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-   -   Steam Underfoot Development Tracking (https://www.eqemulator.org/forums/showthread.php?t=31635)

trevius 02-15-2011 04:28 AM

I added a wiki page for the missing files here:

http://www.eqemulator.net/wiki/wikka...ssingFilesList

I added the powater one you mentioned to that list, but in the future, anyone is able to update that wiki page if you just sign up for a wiki account.

Derision 02-18-2011 03:51 PM

Quote:

Originally Posted by gaeorn (Post 197001)
It appears that instrument modifiers do not appear in the item stats window in the UF client. I don't think this is a UI problem on my end because I should be using the default stats window, but if somehow this is only affecting me, I apologize and will go beat my UI into shape.

Apparently in Feb 2009, bard instrument modifiers were changed into equivalent focus effects. To quote the patch notes:

Quote:

- Bard instrument mods are now using the focus system. All bard instruments now have a focus effect that amounts to the same bonus the instrument was getting previously. The display is somewhat different. As an example, prior to this change, a percussion mod of 28 was a 2.8x multiplier on effects. This will now be displayed as a focus effect like "Percussion Resonance 18" that gives a 180% boost to percussion. This is equivalent to the original 2.8x multiplier.
The bard focus effect info was already in the items table, just not being sent to the client. Fixed in Rev1867.

gaeorn 02-20-2011 08:35 PM

Run speed spells/songs do not appear to have any effect in UF. To test, I ran my bard and then started singing a run speed song and there was no visible change in speed. I personally have not tested spells, but I have received reports that spells such as SoW are also not working in UF.

Huppy 02-20-2011 09:02 PM

Quote:

Originally Posted by gaeorn (Post 197161)
Run speed spells/songs do not appear to have any effect in UF. To test, I ran my bard and then started singing a run speed song and there was no visible change in speed. I personally have not tested spells, but I have received reports that spells such as SoW are also not working in UF.

My SoW has been working fine with the UF client I am using on my lan server.
I'm always casting it, while I am running around doing spawnfix's etc., and I
do notice a difference when the buff timer runs out.

sorvani 02-20-2011 09:46 PM

On PEQ it seems to not be doing anything, but then my guts have run 5. How close to spirit of Bih'Li is run 5? My bard speed seems completely broke to but that may be the known client roll over bug.

What command shows run speed server side? I'll check into it on my test server.

gaeorn 03-03-2011 01:08 PM

Run speed spell/song effects have been tested without mq2 and it still does not work in UF on PEQ. Works fine in all other clients except for UF.

gaeorn 03-03-2011 01:10 PM

/em emotes do not work in UF. It gives a message about channel 22 similar to the one for chat channels before they were fixed.

sorvani 03-03-2011 03:38 PM

Quote:

Originally Posted by gaeorn (Post 197383)
Run speed spell/song effects have been tested without mq2 and it still does not work in UF on PEQ. Works fine in all other clients except for UF.

after a further IRC chat and some testing on PEQ with my toons and here is what we've got.

Level 1 Druid, Level 65 bard with run 5 and all the instrument mod AA but specifically not Fleet of Foot, and a 65 Shaman with run 5.

Log in with UF client and group up. cast Bih`Li on the group. The level 1 druid runs noticeably faster and if you click off the buff wile running she noticeably slows down. There is no noticeable run speed difference on the Bard and shaman who have Run5.

Clicking off the buffs I switched to Selo's Accelerating Chorus and Selo's Song of Travel. Again the druid ran noticeably faster, but not any faster than with Bih'Li. The Bard and Shaman both seemed to have no run speed change over Run5.

This led to the thought that possibly the bard instrument modifier is not getting sent to the client correctly. Most other songs are modified on the server side with a packet sent to the client with the result, but isn't run speed calculated on the client? That is why we get the wrap around bug with a bard with full AA and an instrument modifer in SoD.

KLS 03-04-2011 04:39 AM

The way bard songs are sent is really touchy with UF, just quickly glancing at the code it doesn't look like we are doing it right. The bard action packets always came in pairs from EQLive and I could never get it to work right unless I also sent it in pairs like EQLive.

sorvani 03-06-2011 03:16 PM

Possibly related: For other group members, Bard songs do not show their timer correctly until some other buff causes the client to redo the buff icons.

