It should be 'playable' in a short amount of time which is amazing. All that work we did on SoF was not wasted eh?
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SoD .map files
Don't know if anyone else has attempted to generate the .map files for SoD zones yet but I did attempt it tonight and I was mostly successful but oldfieldofbone did not work at all. When attempting to generate the oldfieldofbone map it crashed Azone2.exe repeatedly. Has anyone else encountered that problem?
I don't have an SoD setup yet so I could not test the .map files but I am going to share them anyway. Files size is 185.52 MB. http://www.megaupload.com/?d=J4O34TMC I wasn't sure where to post this so if it is in the wrong place please move it. |
I hadn't tried azone2 on any of the new zones, but I just tried it on oldfieldofbone.eqg and it does indeed crash.
It will be looked at eventually, but getting the game to a playable state is the first priority. I'll move this into the general SoD development thread. |
I went through all of the Patch Notes for EQ between SoF and the Steam SoD client release dates. Here is a compiled list of the changes that might be relevant to changes in the client since SoF and may be useful for development of the SoD client:
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Ok, here are most of the Patch Notes from above after being slightly organized into categories. Some of the categories overlap, but this should break them up a bit better than just being in random order.
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Here is a list of packets seen from a collect around Feb 2009 to show the order of packets between the client and the server when logging in. Adding this here for reference in case we want to investigate any of the unknowns.
Code:
[OPCode: 0x3594] [Decoded] [Client->Server] [Size: 4] - OP_AckPacket |
Here are what appear to be 3 new server->client updates for spawn position and mana/endurance. Instead of using OP_ManaChange as the only way to update Mana and Endurance, they are not both split into separate packets that update regularly like OP_HPUpdate. It looks like OP_ManaChange is still used as well for reducing mana when a spell is cast.
Code:
struct SpawnPositionUpdate_Struct Here are some examples for those 3 structs (note this char is a rogue, so there is no mana): Code:
Feb 14 2009 02:43:42:054 [Decoded] [Server->Client] [Size: 12] Code:
struct SpawnUpdate_Struct |
Well, I think I know why NPC HPs aren't updating in the target window for SoD. It seems they added new HP/Mana/Endurance packets that give the spawn ID and a percentage value to keep the client current with it's target's health and such.
So, we will need to add in new code to support these new packets. The main priority is the health update, but the others can go in as well. Code:
Feb 18 2009 01:00:21:741 [Decoded] [Server->Client] [Size: 3] - OP_MobHealth These structures should work for the above packets. We will just need to add in handling for them and set places in the code to know when to send them out. Why they didn't combine these 3 into a single 5 byte packet, I don't know (LOL), but this is how it looks now. At least it is still less than what we previously sent I think. Code:
struct MobHealth_Struct |
you are correct it's called the Targets/Target's Window , example you pull the boss he grabs five other to help him fight they all now appear in your targets/target's window. the bots have hp/mana/end as well as the player. you have to account for six total targets/target's. another example you click on a player it now shows 30+ buffs on player.
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Noport, are you sure you aren't talking about the extended targets window? That came about after UF and isn't included in starting SoD client. group Target-Of-Target leader AA is in SoD and has the same single target window only showing the single target of the mob or pc you have targeted.
The target window shows buffs on NPCs but I think 'Inspect Buffs' group leader AA was required for that, though you didn't have to have a group for it to work. The group and target windows do show health, mana, and endurance, and the old ones didn't, though I can't remember them showing endurance and mana for npcs that weren't in your group. PC and mercenary only I thought, which might be a good reason for seperate structs. |
Well, I figured out why NPC HPs weren't updating properly. It was just that the incorrect opcode was set. I corrected it and they work just fine now.
Also, I found out that targeting works just fine as it is. Turned out that I was casting an AE spell, which is why it wasn't hitting my target. I never knew wizards got an AE spell at level 1, or I would have thought to check that *blushes* LOL So, as far as I know, that mainly leaves grouping as the big thing that needs to be done to get SoD just about fully functional. We still have some minor things to adjust in the spawn struct and there is something wrong with items that make them no drop, but those 2 things shouldn't be too hard to finalize. Keep an eye out for any other bugs with the client that haven't been documented yet and post them in the SoD bug thread in the bug reports section of the forums. |
I started doing some research to try to figure out the new formula for HP/Mana/Endurance. I think I will start with HP, since that is the most important to have, and figure out the others later.
So far, I have checked a Ranger and tested by equiping an item that adds 100 STA to show how much HP it adds per point of STA. This is what I have for now: Ranger: Code:
LVL - HP Per STA - Base HP w/ 75 STA |
Great work (:
I just wanted to give thanks to all those who are working hard on this. I love what eqemulator.org is doing for SoD. It seems everyone is getting somewhat caught up to live.
