Page 1 of 2
Chocobo circuit coordinates
Posted: Sat Sep 08, 2012 8:18 am
by radical dreamer
I only went to chocobo circuit once on retail, so I'm not sure what all the things there are named. I went exploring on my server and got these coordinates for normally accessible portions, for future use if they're not already known.
Entrance from Bastok Mines: -512.339, 3.09944e-006, -526.037
From Bastok Portal: -360.257, -4.28947, -501.909
Port Jeuno Entrance: -340.091, 0, -312.464
From Jeuno Portal: -318.127, -4.28947, -440.251
South SanD'oria Entrance: -485.128, 0, -370.797
From SanD'oria Portal: -360.228, -4.28947, -457.965
Whitegate Entrance: -150.248, -1.07288e-006, -391.097
From Whitegate Portal: -279.861, -4.28947, -457.819
Windurst Woods Entrance: -135.92, 6.53863e-005, -523.323
From Windurst Portal: -279.964, -4.28947, -502.317
Viewing Area: -83.6725, -11.5, -109.191
The areas that say "From [town name]" are inside the main circuit betting area, after you use the portal from the entrance in their respective cities.
Re: Chocobo circuit coordinates
Posted: Sat Sep 08, 2012 9:12 am
by Flunklesnarkin
All the town's had entrances to the chocobo circuit.
They all went to the same place. However you could only take the exit back to the city you came from.
So if you went to the chocobo circuit from windurst, you couldn't exit to bastok or anywhere else.
You had to exit back to windurst.
Re: Chocobo circuit coordinates
Posted: Sat Sep 15, 2012 4:41 am
by bluekirby0
Sort of true...there is a "staging area" that you zone into that is specific to where you came from (just like the staging area used in promyvions, "Hall of Transference" which is one zone for all promyvions), and from there you can take a portal to the main lobby, which is a common area. When you take the portal back out of the lobby area it puts you back into the staging area you came in from and that staging area will exit you to the specific location you came from. Overall not too tricky to code (especially since your previous zone can always be easily referenced), but i don't see Chocobo racing being on anyone's priority list soon.
Re: Chocobo circuit coordinates
Posted: Sat Sep 15, 2012 10:08 am
by Flunklesnarkin
yah, they need to get clamming scripted ASAP ;p
Re: Chocobo circuit coordinates
Posted: Sat Sep 15, 2012 10:48 am
by diatanato
Chocobo circuit is empty
Re: Chocobo circuit coordinates
Posted: Sat Sep 15, 2012 1:27 pm
by whasf
diatanato wrote:Chocobo circuit is empty
I don't think anyone even goes there on the
retail servers, so this is probably going to get priority 99 out of 100 items. With 100 being "get some sleep"
Re: Chocobo circuit coordinates
Posted: Sat Sep 15, 2012 1:47 pm
by Flunklesnarkin
It was a complete failure on retail because of many things. Maybe when the project is further along somebody can do some custom changes to it.
Might be cooler if you could actually control the chocobo during the race like mario kart or whatever heh.
Re: Chocobo circuit coordinates
Posted: Sat Sep 15, 2012 2:39 pm
by bluekirby0
The lobby could be used as an easy meeting spot though. Gather a group together in the lobby and tele out to wherever you need to go, and you can meet up from Jeuno or any of the 3 cities. Unless this isn't possible in retail.
Re: Chocobo circuit coordinates
Posted: Sun Sep 16, 2012 1:46 pm
by radical dreamer
bluekirby0 wrote:The lobby could be used as an easy meeting spot though. Gather a group together in the lobby and tele out to wherever you need to go, and you can meet up from Jeuno or any of the 3 cities. Unless this isn't possible in retail.
Nah in retail it will only allow you to exit to the city you entered from. They probably didn't want to make airship passes 100% useless.

Re: Chocobo circuit coordinates
Posted: Sun Sep 16, 2012 6:09 pm
by bluekirby0
So teleport spells are a no-go inside?