[VERIFIED] Dropping into caves at Buc's den

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Kiff
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Dropping into caves at Buc's den

Post by Kiff »

Players have begun complaining with the new CVS about dropping into bucs den. Also it seems that many of my spawns are either falling down there or spawning down there (I'd guess falling myself). Not sure what's going on exaclty, right now I'm telling them they should feel lucky because OSI people are always trying to find a way down...but this lucky feeling can only last so long :wink:
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Kiff
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Post by Kiff »

EDIT: That is Bucs den's underground caves I was talking about, not falling onto the island somehow :)

EDIT OF THE EDIT: I can confirm this as I was on a player character and it happened to me .
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Maarc
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Post by Maarc »

Is there any chance you can give us coordinates to look at that make it happen? That would make it easier to debug with.
Grimson
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Post by Grimson »

One area where it happens is around x=2604 y=2071, there is a tree and when passing it close to the left I drop most of the time down.
stranf
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Post by stranf »

And here I am, wasting my scripting time creating ropes so PCs can get inside.

And all I needed to do was find the secret enterance by the tree!

I actually have a "rope-up" script that raises the PC back to ground level. maybe you could just leave the tree as a "natural enterance" and just have a rope at the bottom for PCs to climb out?

here is an excerpt of my rope script:

Code: Select all

function onUse( pUser, iUsed )
{

 if (iUsed.id == 0x14FA)
{ pUser.Teleport(iUsed.x,iUsed.y, 5);}  //rope up

 if (iUsed.id == 0x14F8)
{ pUser.Teleport(iUsed.x,iUsed.y, -20);} //rope down

}//end main function
Here is the appropriate .dfn entry for the rope:

Code: Select all

//ropes
[rope_up]
{
id=0x14FA
name=rope up
decay=0
movable=2
script=5033
}

//ropes
[rope_down]
{
id=0x14F8
name=rope down
decay=0
movable=2
script=5033
}

for those of you who want to use this as a temporary fix, place the .dfn fil ein your items directory, and the .js script in your js/custom directory

make sure to attach script=5033 under items in the jse_file associations


Good luck and happy spelunking!

[/code]
Grimson
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Post by Grimson »

stranf wrote:maybe you could just leave the tree as a "natural enterance" and just have a rope at the bottom for PCs to climb out?
No. This is a bug somewhere in the walking code and needs to be fixed, or else it may cause problems in other areas.
giwo
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Post by giwo »

This issue, it seems, is nothing new to UOX3.

Basically what is happening is there are hills there that technically can not be climbed upon (they are greater than 10z above the adjacent tile). However because there are caves below them, UOX3 uses the cave surface and thus sets your z to -20 (where it was more like 31). Now I can make it so we can't take more than a max z step down (or so), however if one were to get themselves teleported high into the air, they wouldn't be able to step down (thus getting themselves stuck in mid-air). Alternatively I can increase the max z step, but that could cause other issues as well.
Scott
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Post by Grimson »

giwo wrote:Basically what is happening is there are hills there that technically can not be climbed upon (they are greater than 10z above the adjacent tile). However because there are caves below them, UOX3 uses the cave surface and thus sets your z to -20 (where it was more like 31). Now I can make it so we can't take more than a max z step down (or so), however if one were to get themselves teleported high into the air, they wouldn't be able to step down (thus getting themselves stuck in mid-air). Alternatively I can increase the max z step, but that could cause other issues as well.
How about only allowing the char to "fall down" if there is nothing in the way, that's on it's level. So for example if there is something in the area of the chars base z and the chars base z + ~18 but the char can't climb it then don't allow the char to fall down eighter.
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Post by giwo »

Well, it seems to me much of the issue is actually how the map was built outside buccs den.

What I'd preferr to do before making a permanent change is see how OSI handles those areas.

For instance I found one spot that puts you at a z of 25 (well above the caves) however the client still drops me (and shows me) in the caves, though the Z of the caves is -20. Eventually after a bit of walking around down there, I "pop" back up to the surface.
Scott
Lok1728
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Post by Lok1728 »

There's another place I've found that drops you into a cave. Here's the near location: 2599 154 0 0.

It took me a bit to find it. I had PC's running around and then suddenly drop down and into a cave system. Not sure cave system it is .
So, I posted a sign and a fence where the hole is, warning PC's of the hole in the ground.. :lol:
stranf
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Post by stranf »

While we are talking about the walking code:

over the hill from Destard dungeon (the one with dragons), there is some kind of castle you can see onthe radar. From the Multi's it appears to be Minax's Stronghold, but I'm not sure.

Anyway, the entire stronghold, as well as the rocky entrance path, can't be accessed by PCs. They fall through the rock. The PCs can't even walk on the castle itself. It's kind of odd. I wonder if it's a client issue?

I'm using 3.5n exp 2. UO client j.

Thanks.
l_katana
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Post by l_katana »

Hello i may be one of the few people that have gotten into the caves under buc den in OSI shards...

i learned about them when doing tresure chests there is a chance that even on OSI shards when the monsters which spawn from the chests.... which just so hapen to be exactly over the caves in buc den will acualy spawn under the ground... got some realy werid screen shots of deamons baried up to there necks in the ground.. acualy quiet funny...

enough chat...

every one that plays on OSI probaly knows that there is a server line that runs right through buc den this is the key to geting in there...

but only north of the city... don't rember the exact quordinats buts its by a tree where the daily rare known as the buc den rocks that spawn on server up which is how i found the enterance...

the trick is to walk back and forth across the server line just north of the bathing building eventaly the shard will glich and insted of being above ground on the other side of the server line you will be in the caves.... OSI aperantly knows about this falling under gound as well cause there are plenty of teleporter spots (marked by grey tiles) that will tele you back to the surface on the east side of the island...

Hope this helps more explor thoes caves on OSI
giwo
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Post by giwo »

I've found and fixed the problem with the area you mentioned stranf, as well as some other issues with mapdiff/staticdiff handling. This was actually unrelated to the bucs den problem.


As for the buccs den problem, I can still reproduce the issue, but after some minor changes I've made, it seems less apt to happen.
Scott
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Post by giwo »

I hope to fix this, and other walking issues, for 0.98-3.8
Scott
dracuskaos
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Post by dracuskaos »

I have noticed i fall through in places all over the world but usually a little wiggle will put me right back up top. I was going to say. there is a HOLE tile, you could mark the holes with a hole tile or just repair the terrain for SMALL irritating spots. I've used house tiles to make terrain passable before. you just have to make notes so you can remove them once the bug is fixed.
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Post by Kiff »

All right, thanks for all the replies.










:)
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Post by Xuri »

Can anyone confirm whether or not this has been fixed? I ran around on Buccs Den for a while, but never fell through to the caves below - though I did notice an orc down there. Hm.
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