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Thread: Community Revamp Results

  1. #21

    Default Re: Community Revamp Results

    Tobrez: some plot stonesare inside and in some cases even a few meters outside the plots bounds.

    edit: loged out and deleted world cache to make sure before posting

    Fixed
    Last edited by Velea; August 20th, 2008 at 01:27 PM.

  2. #22

    Default Re: Community Revamp Results

    Shephards home: 1 of the 2 plots (23019, 16964) totally on top has its buildings in an 45 degrees angle on real plot. thus sticking far outside the plot at the pointy tips of the square.

    edit: attached screenie in later post

    In straightening some plots to allow for the whole area of the plot to be used, existing structures will extend over the new boundary lines. They should still be accessible and able to be deleted for novians if the owner of the plot so chooses.
    Last edited by Velea; August 19th, 2008 at 05:33 PM.

  3. #23
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    Default Re: Community Revamp Results

    Quote Originally Posted by Velea View Post
    Image, did you clear your world cache before doing any of this?
    Ah that fixed some of it. Markers look fixed.
    But now I cant access the Survey map, keeps saying I'm not near enough. Right in the middle of town and I moved all over and no change. Izzon Crest doesn't work either. Heather does.
    BTW road to sand pile was removed from SM.
    Changes looks great though

  4. #24

    Default Re: Community Revamp Results

    attachement in this post since i was being advised making a new post with it. forum bug?

    this has been checked out and confirmed by another player to make sure it was not an issue with my computer.
    Attached Images Attached Images
    Last edited by Thangorodrim Atanatari; August 19th, 2008 at 05:10 PM.

  5. #25

    Default Re: Community Revamp Results

    Quote Originally Posted by Favoran View Post
    Drift point looks okay but the plot markers are all facing South instead of towards the road.
    I'm not worrying about which way they are facing right now, just their location.
    I should have been more specific. They're facing south, at the southern end of the plots.

    Though I haven't cleared my world cache yet, and it looks like that made a difference for Image. At the same time, though, I re-installed HZ twice yesterday so there shouldn't have been any need to clear it. *shrug*
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  6. #26
    Member velveeta's Avatar
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    Default Re: Community Revamp Results

    i don't know if this is related, but during my several recalls to brist (can't wait til mw can kikk lt. tarn's butt like vel...), i noticed that there is now a pretty steep 'kink' in the road between the shrine and the ports.....mw can't go strait up and must go around it.
    it is directly across from gelaros or whatever the dood by the tree's name is......
    not a major deal but def new and a slight inconvenience

    This was reported in an earlier post on this thread, and has been fixed.
    Last edited by Velea; August 19th, 2008 at 05:28 PM.
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  7. #27

    Default Re: Community Revamp Results

    deserts edge: 1 plot (22076, 25349) seem to have a road crossing through it (see attached pic)

    Fixed
    Attached Images Attached Images
    Last edited by Velea; August 19th, 2008 at 05:56 PM.

  8. #28

    Default Re: Community Revamp Results

    dalimond: seem to be a left over plot marker inside another plot (22810,22837)

    lower sslanis: the plot at 19927, 21422 is going sleep down the last bit near the beach, leaving possible buildings there probably floating

    Fixed
    .
    Attached Images Attached Images
    Last edited by Velea; August 20th, 2008 at 01:50 PM.

  9. #29

    Default Re: Community Revamp Results

    Thangorodrim, the pictures are too small for me to be able to see anything in them. They aren't really needed. But if you could include a waypoint for what you're seeing, that would really help.

    By leaving them out, if you want to make a single post rather than little ones, you can.

  10. #30

    Default Re: Community Revamp Results

    Are the plots still suppose to show condemed at this time on blight? The plots in Tobrez still show condemed

  11. #31

    Default Re: Community Revamp Results

    Quote Originally Posted by Maliki View Post
    Are the plots still suppose to show condemed at this time on blight? The plots in Tobrez still show condemed
    Yes, they are.

  12. #32

    Default Re: Community Revamp Results

    checked most communties and racial towns, and i have to say everything looks very nice. some pretty large plots where previously only small ones resided. good job on this!

  13. #33

    Default Re: Community Revamp Results

    I asked a friend to look at a community for me as I do not have a blight installation...the idea of adding another 4gb of data files and making my gaming partition messier is not my idea of fun...

    anyways, I pose this with some trepidation as it is not an error, but may be an oversight. Per Velea's last paragraph, the community I will be refering to, the plots are not at an angle, at least not that I can remember. (they aren't, I checked)

    Wolf's Paw...specifically the three plots along the road from N-S:
    1. 35x45 (1375 sqm)
    2. 40x40 (1600 sqm)
    3. 45x35 (1375 sqm)

    (The other 2 plots are 45x45 and also have plenty of room to be elongated to the east)

    Yes, 2 of these plots in question are owned, but since they are not at an angle I thought they should be brought up. I know the devs can enlarge a plot that is owned/built upon as they did so to a plot in South Balzar, increasing a fully built plot from 50x60 to 60x60...just adding the extra space to one side.