Options -> Display -> Show Buff Timer & Show Song Timer

Sing one song with an empty buff bar. Switch to another character in the group and watch the timer. It will count down to zero then the buff will sit there with no timer unless some other spell or song get cast on the toon then it will all refresh.

gaeorn 03-07-2011 01:14 PM

Quote:

Originally Posted by sorvani (Post 197450)
Possibly related: For other group members, Bard songs do not show their timer correctly until some other buff causes the client to redo the buff icons.

Options -> Display -> Show Buff Timer & Show Song Timer

Sing one song with an empty buff bar. Switch to another character in the group and watch the timer. It will count down to zero then the buff will sit there with no timer unless some other spell or song get cast on the toon then it will all refresh.

Don't think that is related. We probably just don't resend a new duration for the song every pulse.

sorvani 04-07-2011 10:05 PM

Quote:

Originally Posted by sorvani (Post 197387)
after a further IRC chat and some testing on PEQ with my toons and here is what we've got.

Level 1 Druid, Level 65 bard with run 5 and all the instrument mod AA but specifically not Fleet of Foot, and a 65 Shaman with run 5.

Log in with UF client and group up. cast Bih`Li on the group. The level 1 druid runs noticeably faster and if you click off the buff wile running she noticeably slows down. There is no noticeable run speed difference on the Bard and shaman who have Run5.

Clicking off the buffs I switched to Selo's Accelerating Chorus and Selo's Song of Travel. Again the druid ran noticeably faster, but not any faster than with Bih'Li. The Bard and Shaman both seemed to have no run speed change over Run5.

Further information on this..(originally posted on the PEQ forums)

I did a little running across WK a couple days ago and I think there may be more to it.

War, Clr, Mag, Wiz, Shm, Brd in a group. Everyone has the AA Run 5.

I didn't bother with a bard song since it didn't work anyway but after running across half the zone to find a grizzly bear I noticed that none of the toons were keeping up with the warrior and they normally follow well.

The warrior happened to be buffless having just been rezzed prior to porting to WK, while everyone else in the group had Spirit of Bih`Li on them. I stopped and let everyone catch up and then clicked off Bih`Li on one toon and started running again. That toon was now keeping up with my warrior but all the rest were falling behind.

I repeated this by clicking Bih`Li off each toon one at a time with the exact same result. Once no toon had Bih`Li on them, all of them stayed in their normal range from each other while running across the zone.

According to this ZAM wiki entry Bih`Li is a run speed mod of 49% versus Run5's mod of 50%

another run speed source: http://crucible.samanna.net/viewtopic.php?f=39&t=3241

blackdragonsdg 04-07-2011 11:11 PM

I am pretty sure that run5 was always faster than sow,bih'li, soe etc.. Spirit of Bih'Li is an upgraded sow. Soe was about the same speed at bih'li and foe was an upgrade to soe so obviously it is faster. I always thought sow maxed out at about 50% mod. Journeyman Boots should be the same speed as a base sow which is roughly a 30% mod. As another point of reference Monk run7 was definitely faster than foe but slower than spirit of scale.

SoE could have changed all of it in one of their nerf sessions. Hope someone has a live account for testing.

sorvani 04-08-2011 02:01 AM

Yes, but that is not the point I was addressing. I was addressing the point that bard run speed is not being applied. In regards to that, I noticed that the Bih`Li spell movement rate seems to be overriding the AA. That should not be happening, the highest available run speed should always be applied.

Probably a separate issue from bard run speed not being applied, but I thought I would bring it up here.

blackdragonsdg 04-08-2011 02:34 AM

Hrmm, I certainly did miss your point sorvani.

Quote:

Originally Posted by sorvani (Post 198299)
I noticed that the Bih`Li spell movement rate seems to be overriding the AA. That should not be happening, the highest available run speed should always be applied.

That very issue occured on live.

provocating 04-08-2011 08:21 AM

Quote:

Originally Posted by blackdragonsdg (Post 198300)
That very issue occured on live.