Keep up the good work! - Steven |
I got bored so I started trying to figure out what race number went with what race. It is a bit messy but this is what I found so far
Code:
Race 591 - Crystal |
Came across a weird bug with bots and SoD:
I installed SoD, updated my server to svn rev 1340 and logged in. Spawned my cleric and shamy bots then zoneed to hateplaneb on my GM monk character. Went to attack the first NPC I saw and the bots took off, and all animation stopped. I was able to see the NPC's health bar drop, but was unable to hit any hotkeys (every attempt said you cannot do that right now) or do anything besides toggle auto attack, (which did nothing to my characters animation). The only other thing I could do was use /q to exit the game. When I came back in the NPC's were dead and I was in the spot I was when I /q'd. The best way to describe it is it was like I was going LD, but I was not LD... A few notes after duplicating the issue. - The issue only happens in SoD not SoF - The issue only happens when I zone into hateplaneb with a group of bots then attack something. - The issue DOES NOT happen when I log into hateplaneb from scratch, spawn bots, then attack. I then tested zoning into kurns tower with a group of bots and all was fine. So it may be on a per zone basis. I have not had time to test any further. |
Yeah, I have seen 2 types of client bugs so far that seem to be caused by various things. I am pretty sure that in both cases, they should be possible to resolve by sending the client what it is expecting.
1. The Mouselook Bug - There are a couple of odd scenarios that can cause the mouse to get stuck in mouselook mode for about 2 minutes. I think this is just because the client is expecting something it isn't getting. It is better than just crashing when it doesn't get it, at least. At least it eventually recovers on it's own. I think we just need to identify each thing that can cause this and fix them one by one. One of the things I know can cause it is trying to unmem a spell that is higher than your current level, and I think another might be related to the server removing buffs from your character. 2. The Attack/Cast Bug - This bug reminds me of the bug we used to see a lot on previous clients where the client would sometimes get out of order packets and cause itself to be unable to cast or attack or do most things until using /quit or /camp and logging back in. This bug does not seem to recover on it's own from what I have seen so far. So, I think we will need to find the exact cause of this bug and resolve it. It could be something as simple as a missing or bad opcode, or it may be something new to the client all-together. |
I'm excited about SoD personally, it may be time limited (possibly, I mean the SoD DL also gives you an SoF client), but at least it is actually commercially available to buy brand new.
I wonder what Congdar's thoughts on the merc system are hehe. |
I've never seen the merc system, but Trev said there were some ui windows that might be useful.
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I Downloaded it.. how long until I can connect to the LS with it? Just wondering :D
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Only Rogean knows that answer. He mentioned he had started work on it a few days ago, but haven't seen any updates from him yet. I don't think the changes were too involved, but I also haven't seen the old LS source, so I dunno. Maybe he was waiting for KLS to finish working out her re-write of the new open source LS to use it instead of the old one.
Either way, I am hoping it will be any day now. I am excited to start seeing players pop in with the new client :D |
the /hidecorpse all command does not work in the SoD client
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Thanks, cubber, I will try to verify that and add it to the list of things to work on. I kinda suspected that /hidecorpse may need some work considering the numerous patch notes they have on that command since SoF.
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it was fixed in Underfoot
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SoD - 9th spell slot?
My main on PEQ just ding'd 58 tonight, and then after xping for a bit, I noticed that my 9th spell slot opened up and was avilable for use. I do NOT have the aa for MR (as a matter of fact, I only have 2 aa's, both put into Run Speed). The slot works, and I was able to cast from it.
I don't know if this was something they added later on live with SoD specifically (didn't see it in the change log summary Trev posted), or if this is a bug server-side? Unfortnately, this is my only casting character that is that high of level, so cannot verify with another class (my main is a mage). |
I may be wrong, but I think memmed spell slots were upped to 10 max including the AA. I don't know if attaining it at level 58 is normal, or maybe you somehow gained the AA ability for free or something. We can look into it, though. Thanks for the report.
Also, while replying to this thread, I figured I would mention the current state of SoD development. Currently, it is as fully functional as SoF and only has a few small remaining issues to look into to make it the most bug-free EQEmu client so far. Even some of the new features to SoD have been added, which means there are nice benefits to using SoD on any server taht supports it. Being able to see the buffs, mana, and endurance of your group mates is a nice bonus IMO. |
Trev - its working completely? As in the login server lets you in?
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No, the Login Server is the only thing we are waiting on, but the client works great on the Open Source Login Servers, lol.
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Ah okay, you had me excited. I'm assuming you will update SH's home page as well when it gets updated, I check there far more often then here.