    While these three plots are close together, there is plenty of room where 10-30 meters can be added to the east, maybe 5-10 to the west. The North and South plots can be widened 10-30 meters, and the middle plot could also be widened about 10-20 meters to the south.

    Prolly long winded, but wanted all the information presented so the Dev's know I'm not just flying off the cuff here and that it seemed that it might have been an oversight.

    Thanks,
    Aaelefein

    Further modified... it wasn't an oversight so much as bad math late at night
    Last edited by Velea; August 19th, 2008 at 09:48 PM.
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  14. #34

    Default Re: Community Revamp Results

    I have looked alot yet but I have looked some & the results are impressive. I will make note that a property on the east side of bradons shelf.. 70x70 (sorry, dont have the coors on me) needs a bit of lvling.. the boundries have a couple of rough spots at the mountians edge.

    WTG!! Good job!!

    Found and fixed.
    Last edited by Velea; August 19th, 2008 at 09:55 PM.
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  15. #35

    Default Re: Community Revamp Results

    Selen PlotID:208512 plot marker in center of plot (seems to be in its original position from before two plots were combined.)

    That plot and PlotID:208025 still appear as two spaces each (I realize this is merely cosmetic, just saying. )



    Fixed
    Last edited by Velea; August 20th, 2008 at 01:56 PM.

  16. #36
    Member Unicorn's Lady's Avatar
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    Default Re: Community Revamp Results

    The summer sun got to me and left me shakey, so instead of continuing to work on my yard I decided to check the rest of the communities on the northernmost island of the Three Sisters. Here's my results.

    Papa (Community ID: 76019)

    1. Plot ID: 2100488, Position: 23330/15522; a small piece of road with road bonus is in the plot at 23328/15496.
    2. Plot ID: 2100813, Position: 23285/15533; the northern part of the plot needs to be raised and divets filled in.
    3. Plot ID: 210014, Position: 23247/15528; the northern part of the plot needs to be raised and divets filled in.

    Missing: the sandpile (maybe it can be replaced next to the well which is at 23549/15424)
    Fixed; sandpile not replaced

    Tavu (Community ID: 76017)

    1. Plot ID: 2100445, Position: 23315/14269; the bare ground for the plot is north of the plot.
    2. Plot ID: 2100441, Position: 23202/14148; the SE side of the plot needs to be raised.
    3. Plot ID: 2100410, Position: 23082/14112; north and east edges of the plot need levelling.
    4. Plot ID: 2100407, Position: 22992/14057; SE side of the plot needs to be raised.
    5. Plot ID: 2100288, Position: 22827/14062; the eastern edge of the plot needs to be levelled at 22847/14077.
    6. Plot ID: 2100292, Position: 22712/14137; SW corner needs to be raised.
    7. Plot ID: 2100274, Position: 22952/14370; bare ground hasn't been added to the plot.
    8. Plot ID: 2100987, Position: 22965/14199; a strip of grass left over from when it was 2 plots running east to west is dividing the plot.
    9. Plot ID: 2100447, Position: 23107/14372; no road seen, but there is a road bonus at 23131/14370.

    Missing: the sandpile by the well
    Fixed; sandpile not replaced

    Grandli (Community ID: 76016)

    1. Plot ID: 2100983, Position: 22620/14445; NE corner needs to be lowered.
    2. Plot ID: 2100984, Position: 22345/14445; northern edge needs to be levelled.
    3. Plot ID: 2100317, Position: 22560/14555; SW corner needs to be raised at the tip.

    Fixed
    Kabale (Community ID: 75813)

    1. Plot ID: 2100751, Position: 23158/14724; SE corner needs to be lowered; south edge at 23169/14699 needs to be lowered slightly; grass patch at 23168/14743 and NE corner has grass.
    2. Plot ID: 2089840, Position: 23252/14797; NE & SE corners, and NW side has grass.
    3. Plot ID: 2100756, Position: 23348/14801; SE corner neds to be lowered; plot marker inside plot; road in plot at NW corner; NW corner & north side has grass.
    4. Plot ID: 2100757, Position: 23367/14838; plot marker inside plot and north side has grass.

    Unclickable plot marker at 23128/14808.

    Pothole in road that needs to be filled in at 23117/14816.

    SW Mackerel school may now be inaccessable due to dock removal.
    Fixed; not sure what dock you're talking about because I didn't remove any.

    Cire (Community ID: 75814)

    1. Plot ID: 2089841, Position: 23320, 14928; SW corner needs to be raised slightly; various parts of the plot slightly uneven and needs to be levelled.
    2. Plot ID: 2089844, Position: 23381, 15000; east side needs to be lowered at 23421, 15007, it is touching the caldara.
    3. Plot ID: 2089980, Position: 23346, 15139; east side needs to be lowered at 23372, 15141, it is touching the caldara; a strip of grass left over from when it was 2 plots running east to west is dividing the plot.

    No Mackerel at the dock.