Well if it is good enough for live !!

sorvani 04-08-2011 11:28 AM

Never had run5 on live so I guess I never ran I to it. Did they fix it or is it a feature?

Funkey Monkey 04-08-2011 12:27 PM

I looked through the whole thread but didnt see anything related to the new guild creation system aside from main page just saying it was new. Any word on if this is working, will be working or no chance? Thanks

blackdragonsdg 04-08-2011 11:03 PM

Quote:

Originally Posted by sorvani (Post 198306)
Never had run5 on live so I guess I never ran I to it. Did they fix it or is it a feature?

When I stopped playing on live in March 2009 it was a "working as intended" feature. It is possible they removed that feature at a later date but I wouldn't bet on it.

SuperFunTime 04-19-2011 01:55 PM

Quote:

Originally Posted by blackdragonsdg (Post 198296)
I am pretty sure that run5 was always faster than sow,bih'li, soe etc.. Spirit of Bih'Li is an upgraded sow. Soe was about the same speed at bih'li and foe was an upgrade to soe so obviously it is faster. I always thought sow maxed out at about 50% mod. Journeyman Boots should be the same speed as a base sow which is roughly a 30% mod. As another point of reference Monk run7 was definitely faster than foe but slower than spirit of scale.

SoE could have changed all of it in one of their nerf sessions. Hope someone has a live account for testing.

Run 5 was never faster than SoE. Rest the info looks pretty decent though. SoE is the equivalent of run 6.

Incidentally, is there any news on Shrink for the underfoot client?

provocating 04-28-2011 01:29 PM

Quote:

Originally Posted by Derision (Post 196169)
There were three issues here.

The first is that when you type /pet hold in Underfoot, the client now appears to check if you have that ability before sending it to the server, whereas before the client sent it regardless and let the server decide if you could use it.

There were no rows in aa_effects for Pet Discipline (AAID 288 ), which didn't really matter in prior clients due to the above.

The command code for /pet hold needed translating to the code used by previous clients. This is in Rev1821.

The aa_effect rows for Pet Discipline are:
Code:

INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '1', '257', '1', '0');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '2', '267', '1', '31');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '3', '267', '1', '32');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '4', '267', '1', '33');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '5', '267', '1', '15');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '6', '267', '1', '16');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '7', '267', '1', '17');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '8', '267', '1', '18');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '9', '267', '1', '19');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '10', '267', '1', '20');


Was this ever added to SVN ? I looked and am not seeing it.

provocating 05-01-2011 08:17 AM

Gunthak
 
I noticed that Gulf of Guntak, at the shore where the shipwrecks are, everything is human model. I logged in with SOF and of course it was fine. This is the strange thing though, I copied all of my Gunthack.* files from SoF to Underfoot and was expecting it to make the models correct, but it did not ? Now I have no idea how to fix it.

CORRECTION...

It must had been early, way too early. It was just a missing gunthak_chr.txt, and I had my path set to my NAS, and not my local machine :)

sorvani 05-01-2011 11:34 AM

Confirmed it was not in mine either. I did notice that my Titanium gunthak_chr.txt and my SoD gunthak_chr.txt were different. Grabbed my Titanium file since it was larger/had more things defined.

Also updated the missing files wiki.

sorvani 05-02-2011 04:12 PM

Quote:

Originally Posted by KLS
The way bard songs are sent is really touchy with UF, just quickly glancing at the code it doesn't look like we are doing it right. The bard action packets always came in pairs from EQLive and I could never get it to work right unless I also sent it in pairs like EQLive.

My Conclusion: Run speed focus effects are definitely not being applied in the UF client. Below is what I did for testing on my test server.
I specifically stated run speed because I have not noticed anything else that seems out of kilter. Instrument and AA mods are properly affecting other things (increase DS or spell damage, etc), though those events are all handled server side so maybe that's why.

I could not find anything built in to the GM command list to determine run speeds on the client side so I used MQ2.