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What's the status of spells in SoD? I noticed on my new set up that there is something funky going on with the spells. I'm using PEQ out of the box right now and using my Ranger (new), I had a level 45 version of Immolate and a level 255 version of it as well. And it seems only up to level 65 of scribespells is working. This could be due to rules on the server though, I guess. I haven't checked what max level is by default on PEQ these days. Thanks. |
Yes, Dzags, once the LS is working for SoD, I will be posting about it on multiple sites so everyone knows right away. I am excited for it to be working, and hope it happens soon :)
Andrew80k, I am pretty sure PEQ is still set to 65 by default for maxlevel and that is what is causing your spells to only scribe that high. As for the level 255 spell, that just means that the server sent you spells from it's spell table that don't match up with the SoD spell file. Cavedude mentioned that he was going to merge the SoD spell file into the PEQ spell table, but that means that all previous spells from older spell files will still stay in place and only new spells will be added. I am sure there cases where certain spells were removed or changed since Titanium, so SoD will not match the default PEQ spell table 100%. There may be other options at some point, but currently there are only 2 options for dealing with spell file differences (well, I guess 3 technically). The first option is to use a custom spell file for your SoD client by generating it with the spell exporter tool that AndMetal made. That will export the spell table into a spell file that is compatible with all clients. Another way to do it would be to import your SoD spell file into your server, and that would make SoD spells match up, but then older clients would have inconsistencies. The last option is to just deal with it as-is and ignore the 255 spells or other inconsistencies. Really, none of them are the perfect solution, but IMO the best one is to use a custom spell file by exporting your table into a file. Maybe at some point we will have some way to differentiate which spells get sent/used by each client. I just can't think of a simple way to do it, and even if so, it might give an unfair advantage to certain clients in certain cases. |
Trev have you spoken to Rogean at all on why there is a delay on SOD being able to login under the LS? PEQ and some others had this done in a few days, wondering why its taking Rogean so long?
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Yes he did and it was very awkward, I was there.
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Thats unfortunate. I know hes having some serious issues with his own server atm, due to some idiot whiners, but its a shame the other 57 servers on the same system have to suffer from one moron attacking one server.
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I am sure that trying to run both P1999 and EQEmu at the same time would spread anyone thin. And he has higher priorities right now, unfortunately.
In other news, here is a wiki page I put on on my server wiki to show screenshots of each SoD zone. The picks are from Alla's, so they are from Live, not EQEmu, but the zones are the same :P http://stormhavenserver.com/mediawik...of_Destruction I am probably going to try to gather more info on SoD pretty soon to fill out what we might want to know. |
9th spell slot
Trevius,
Remember I said that my 8 spell slots came back to normal? Well, after further testing, it turns out that the 9th slot is still there, and still has a spell mem'd in it (in my case, gate). For some reason, tho, the UI has switched back to the 8 slot spell bar, and I can not un-mem gate. BUT, I can use it. I figured this out when I wanted to gate out of a zone I was in, so un-mem'd my 8th slot, went to mem gate, and it told me I couldn't because I already had it mem'd. After some head scratching, I tried hitting ALT-9, and lo-and-behold, I gated. I'm leaving it as-is for now, since I can't actually FIX it, and I'm stuck with gate in the 9th slot until such time as I purchase the MR aa, but figured you'd want to know about this and see if there was something server-side that needs to be looked at. I still am not sure as to why or how my 9th slot showed up after dying at level 58. |
Thanks, Angelknight. I will look into that further when I get some time.
