 25, 2011 10:38 pm
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Hmm....so it is... You know me, I'm not great with code, hell I'm not even good but I to am not seeing anything pop out at me. I don't have a development box to build AFK right now - long story that involves a blown UPS and lightening!!)
Are the values set correctly in the hotboot files on world save?
If so, what about printing out a log on the read of those values when loading back into the game.
Sorry, I know. Not much help.
Maybe this weekend I'll get a vm up and running somewhere and see what I can break.
ayuri
Are the values set correctly in the hotboot files on world save?
If so, what about printing out a log on the read of those values when loading back into the game.
Sorry, I know. Not much help.
Maybe this weekend I'll get a vm up and running somewhere and see what I can break.
ayuri
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