These worked in UF
Code:

Level 65 Bard
Unbuffed and no AA (aka base speed): MQ2 Run speed 100

Spell effects always override run speed except for a bard with Innate Run Speed rank 5 and Fleet of Foot rank 2.
Spirit of Wolf: MQ2 Run speed 155.00
Sprit of Bih`Li: MQ2 Run speed 155.00
Spirit of Eagle: MQ2 Run speed 160.00
Flight of Eagles: MQ Run speed 165.00
Selo's Song of Travel (No AA and No Intrument Modifier): MQ2 Run speed 165.00

Innate Run Speed 1/5: MQ2 Run speed 111.43
Innate Run Speed 2/5: MQ2 Run speed 127.14
Innate Run Speed 3/5: MQ2 Run speed 142.86
Innate Run Speed 4/5: MQ2 Run speed 157.14
Innate Run Speed 5/5: MQ2 Run speed 171.43
Innate Run Speed 5/5 & Fleet of Foot 1/2: 185.71
Innate Run Speed 5/5 & Fleet of Foot 2/2: 200.00 <-- This will override unmodified Selo's (165 speed) when no other
                                                  combination prior does, but it does not over ride any modified
                                                  Selo's even if the modified Selo's is slower.

Fleet of Foot 1/2: 114.29
Fleet of Foot 2/2: 128.57

These did not work in UF, so I loaded SoD and the numbers below are what MQ2 reported in SoD. The reported run speed in UF was always 165 for Selo's no matter what AA or instrument was applied.
Code:

Selo's Song of Travel (No AA):
No Intrument Modifier: MQ2 Run speed 165.00
Modifier 18: MQ2 Run speed 216 (Epic 1.0)
Modifier 28: MQ2 Run speed 256 (Thunderous Drum of Karana)
Modifier 34: MQ2 Run speed 256 (War Drums of the Rathe)

Selo's Song of Travel (No Instrument):
No AA: MQ2 Run speed 165.00
Per rank of Instrument Mastery (4 ranks), Ayonaes Tutelage (3 ranks), or Echo of Taelosia (3 ranks)
Rank 1: MQ2 Run speed 177
Rank 2: MQ2 Run speed 190
Rank 3: MQ2 Run speed 204
Rank 4: MQ2 Run speed 216
Rank 5: MQ2 Run speed 230
Rank 6: MQ2 Run speed 242
Rank 7: MQ2 Run speed 255
Rank 8: MQ2 Run speed 256 (cap)
Rank 9: MQ2 Run speed 256 (cap)
Rank 10: MQ2 Run speed 256 (cap)


steve 05-02-2011 07:33 PM

Quote:

Originally Posted by sorvani (Post 199154)
Confirmed it was not in mine either. I did notice that my Titanium gunthak_chr.txt and my SoD gunthak_chr.txt were different. Grabbed my Titanium file since it was larger/had more things defined.

Also updated the missing files wiki.

Here's the contents of the file from my Live install:

Code:

22
pir,qeynos_chr
mer,oot_chr
gem,paineel_chr
gef,paineel_chr
scr,scr_chr
mos,cazicthule_chr2
mep,mep_chr
skn,skn_chr
shr,shr_chr
wbu,wbu_chr
fbm,fbm_chr
fbf,fbf_chr
gpm,gpm_chr
dpm,dpm_chr
opm,opm_chr
hpf,hpf_chr
epf,epf_chr
tzm,tzm_chr
tzf,tzf_chr
lgr,lgr_chr
bsg,bsg
T02,T02


wolfwalkereci 06-05-2011 12:51 PM

Wanted to say I just updated my steam install to UF and I really like it.
Thanks for the work put into it to date.

gaeorn 06-06-2011 01:44 PM

The only two issues that remain in UF that I run into is levitate is buggy and inconsistent and bard speed still does not work.

