I would really love to see things like server side effects for AA abilities which would bring the emu another step closer to live, also getting horses working would be great too, always wanted one =)
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what id like to see if you have the time
Some Archery Code and Um... Wandering NPC - this is prolly a pain in the ass other then that you guys doing great job keep it up :) |
Yes.. serverside pathing would be good.
Personally.. I think zoning fix should be first. Then NPCs should be worked on. (AI,etc) Then spells/effects. (Horses/AA Points/etc.) (Fixing errors inbetween from patches). Big things that I see need to be fixed. |
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First of all, I would like to have a zone fix :/
Second thing, a better netcode, I'm in france on a dsl 512k connect and its very laggy :( Third, npc ai - pathing, guildmasters etc... fourth, spell fix and fifth, remove cmds like #zone, #summonitems #level etc, so we can play like on eq live... Goodluck :P |
Minuss, removing those commands for your own server is very easy, just takes a little coding.
And a couple more feature requests: Guildmasters, Archery. |
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I wish all the devs would work on a zoning/disconnect fix FIRST, then move onto other things (doing them one by one). After all, absolutely nothing matters if you cant log in, zone whereever you want and actually be able to walk around. the "ohh this is too hard or i cant do it so i'll fix something else" approach isint gonna get the emu very far. We need teamwork =P (MHO) |
OZZY>
Rejoice! PublicLogin works FINE under WINE. :) |
I think the way the progress should go is like this....
Zones to be completely working Spells to be working from pets to AA Spawns to have better AI, wandering, aggro based of faction Spawn zone to zone wandering, (Like Nerissa Clothspinner) Spawn activated by point in quest If you believe it should happen in a different order or something should be added, by all means correct me. |
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I agree. Zoning/disconnection problems should be priority #1, I wish I had more C++ knowledge than I did... heh. I can code any normal in-game feature fine, but network packets? LOS? Durrr. How many devs are there nowadays anyways? And final request: Money trading and money banking. |
I agree, get all the zones working correctly first. I still can't spawn as a new char for certain races (but overall great work so far!) Also maybe some vendor functionality, just some random common items they sell (maybe someone with an active EQ account can gather some vendor info on items.)
*Also, can the randomly pathed npcs be done by having them randomly select which direction for x seconds while moving forward until they hit y distance then turn and slowly head to where they spawn (so you don't get orcs walking into Felwithe at random)? |
if one day we could have a working emu, I don't see any interest to play and summon all items I want :/
so I think that when the emu 'll be "ready" devs should remove these cmds... a very important thing is the netcode... I made a few little events with people and we were disconnected in all fights :/ |
You can have zoneservers with a certain zone on specific ports,like
zone arena ip port ip.. starts arena, and it says arena, always.. ugh, pathing/wandering are not happy.. we had code for it, but it LAGGED badly, the bandwidth and the processor.. would be heavily burdened with pathing or wanding (pathing being mobs walking around walls instead fo through them, wandering being the orcs wandering etc.. or even the ghouls in guk partoling) lets see.. Pretty sure we have a thing to spawn on quest.. in the quest files...wandering between zones, that is really multiple spawns if I remember correctly, they just time them right Factions- pretty sure they all work right, but the problem is the world buiders dont have them right.. things like wandering and faction is well, we make the tools, they make the databases.. Minuss: even if we make it like live, the GMs will still need teh commands, because we don't have the gm client.. just change the access levels in addon.ini so the normal users can use it? |
What system did you use for pathing, anyways? I started toying around with a database waypoint system, but as you said, it caused insane amounts of lag.
Is it the reading where to go or wandering itself that causes the system strain? Have to be some kind of workaround. |
i think with the traveling path what you need to do is make it have x,y,z, zone. Having multiple points of these you could make the spawn move to this point directly, then move to the next point in the list. I don't know if this is already implented, but I can see that being the easiest way instead of making every single point. It's going to be complicated unless someone hacks verant and gets their server software. If someone did that, then wow, we got it made, just gotta figure out how to run the mess.
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