The new normal zone teleporter errors =D

General issues.
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Melkor
Posts: 347

The new normal zone teleporter errors =D

Post#1 » Fri Mar 16, 2012 9:03 pm

I'm a grammar Nazi, I apologize lol. But I found a few errors on the new normal zone teleporter that you may or may not care about!!!! <3

Ferrott is spelled wrong
Guk should say Upper Guk (just so people don't get confused)
City of Shar Vahl should have a space in Shar Vahl
Wall of Slaughter is missing
Abysmal sea is spelled wrong
Cabilis West is spelled wrong
Dagnor's Cauldron is spelled wrong
Warsliks Wood is spelled wrong



The following zones are missing apostrophes (this doesn't matter at all)
Grieg's End
Karnor's Castle
The Maiden's Eye
Siren's Grotto
Trakanon's Teeth
Velketor's Labyrinth
Solusek's Eye
Kurn's Tower

I should also add the one in the vale still has the old list

Thank you for your time

Mikuz
Posts: 236

Re: The new normal zone teleporter errors =D

Post#2 » Fri Mar 16, 2012 9:48 pm

Palladius wrote:I'm a grammar Nazi, I apologize lol. But I found a few errors on the new normal zone teleporter that you may or may not care about!!!! <3


Thanks! Sorry I'm like the keng ov inpoper gramher' :shock:

Appreciate the feedback and it will be corrected over the next few days. I was up all night when I decided to update the script so I wasn't at full throttle when writing it.

Palladius wrote:The following zones are missing apostrophes (this doesn't matter at all)


I removed the apostrophes because they were causing everything after them to show blank in the chat box.

Main focus is funcuality while displaying the Long_Names vs the old script that was only shortnames before. You should still be able to target and /say your location if you know the shortname. (Note: shortname list does not display anymore so you will have to reference them else where but if the zones available she should still reply to them correctly.

Palladius wrote:I should also add the one in the vale still has the old list

It should update once the server reboots or the zone is emptied.

Final note: The list is not 100% complete at this time. We still need to update the shortname list to match the new longname list and get an accurate list of available zones added or removed from the list.

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Melkor
Posts: 347

Re: The new normal zone teleporter errors =D

Post#3 » Sat Mar 17, 2012 3:26 pm

It was a great idea, zone names like "qeytoqrg" and "qrg" just never made any sense to me

ChaosSlayer
Posts: 1693

Re: The new normal zone teleporter errors =D

Post#4 » Sat Mar 17, 2012 3:28 pm

qrg - means Qeynos Ranger Guild - aka SureFall
qeytoqrg - means a zone on the way from Qeynos to Qeynos ranger Guild - aka Qeynos Hills
=)
their original coders were not much for naming :D
Image

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Melkor
Posts: 347

Re: The new normal zone teleporter errors =D

Post#5 » Sun Mar 18, 2012 6:53 pm

well I'll be damned...

antihero
Posts: 577

Re: The new normal zone teleporter errors =D

Post#6 » Wed Mar 21, 2012 4:30 am

Using the zone teleporter, I tried clicking Trakanons Teeth and got ported to Ak'Anon.
Antihero - Founder of <Dark Redemption>

Dark Redemption....Eating uber guild leftovers since 2010!

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Grey
Posts: 1101

Re: The new normal zone teleporter errors =D

Post#7 » Wed Mar 21, 2012 5:07 am

Kill enough gnomes and you get ported to Traks where you wanted to be.
Its a well known un-announced fact!

Mikuz
Posts: 236

Re: The new normal zone teleporter errors =D

Post#8 » Wed Mar 21, 2012 8:07 am

Thanks it should work fine after reboot or quest reload whichever comes first.

Zoen
Posts: 6

Re: The new normal zone teleporter errors =D

Post#9 » Wed Mar 21, 2012 11:29 am

Eh, while we're on errors, I stumbled across this while in Lower Guk:

Image

Think the clicky text and the speech are supposed to be swapped.

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