I do not know what the cause of the levitate problem is, but depending on the zone, one of the following will happen:

1. works fine
2. works fine for a while, then suddenly stops working even tho buff is still on (i think it was povalor where i noticed this, but i could be mistaken)
3. never works even tho buff is still on (potimeb consistenly is this way)
4. works for some chars, not for others (potactics has had this problem)

the bard speed problem is figuring out how the focus information is sent to the client. perhaps someone could do a collect of data from live while it's still the free play.

trevius 06-06-2011 11:28 PM

From the reports I have had on my server, the UF Levitate works fine in my hub zones, but not in any other zone. I may need to do more testing, but maybe something about the zone settings is causing the effect not to work. I could definitely see the possibility of a field in the OP_NewZone packet structure that prevents levitate effect or something along those lines.

sorvani 06-22-2011 10:18 PM

At character creation, you will always start in the tutorial even with the button unchecked.

http://www.eqemulator.org/forums/showthread.php?t=33403

Foin 06-27-2011 03:08 PM

Luclin Weapon graphics
 
Has anyone been able to get Luclin Weapon grahics to show on UnderFoot client?

sorvani 08-18-2011 05:07 PM

Updated the UFMissingFiles wiki page with current information on how to get a live patched client.

Elkay 08-22-2011 11:49 PM

I tried your suggestion, sorvani, and I can get to server select on both my own server as well as the emu server select. However, if I try getting into my own server, or PEQ when I tried the emu login server, I just go to a black screen and it never gets any further. I've grabbed all the missing files as I was running on older versions of the emulator a few years ago and had those files all laying around. My login server window spits out:

[Network] [08.22.11 - 23:45:24] Server list request recieved from client.
[Network] [08.22.11 - 23:45:29] Application packet recieved from client (size 16
)
[Network] [08.22.11 - 23:45:29] Play recieved from client, server number 1 seque
nce 5.
[Network Trace] [08.22.11 - 23:45:29] User-To-World Response recieved.
[Client] [08.22.11 - 23:45:29] Trying to find client with user id of 2.
[Client] [08.22.11 - 23:45:29] Found client with user id of 2 and account name o
f aostang.
[Client] [08.22.11 - 23:45:29] Found sequence and play of 5 1
[Network Trace] [08.22.11 - 23:45:29] dumping packet of size 20:
0000: 05 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 | ................
0016: 01 00 00 00 | ....
[Network Trace] [08.22.11 - 23:45:29] Sending play response with following data,
allowed 1, sequence 5, server number 1, message 101
[Network Trace] [08.22.11 - 23:45:29] dumping packet of size 20:
0000: 05 00 00 00 00 00 00 00 - 00 00 01 65 00 00 00 00 | ...........e....
0016: 01 00 00 00 | ....
[Network Trace] [08.22.11 - 23:45:29] Sending play response for aostang.
[Network Trace] [08.22.11 - 23:45:29] dumping packet of size 20:
0000: 05 00 00 00 00 00 00 00 - 00 00 01 65 00 00 00 00 | ...........e....
0016: 01 00 00 00 | ....
[Network] [08.22.11 - 23:45:29] Client disconnected from the server, removing cl
ient.


My world window spits out:

[Debug] [WORLD__CLIENT] New connection from 192.168.2.147:61864
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x2792
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch 6.2_world, and it di
d not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x2ec9
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch 6.2_zone, and it did
not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x4dd0
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Titanium_world, and
it did not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x7213
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Titanium_zone, and i
t did not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x6c3c
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoF_world, and it di
d not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x737e
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoF_zone, and it did
not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0xff4
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoD_world, and it di
d not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x5a6b
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoD_zone, and it did
not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x13da
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Underfoot_world, and
it did not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x4b61
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Underfoot_zone, and
it did not match.
[Debug] [NET__IDENTIFY] Unable to identify stream from 192.168.2.147:61864, no m
atch found.


It looks like an opcode problem, meaning that my client is sending something that either login or world isn't understanding. Maybe the login window is ok, I just have nothing to compare it to. Either way, it would appear that grabbing the 6.5GB straight from Sony does not give you a working client for the emulator currently. I should also note that if I let the client go to the EQLive login, I can get all the way to character select, so it does seem fine for live. Your instructions didn't say to cut off the download at any point, so I let it pull down the full 6.5GB, which was all it had so I appear to be live-patched.

EDIT: I gave a couple other servers a try, including one with "SOD" in the name, and no luck. Same black, frozen screen.

lerxst2112 08-23-2011 12:13 AM

I think you may have confused the instructions.

