Map Reset Possible?

General discussion about Life is Feudal MMO and Life is Feudal: Your Own, The main section and backbone of the forums.
User avatar
Dresden_Vakri
Devoted Believer
 
Posts: 37
Joined: 01 Oct 2014, 16:03

Map Reset Possible?

Post by Dresden_Vakri » 01 Oct 2014, 16:10

Hello, I was wondering if it is possible to reset the map without losing the data for my players? :pardon:

I know that any terraforming, placed items, and structures will most likely be lost, but we are willing to accept that for a clean map restart.

Thanks for any assistance.


Reese
Alpha Tester
 
Posts: 109
Joined: 19 Jun 2014, 21:01
Location: SC, USA

Re: Map Reset Possible?

Post by Reese » 01 Oct 2014, 16:23

Maybe try to backup your characters table and all tables linked to it and reinstall database. Then import the backed up tables back in.

User avatar
Dresden_Vakri
Devoted Believer
 
Posts: 37
Joined: 01 Oct 2014, 16:03

Re: Map Reset Possible?

Post by Dresden_Vakri » 01 Oct 2014, 16:35

I like how you started that with "Maybe try..". :D

Thanks for the suggestion, I'm just paranoid about screwing up people's skills and inventory, but your option might be the only way.

I've looked around to see if anyone has posted a successful attempt and doing this, but I guess most are just living with the ugly tunnel glitches.

Thanks.


Shu
 
Posts: 84
Joined: 23 Sep 2014, 19:16

Re: Map Reset Possible?

Post by Shu » 01 Oct 2014, 16:54

Do you know how to use HeidiSQL a bit? Since there is no ready made tool for this, you'd have to fiddle around in the database a bit yourself. I could try to gather a lost of tables you would need to backup in order to retain characters and their container contents.

Also: Do you only want to reset the tunnels maybe? I don't know for sure yet, but it looks to me a bit like tunnels should be recognizably distinguishable from normal terrain in the tables. Maybe you could even retain everything but the tunnels, but I'll have to look into that first.

User avatar
Dresden_Vakri
Devoted Believer
 
Posts: 37
Joined: 01 Oct 2014, 16:03

Re: Map Reset Possible?

Post by Dresden_Vakri » 01 Oct 2014, 17:13

Hello,

I do in fact have HeidiSQL and I recall seeing a tunnel table...

That would be awesome if it was that simple to fix.

Basically someone tried to make a mine and went a little crazy with it and it looks horrible. I just want to get rid of it and since we just started, a map reset of sorts wouldn't be a big deal. i just don't want people to lose the skills and inventories they have worked for so far.

I would test it, but I'm not sure how to without risking the whole deal.
Basically I know enough about SQL to get myself in trouble and that's about it.

User avatar
Azzerhoden
Alpha Tester
 
Posts: 1621
Joined: 08 May 2014, 17:44

Re: Map Reset Possible?

Post by Azzerhoden » 01 Oct 2014, 18:50

You could also export the game world using Heidi, start-up a new test game world, than import the data from the old world. This would allow you to play around in the database without jeopardizing your existing world.
| - Alpha Tester and Zealous Believer
Image

Kingdom of Hyperion founding Duchy - A practical RP Community est. 1999 - Apply Today!


Vianns
Alpha Tester
 
Posts: 44
Joined: 15 Sep 2014, 00:00
Location: Nanterre

Re: Map Reset Possible?

Post by Vianns » 01 Oct 2014, 18:55

Look at the "unmovable_objects" tables... :)


Shu
 
Posts: 84
Joined: 23 Sep 2014, 19:16

Re: Map Reset Possible?

Post by Shu » 01 Oct 2014, 19:39

Okay, it seems a bit more complicated than that. There is no dedicated table for tunnels, all changes to the original terrain are stored in the "geo_patch" table. Tunnels and other general terra-forming actions together.

What I was able to deduct is:
- Entries with "Action" = 1 add something, and = 2 subtracts something.
- Every subtraction is accompanied with a variety of additions.
- For "lower ground", these are quite straight forward and just add in the next lower layer.
- The base terrain seems to not be stored in the DB, just the alterations to it. (The game creates new data for formerly covered layers on the fly it seems.)
- For tunneling there seems to be a quite complex "bundle" of subtractions and additions, and I have not yet figured out which values create what kind of walls/ceiling/pieces to fill in gaps to other tiles, or how the subtractions are to be read.

My conclusions so far thus are:
- Clearing the "geo_patch" table entirely should effectively undo all terrain alterations ever made.
- Buildings and objects would be unaffected, at least from the DB point of view. I don't know how the game would react to these, but I assume you'd just get floating/sunken in structures.
- Buildings and such could be spread out in the movable, immovable objects and buildings table. I've yet to gather what exactly is in which table.


Only backing up all characters with all the attached containers and items isn't trivial as well, since those tables also contain non-character bound things. If I fond the time, I might cook up a script, but I don't know if that would be too late for you.


Vianns
Alpha Tester
 
Posts: 44
Joined: 15 Sep 2014, 00:00
Location: Nanterre

Re: Map Reset Possible?

Post by Vianns » 01 Oct 2014, 19:49

It would be useful anyway !

User avatar
Dresden_Vakri
Devoted Believer
 
Posts: 37
Joined: 01 Oct 2014, 16:03

Re: Map Reset Possible?

Post by Dresden_Vakri » 01 Oct 2014, 20:15

Thanks for all the info guys, I appreciate it.

I'll make that world clone Azzerhoden suggested and just tinker with it until it breaks or bends to my will. :x

I'll start by clearing that geo_patch table Shu mentioned.

If I have any success I'll let you all know.

Return to General Discussion

cron