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Help with dungeon discovery

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Phinius
Posts: 27

Re: Help with dungeon discovery

Post#31 » February 8th, 2017, 6:47 am

8903 looks like the society augmentation gem quest dungeons. With the small entry rooms. The entry rooms look to match the textures of the different society strongholds. From the pic, it looks like the foreground is CH, the right looks like EW, the back looks like RB.
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Immortalbob
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Re: Help with dungeon discovery

Post#32 » February 8th, 2017, 8:54 am

Rizgar wrote:0024 to 0028 - looks to be some PVP type dungeons? There are 7 different spawns/enter points, and most of the dungeon is mirrored.


ya....I'm thinking those are DT only dungeons
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Immortalbob of MT

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Immortalbob
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Re: Help with dungeon discovery

Post#33 » February 8th, 2017, 8:55 am

Phinius wrote:8903 looks like the society augmentation gem quest dungeons. With the small entry rooms. The entry rooms look to match the textures of the different society strongholds. From the pic, it looks like the foreground is CH, the right looks like EW, the back looks like RB.


I believe you are correct sir.
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Phinius
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Re: Help with dungeon discovery

Post#34 » February 8th, 2017, 5:37 pm

02D0 looks like the Floating City (Lost Chamber)
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Immortalbob
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Re: Help with dungeon discovery

Post#35 » February 8th, 2017, 10:09 pm

Phinius wrote:02D0 looks like the Floating City (Lost Chamber)


Thats totally it!
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Immortalbob of MT

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OptimShi
Posts: 6

Re: Help with dungeon discovery

Post#36 » February 8th, 2017, 11:55 pm

For what it's worth, I was poking around 0x0087 and this looks like what I would guess is the "end" of the dungeon (seemed to follow a progression from the marker that usually designates the entry point, and the only real "unique" looking room in the place)

0087.jpg
0087.jpg (475.85 KiB) Viewed 3001 times
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OptimShi
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Re: Help with dungeon discovery

Post#37 » February 9th, 2017, 8:53 pm

Was able to debug the Dungeon Viewer program and get a couple of the oddities/crash dungeons to load.

Looks like 0x5945 would be the Acid Aspect Dungeon (I actually can't find what the real name of this is to verify, but there is acid in it, so that makes sense). Similarly, 0x5845 would be the Fire Aspect Dungeon since it looks nearly identical, only more fire textures/effects.

Here is also a shot 0x594f. A couple of locs to help ID it in an emu (I'm using PhatAC since it's quick teleport commands only need cell x y z params)

Acid Aspect Dungeon
/teleloc 0x59450147 80 -100 0

Fire Aspect Dungeon
/teleloc 0x58450148 80 -100 0

0x594f
/teleloc 0x594f0278 80 -120 0 //dungeon start?
/teleloc 0x594F01B6 153 -63 -5
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0x594F.jpg
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0x5845.jpg
0x5845.jpg (50.64 KiB) Viewed 2999 times
0x5945.jpg
0x5945.jpg (63.65 KiB) Viewed 2999 times
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OptimShi
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Re: Help with dungeon discovery

Post#38 » February 16th, 2017, 5:19 pm

Got another one to load in the dungeon viewer (though oddly enough only while I'm debugging... the binary file still crashes on this one)

0x0503 is the interior of the three Floating Advocate Spires on Singularity Caul (http://asheron.wikia.com/wiki/99.4S,_97 ... ing_Spires). Jump to those coordinates and do a /loc and you'll see that landblock is the same, as well.
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Sanddh
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Re: Help with dungeon discovery

Post#39 » February 21st, 2017, 12:17 am

5860. Colton Reeyan's Sanctuary near Danby's Outpost. This is from memory.
I remember the rooms with the high walls with the plateaus plus the trapped creatures
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Immortalbob
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Re: Help with dungeon discovery

Post#40 » February 21st, 2017, 8:20 am

Sanddh wrote:5860. Colton Reeyan's Sanctuary near Danby's Outpost. This is from memory.
I remember the rooms with the high walls with the plateaus plus the trapped creatures

nice!
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