You download Underfoot from Steam. You make a copy of it for backup, and you never patch it.

The trial client is just to get the files that are missing in the Underfoot download. You don't ever connect it to the emulator, you just use it as a source for the missing files you need to make your Underfoot version complete.

Then you use the complete Underfoot version to connect to the emulator.

Elkay 08-23-2011 12:16 AM

Quote:

Originally Posted by lerxst2112 (Post 202447)
I think you may have confused the instructions.

You download Underfoot from Steam. You make a copy of it for backup, and you never patch it.

The trial client is just to get the files that are missing in the Underfoot download. You don't ever connect it to the emulator, you just use it as a source for the missing files you need to make your Underfoot version complete.

Then you use the complete Underfoot version to connect to the emulator.

Go here and read the "Updated August 18, 2011" section:

http://www.eqemulator.net/wiki/wikka...ssingFilesList

If I am reading it wrong and the Steam client is still needed, there *really* needs to be a note put there stating that, because that section makes it sound like you can simply do what I did and have a working emu client.

lerxst2112 08-23-2011 01:42 AM

I'll agree it might be more clear, but the line right above that says "For the missing/corrupt files that can still be gotten from a Live install, you can now get a fully patched to live client by signing up for the 14 day free trial. "

Elkay 08-23-2011 01:49 AM

Quote:

Originally Posted by lerxst2112 (Post 202450)
I'll agree it might be more clear, but the line right above that says "For the missing/corrupt files that can still be gotten from a Live install, you can now get a fully patched to live client by signing up for the 14 day free trial. "

If that one sentence were below the "Update" title instead of above it, it would be much more clear and obvious.

trevius 08-23-2011 02:09 AM

Directly from the page/section you linked, the first 3 steps explain it pretty clearly:

Quote:

These steps were used on August 18, 2011:

1. Locate the Underfoot install. Mine resides in C:\EQ\Everquest_UF\.
2. Make a new folder for the Live install, C:\EQ\Everquest_Live\ is a good location.
3. Copy everything from the Underfoot folder to the Live folder.
It means that you make a copy of your UF folder so you can download the Live files to the new copied folder. You never patch your UF folder, only copy the needed files to it. I added an extra note in bold about not patching, just in case.

Secrets 09-16-2011 04:56 AM

With Veil of Alaris launching in 2 months... who wants to bet the steam client is going to be updated again? There's a few things in there I want, and will assist with. Mainly bag sizes.

I'm not sure if they did this yet, but it's very possible they might change bag sizes to a variable size, probably int32 or something similar, based on these patch notes:

Quote:

- Larger bags can now be found in some House of Thule raid chests. With the inclusion of these new bags, the drop rates of other items in the chests have remained the same or increased slightly.
I can assist with packet collecting if needed. Just trying to gather all the changes that'll happen with VoA. Maybe a new thread is needed >_>

lerxst2112 09-16-2011 06:07 AM

If anyone hasn't backed up their steam copy, now is the time to do it.

trevius 09-16-2011 07:43 AM

Quote:

Originally Posted by Secrets (Post 203161)
I can assist with packet collecting if needed. Just trying to gather all the changes that'll happen with VoA. Maybe a new thread is needed >_>

Yeah, once VoA development starts, we can get a new thread going for development tracking. I will start one as soon as a new client is available if someone else hasn't already started one. Whoever makes it should have access to edit old posts though, so no normal users, please.

We will most likely see the new client on Steam a few weeks or so before the actual release if they stick to how they have done it in the past couple of years. I am really hoping that we get a complete client this time, like the SoD one. Mainly hoping that it isn't another UF-like client that is missing a bunch of files and takes extra work to make it a good client.

The new bag size stuff is already in as far as I know and was one of the things keeping the current HoT Live client from being fully implemented. So, that will definitely be one of the bigger issues to resolve on the new client. We will probably have a lot of code to touch to get the larger bag sizes implemented. I am not exactly sure how slots will work with the new bag system, since our current slots just go up by 10 per bag. Once we know how they work, we can probably build a slot converter on the encode/decodes like the Titanium to SoD/SoF/UF ones that already exist.


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