Blood Tiles Broken?

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Light Shade
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Blood Tiles Broken?

Post by Light Shade »

Blood Tiles don't seem to be working properly...

Image

This has been going on since July of 2011 and I believe as far back as February of 2011, though my recollection back that far isn't backed up with screenshots. I've came across dozens of these camps. Any plans?

-L/S
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[20:08] <@Kaivan> We have a ridable Maahes in Green Acres.
[10:00] <TheBreadman> leeds did a takeover on secondage
[10:00] <@Derrick> hax


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Ganklord
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Re: Blood Tiles Broken?

Post by Ganklord »

Where Is This?
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okgoace wrote:dont spend too much time with this ganklord character, he is the ultimate griefer, lurker, troll.

Light Shade
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Re: Blood Tiles Broken?

Post by Light Shade »

Ganklord wrote:Where Is This?
Evil Mage camps spawn all over the land as a small percentage of the overal camp spawns. The where of this is not the issue, though.

Whether the spawn mechanic is broken or intentionally disabled due to some kind of era accuracy issue, is what I am trying to figure out.
Image
[20:08] <@Kaivan> We have a ridable Maahes in Green Acres.
[10:00] <TheBreadman> leeds did a takeover on secondage
[10:00] <@Derrick> hax


Tom: Get bad bro

Stuck
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Re: Blood Tiles Broken?

Post by Stuck »

Evil Mage camps spawn all over the land as a small percentage of the overal camp spawns.
Pfft, tell everyone why don't you. Now I have to compete with other people for blood tiles!

GleepGlop
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Re: Blood Tiles Broken?

Post by GleepGlop »

The one at this pic is probably one of the camps on the right side of the T2A maps in one of the large clearings. All mage camps, blood tile or not, will appear on town messageboards until someone release the chains on the escort or it times out after a couple of hours
Last edited by GleepGlop on Wed Mar 27, 2013 1:05 pm, edited 1 time in total.

Kaivan
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Re: Blood Tiles Broken?

Post by Kaivan »

This might have something to do with the template file itself. If I recall correctly from my lasts tests on the demo, our template for the camp isn't quite right, which might explain why the tiles can't be picked up.
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Light Shade
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Re: Blood Tiles Broken?

Post by Light Shade »

Kaivan wrote:This might have something to do with the template file itself. If I recall correctly from my lasts tests on the demo, our template for the camp isn't quite right, which might explain why the tiles can't be picked up.
I could be drowning in blood tiles right now if they'd been working all this time. :P

Alas, the Blood Tiles just mock my ineptitude. :(
Image
[20:08] <@Kaivan> We have a ridable Maahes in Green Acres.
[10:00] <TheBreadman> leeds did a takeover on secondage
[10:00] <@Derrick> hax


Tom: Get bad bro

GuardianKnight
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Re: Blood Tiles Broken?

Post by GuardianKnight »

I have come across a couple camps like this and come out with nothing.
"I used to be with it, but then they changed what it was. Now what I'm with isn't it, and what's it seems weird and scary to me, and it'll happen to you, too." Grandpa Simpson

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Re: Blood Tiles Broken?

Post by GleepGlop »

Blood tiles you can't pick up seem to spawn and then decay leaving completely locked down blood tiles underneath, unless somoene is paging a GM to unstick the tiles for them. Looks like the templates are taking into account the Z axis of the ground below it which causes trouble in T2A

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Re: Blood Tiles Broken?

Post by Light Shade »

They're jacked up looking regardless of where they spawn at.

The fact that they've been broken for years now is disappointing, though.
Image
[20:08] <@Kaivan> We have a ridable Maahes in Green Acres.
[10:00] <TheBreadman> leeds did a takeover on secondage
[10:00] <@Derrick> hax


Tom: Get bad bro

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Re: Blood Tiles Broken?

Post by GuardianKnight »

Oh! I just had an idea. Fourth of july gift: Blood tiles renamed, "Blood of the Independent"
"I used to be with it, but then they changed what it was. Now what I'm with isn't it, and what's it seems weird and scary to me, and it'll happen to you, too." Grandpa Simpson

Light Shade
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Re: Blood Tiles Broken?

Post by Light Shade »

Still broke? 3 years?
Image
[20:08] <@Kaivan> We have a ridable Maahes in Green Acres.
[10:00] <TheBreadman> leeds did a takeover on secondage
[10:00] <@Derrick> hax


Tom: Get bad bro

Grimoric
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Re: Blood Tiles Broken?

Post by Grimoric »

I thougt that the new camps did apper with UO:R in T2A it was towers with out doors and house sign that spawned and they was no bloodtiles in them at all.
Evil mage towers that take prisoners for necromatic rites will appear.
http://www.uoguide.com/Client_Patch_1.25.13

Then OSI remade the camp into smaller space (the camp) they forgot to attach the lockdown script on the blood spawning unde the table. It could be blod on other places but locked down.
The camp layout was random generated so sometimes you had a evil camp with no stone table (no blood tile) in it.

A whild guess from me: I think the camp was generated with the following compnents.

[Long wall of curtain]
[Curtain parts or corners]
[Short wall of curtain, hanging changed skeletons]
[Stone altar]
[Ankh of sacrifice]
[Body parts]
[Blood tiles]
[Left part of a stone table with bloody leg on] <- under this is the table is the blood spawn
[Right part of a stone table with bloody body on]
[a bride prisoner]

This is from 2003 that describe the few spots it spawned on. The Key was to grab the tile and run off the server line before the camp despawned.

http://www.uorares.com/Database/Spawnin ... dtiles.php

/Grim

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Re: Blood Tiles Broken?

Post by Light Shade »

They used to work, they got "broke" shortly after a LoS patch on this server back around 2010-2011 or so.
Image
[20:08] <@Kaivan> We have a ridable Maahes in Green Acres.
[10:00] <TheBreadman> leeds did a takeover on secondage
[10:00] <@Derrick> hax


Tom: Get bad bro

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