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4627_felwood_mineral_rework #325

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Complete overhaul of the mineral node data in Felwood, based on the type and location data available on Wowhead, for example: https://www.wowhead.com/classic/object=176645/mithril-deposit

Removes the few existing gameobjects already in Felwood (there were only 6) and their pool_gameobject entries.

Based on the feedback I got from my earlier pull request I built everything using the spawn_group tables, including spawn_group_entry to minimize the number of gameobject entries added.

I decieded to address a zone like Felwood first to see what you think, especially because there's basically no existing data to mess up/conflict with. I also tried to structure the insert statements based on examples that were sent to me. Other zones are more of a mixed bag of newer spawn_group data and older pool data.

This may not be perfectly sniffed data, but imo its a big leap in the right direction at least.

For a visual of what the data should look like:
Before:
felwood_before

After:
felwood_after

The original pull request and the discussion had on it can be found here if interested, finally got around to looking into this again: #309

Complete overhaul of the mineral node data in Felwood, based on the type and location data available on Wowhead, for example:
https://www.wowhead.com/classic/object=176645/mithril-deposit

Removes the few existing gameobjects already in Felwood (there were only 6) and their pool_gameobject entries.

Based on the feedback I got from my earlier pull request I built everything using the spawn_group tables, including spawn_group_entry to minimize the number of gameobject entries added.

I decieded to address a zone like Felwood first to see what you think, especially because there's basically no existing data to mess up/conflict with. I also tried to structure the insert statements based on examples that were sent to me. Other zones are more of a mixed bag of newer spawn_group data and older pool data.

This may not be perfectly sniffed data, but imo its a big leap in the right direction at least.

The original pull request and the discussion had on it can be found here if interested, finally got around to looking into this again:
cmangos#309
@killerwife
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@Tobschinski

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@Tobschinski
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@Tobschinski

@Tobschinski Tobschinski self-assigned this Jul 2, 2024
@Tobschinski
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Tobschinski commented Jul 27, 2024

Hello, finally found the time to look after this..

Question: There's several spawns REALLY close to each other, sometimes up to 4 spawns, is it supposed to be the same ore, just because of the inaccuracy of wowhead? Don't get me wrong, it CAN happen.. just not as often as I see here..

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213011 in the air?
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@Sneakyabc
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The coordinate data on wowhead is expressed as values between 0 and 100, in intervals of 0.1, with 100 being 100% of the width/height of the map image. So the nodes should be at least around 1/1,000th of the maps height/width away from each other.
https://www.wowhead.com/object=1731/copper-vein

So what I did was I took the coordinates from wowhead and any that were directly on top of each other I combined into one node, I never saw an instance of nodes being on top of each other that didnt make sense (like a silver and thorium vein being in the same spot), I know that sometimes nodes can spawn very close to each other but I'm not sure how frequent that should be.

I wonder if the data on wowhead is collected based on where the player was standing when collected, if so I'd imagine there'd be even more clusters around basically every node and basically no single points.

If there was a node up in the air I must've just missed it, I did .go to every node to check for stuff like that so hopefully I didn't miss many. Wowhead doesn't have the Z axis data.

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3 participants