    Fixed; not sure what mackerel you're talking about, but I didn't change any spawn regions

    Tagan (Community ID: 75816)

    1. Plot ID: 2089708, Position: 23254, 15197; north side has grass.
    2. Plot ID: 2089705, Position: 23194, 15196; plot marker inside plot; plot only 30x50 (there is possible expansion room on north, east, and west sides).
    3. Plot ID: 2089704, Position: 23193, 15143; east side needs to be raised; hole at 23208/15140 needs to be filled in.
    4. Plot ID: 2080706, Position: 23136, 15148; plot marker inside plot; plot overlaps east road; plot is only 35x50 (there possible expansion room on the west side and a little on the north side).
    5. Plot ID: 2089707, Position: 23023, 15108; SE corner needs to be raised slightly; NW corner is going up the side of the caldara.

    Fixed; there is not room to expand any plots beyond what was done

    Moroto (Community ID: 75815)
    1. Plot ID: 2089607, Position: 22946, 15001; SE corner needs to be raised.
    2. Plot ID: 2100392, Position: 22936, 14944; a strip of grass left over from when it was 2 plots running north to south is dividing the plot.
    3. Plot ID: 2100394, Position: 22880, 14952; plot marker inside the plot; plot only 30x50 (there is possible expansion room on the north side).

    Fixed; again, no room to expand beyond what has been done
    Eli (Community ID: 75817)

    1. Plot ID: 2089612, Position: 22941, 14874; NE corner needs raising; plot marker inside plot.
    2. Plot ID: 2089609, Position: 22968, 14775; south side at 22960/14756 needs to be lowered, it is touching that caldara; part of the south side needs to be raised slightly; plot marker inside plot.
    3. Plot ID: 2089611, Position: 22990, 14829; east side needs levelling; NE corner needs raising.
    4. Plot ID: 2089846, Position: 23043, 14790; NE area needs levelling and parts need raising; north side needs levelling.

    Fixed

    And thank you for being so detailed and clear here, it helps greatly.
    Last edited by Velea; August 20th, 2008 at 05:01 PM.
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  17. #37

    Default Re: Community Revamp Results

    Guild: Cameron - Community ID: 75819
    Plot ID: 2100419 - hill in SW corner, plot texture not changed
    Plot ID: 2100420 - still 22 x 22 and not aligned N/S
    Guild: Clio - Community ID: 75820
    Well removed
    multiple old 25 x 25 plots still show up in community window
    Plot ID: 2089559 - SW corner sligtly in lake
    Plot ID: 2089553 - plot texture not changed
    Plot ID: 2089556 - slight hill in SE corner, plot marker not centered
    Guild: Moyo - Community ID: 75818
    all 4 subplots still 25 x 25 and not aligned N/S

    Cameron, Moyo and Clio I can't do anything about right now. I am hoping that those who own those communities will decide to move elsewhere and I'll be able to completely remove them and start over, making new plots in such a way that make sense.

    Bristugo
    Plot ID: 2090387 - plot stone in middle of plot, 30 x 45, SW corner goes down hill
    I believe this was fixed.

    Valley of Repose
    Plot ID: 710634 - slant in most of SW corner, slight slant in SE corner
    Plot ID: 710628 - hill in NE corner, slight hill in SE corner
    Plot ID: 710615 - N edge bumpy
    Plot ID: 710635 - E edge raised, slight slant in NW corner
    As per earlier post, this was fixed.

    Golden - Community ID: 75740
    plot textures not changed
    Fixed

    Parsinia
    Plot ID: 202102 - 42 x 75
    Plot ID: 202116 - 58 x 58

    Aughundell Outlands - Community ID: 75195
    31 x 31 and 37 x 37 plots
    Both done as much as possible
    Last edited by Velea; August 20th, 2008 at 08:44 PM.

  18. #38

    Default Re: Community Revamp Results

    Note that sandpiles and wells that were removed were done so on purpose to make room for plot enlargement. They may or may not be added back at some point, but won't be for this set of deltas.

  19. #39

    Default Re: Community Revamp Results

    Also please remember that some plots could not be expanded. In particular, the one noted in Bristugo as it was owned on one of the shards and there was no room to expand it.
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  20. #40
    Member velveeta's Avatar
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    Default Re: Community Revamp Results

    Quote Originally Posted by velveeta View Post
    i don't know if this is related, but during my several recalls to brist (can't wait til mw can kikk lt. tarn's butt like vel...), i noticed that there is now a pretty steep 'kink' in the road between the shrine and the ports.....mw can't go strait up and must go around it.
    it is directly across from gelaros or whatever the dood by the tree's name is......
    not a major deal but def new and a slight inconvenience

    This was reported in an earlier post on this thread, and has been fixed.
    no disrespect intended, vel, but it is not......
    i was just in brist and took some screenies in case i was not clear on the location of the kinks.......

    screenie 01 is the big kink
    screenie 02 is mw trying to go up the steep kink
    screenie 03 is the runaround
    screenie both is both the kinks in the road (there is a smaller kink just below the big kink)

    None taken, but I really do think this is fixed. I can't find what you're finding at any other location than those I already fixed. Can you provide locs rather than screenshots?
    Attached Images Attached Images
    Last edited by Velea; August 20th, 2008 at 08:17 PM.
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