Reversing Spellborn
Started by Saltiel


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249 posts in this topic
Polymo
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328 posts 39 threads Joined: Sep 2014
15-03-2015, 09:19 AM -
Nice. I dont know if you have access to it. but if you have the time and willingness you can put the actual locations (positions) into the Documentation/Wiki under 'World ID's Spawn locations' (like some of them have it at the end: //new FVector(x,y,z)).
EDIT:
Note that some could be wrong on Slinks testserver as there they are most likey set by hand (or he found a way to parse the files :-P). But for those if you happen to know the real ones, go there, type .loc and collect the positions

This post was last modified: 15-03-2015, 09:48 AM by Polymo.
Sulvor
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17 posts 2 threads Joined: Dec 2011
15-03-2015, 10:50 AM -
Thanks I went back to the first post to see what u was talking about (the Github), I will do that now, do you want the actual zone in / out points, and resurrect points in coords? or do you mean put in what I remember the old Coords from Spellborn where? (which is probably the zone in out points and res spots mostly haha)

Polymo
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328 posts 39 threads Joined: Sep 2014
15-03-2015, 11:11 AM -
sadly i nevery played Spellborn when it was live, so i suggest: the point you started when you entered a certain zone, for the ones that don't already have a position.

This post was last modified: 15-03-2015, 11:13 AM by Polymo.
Saltiel
Retired dev
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122 posts 3 threads Joined: Sep 2014
15-03-2015, 06:06 PM -
We started to automatically extract some spawn locations and put them on the Wiki here. Unfortunately we currently cannot manage to extract at 100% every map package so some location may be missing. If you remember them it could be great to add them by checking them "manually" on the server as Polymo suggested.
We should be able to extract the portal info soon too, so the exploration should be easier once the server code is updated according to these new data.

This post was last modified: 15-03-2015, 06:11 PM by Saltiel.
acid-burn
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207 posts 11 threads Joined: Sep 2010
15-03-2015, 09:11 PM -
Just a reminder: The locations previously listed come from the version 0.9.0.0.
The positions stated in the PDF could be from a different version of the maps. Some map sizes have changed when the introduced the new starting area in Hawks was introduced together with the redesigned tutorial.

[Image: banner10.jpg]
Saltiel
Retired dev
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122 posts 3 threads Joined: Sep 2014
15-03-2015, 10:14 PM -
I changed the title of the topic because it hurts my eyes each time I see it. :-°
For those who want to have fun (yay) and help us (\o/) exploring the data, we have the Complete_universe package in full XML (with only properties and with some values missing like arrays etc): <b>http://www.fileconvoy.com/dfl.php?id=g35d30d2b7618d2e899963621245798407cff65b78  </b>
It's not perfect, there is a little mistake at the beginning of the file but there are lots of useful informations for those who want to understand a bit more how TCoS works.
We also have Hawksmouth package in full XML (with some values missing like arrays etc): http://www.fileconvoy.com/dfl.php?id=g39...1ddfdf1bd4
It's just a sneek peek, the files will be deleted in 7 days. But if you are interested in helping the project do not hesitate to say hello [Image: default_wink.png]
As Acid said, it's based on the 0.9 version of the game.

This post was last modified: 15-03-2015, 11:52 PM by Kevin.
Polymo
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328 posts 39 threads Joined: Sep 2014
15-03-2015, 10:24 PM -
second link is broken (displayed link is correct, must be a forum bug that makes it link to this page)

Kevin
Legend of House Shroud
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555 posts 87 threads Joined: Oct 2011
15-03-2015, 11:52 PM -
I've fixed this - the second link was empty so it linked to this page. Should be working now.

Polymo
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328 posts 39 threads Joined: Sep 2014
16-03-2015, 06:40 PM -
About the LOD-arrays, i just discovered the System.Numerics BigInteger which makes the bit shifting super easy (has a byte[] contructor)

Polymo
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328 posts 39 threads Joined: Sep 2014
16-03-2015, 08:48 PM -
I'm not sure if this is my fault, but the outcome is somewhat different to what i would expect.
This happens when i recombine the id's + colors (the right one each is self-focus, the left one is what others see):

[Image: yvijPuL.jpg]

This post was last modified: 16-03-2015, 08:49 PM by Polymo.


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