Thanks to some big help from Maudigan, I was able to collect all of the data we should need for figuring out the new HP/Mana/Endurance formulas. He wrote a nice little script for me that #levels my char 1 level at a time, and then collects what the client shows for Max HP/Mana/End, and records it. Then, it equips a test item I made with +100 to STR/STA/AGI/DEX/INT/WIS, and records the new Max for HP/Mana/End, and does some math on it to give the results I was wanting. I am posting the results I got so anyone can help try to figure out the pattern/formula for them in case someone can figure it out before I do. To explain this data a bit, here is an example and some descriptions of what each are: Code:
Classes: Wizard, Magician, Necromancer, Enchanter, Druid LVL: This field just shows the level that the data was collected for. H/E/M: These are the unmodified HP/Endurance/Mana that were seen. HPer: This is the HPs gained per 1 Point of STA added. EPer: This is the Endurance gained per 1 point of STA, AGI, DEX or STR added. MPer: This is the Mana gained per 1 point of WIS/INT added. HBase: This is the number of HPs after subtracting 2 times the amount that was added when equiping the Stat item. EBase: This is the number of Endurance after subtracting 2 times the amount that was added when equiping the Stat item. MBase: This is the number of Mana after subtracting 2 times the amount that was added when equiping the Stat item. ABaseHP: This is HBase - 5. Here are some more details about the testing: 1. All testing was done on characters that started with 100 base to STR/STA/AGI/DEX/WIS/INT/CHA due to a hack I added into the Player Profile to make them all start with the same amount to make this much more simple for testing. So, all of the starting stats were 100 as base. 2. The test Stat Item was created with 100 to all stats as well. This way, by subtracting the number gained in HP/Mana/Endurance by equiping the item, we could then subtract that same amount again and it should equal the actual base HP/Mana/End as if the character had 0 to all stats. 3. As far as I can tell, 5 is always added to the base HP calculations, so I subtracted 5 from what I got as a result for HPs in note# 2 above here. 4. HPs are only affected by STA. 5. Mana is only affected by WIS or INT depending on the class, but it is the same as it always was for EQ (IE Clerics only gain mana from WIS, Wizards only gain mana from INT, etc). 6. Endurance is affected by STR/STA/DEX/AGI in exactly equal parts. We really don't need to figure out the formula for Endurance, as it is exactly the same as the formula for Mana. The only difference is that since Endurance gains from 4 stats, you divide the Mana formula by 4. So, 10 INT/WIS would add the same amount of mana as either 40 STR, or 10 STR/STA/DEX/AGI would add for Endurance. 7. Mana and Endurance formulas are exactly the same for all classes. So, the only formula we need is the Mana formula for Base Mana gain and the one for how much it increases per INT/WIS. Once we have the Mana formulas, we can use them to do Endurance, so don't worry about Endurance at all. 8. HP formulas vary depending on the class, but there are only a total of 6 different HP formulas. Most classes share their HP formula with 1 or more classes. 9. I assume once we know 1 classes' HP formula, we can use it to figure out the rest fairly easily as they seem to increase at a similar rate. 10. The increase in gain per point of STA/STR/DEX/AGI/INT/WIS stops increasing at level 80, but Base HP/Mana/Endurance still increase up to level 85. 11. The values for HP/Mana/End gained per point are rounded numbers, so don't let that throw you off. 12. There appears to be 3 tiers of base stat formulas (levels 1-39 is the first, 40-79 is the second tier, and 80-85 is the third tier. Just from first glance at the Warrior data, it looks like the base HP formula for Warriors should be something like this: Code:
if (level < 40) { BaseHP = level * 25; } Ok, now that all of that is out of the way. Here are the actual data collects: Classes: Wizard, Magician, Necromancer, Enchanter, Druid Code:
LVL:1 H:38 E:41 M:41 HPer:0.07 EPer:0.05 MPer:0.19 HBase:24 EBase:3 ManaBase:3 ABaseHP:19 Classes: Bard, Cleric Code:
LVL:1 H:41 E:41 M:41 HPer:0.07 EPer:0.05 MPer:0.19 HBase:27 EBase:3 ManaBase:3 ABaseHP:22 Classes: Beastlord, Berserker, Monk, Rogue, Shaman Code:
LVL:1 H:40 E:41 M:41 HPer:0.07 EPer:0.05 MPer:0.19 HBase:26 EBase:3 ManaBase:3 ABaseHP:21 Classes: Paladin, Shadow Knight Code:
LVL:1 H:45 E:41 M:41 HPer:0.08 EPer:0.05 MPer:0.19 HBase:29 EBase:3 ManaBase:3 ABaseHP:24 Class: Ranger Code:
LVL:1 H:43 E:41 M:41 HPer:0.08 EPer:0.05 MPer:0.19 HBase:27 EBase:3 ManaBase:3 ABaseHP:22 Class: Warrior Code:
LVL:1 H:46 E:41 M:0 HPer:0.08 EPer:0.05 MPer:0.00 HBase:30 EBase:3 ManaBase:0 ABaseHP:25 If anyone has ideas on the formulas to recreate these accurately, please reply with them here if you want. I am hoping that once we have them all locked down, we can add stuff to the source so the SoD clients will show their current HP/Mana/Endurance accurately. We may even add a rule to let server admins decide if they want to bump all clients up to these new formulas, or to trick the SoD clients to use the old formulas. Either way, we need the new formulas to fix the HP/Mana/Endurance displays in SoD. This is one step closer to finalizing the client :D |
Trevius, a couple questions.. Did the observed HP, END, and MANA listed as H, E, and M include the item with 100 stats? If so, was it just STR, STA, etc., or did it also add 100HP, Mana? Or was it just used to calculate the per stat gains?
I have the Warrior done, but want to make sure I'm doing it right. I just need to make the formulas look a little better. |
Also, do you have random data points to test these formulas with? I've figured out Mana and End (well, every third level is 1 off, but I'm sure that can be eliminated if you want to since it seems to be a rounding error), and am working on HPs.
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