under world WorldVC71 and zone ZoneVC71 server files look at the "patches" some of them are missing even RoF. under common ZoneNumbers needs to be updated. goto zone edit with notepad ++ Zone.vcxproj look for perl510 on 64bit system and change to perl514 fixing this would stop other people from having perl problems.
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Since this client is getting close to being completed for EQEmu, I added a news article here that recommends everyone to download it now:
http://www.eqemulator.org/forums/showthread.php?t=36270 I also updated all of the wiki pages related to compatible clients to include the RoF client. It still has a bit to go before it is completely ready, but at this point it is pretty clear that it should be a valid client for us and is to the point where it is pretty functional. |
not seeing a tutorial button when creating a new toon.
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gibroni have you tried what i posted i know it works because i have a character in tutorial zone now on my server.
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Hey guys, amazing work so far. I just started have a look at the RoF client and found a few issues.
1) When I do /who all : I get "There is 0 player in EverQuest". 2) When I right click on Hadya Ware in PoKnowledge, the merc window opens, then closes immediately. However if I right click twice very quickly, my client crashes! |
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I think Hadya is the one that gives you the bloodbone mercs when you get the contract from /claim. They don't seem to be race specific, all my toons on live have them.
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Also, the mercenary merchant window was a known issue and noted in issues list of the first post in this thread. I actually just got the merc merchant working for RoF in my latest commit, but there are still some issues with mercs not working properly in RoF that need to be worked out. I will add the /who count issue to the list of issues. I am pretty sure I know what the problem is. I think they moved the count fields around a bit in that packet. |
Extended Target: Can FD and clear agro and targets fall off. Can not COTH (clear agro) and have targets fall off the list. Minor aspect but when agro is cleared, no matter how, that window should clear as well.
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This is an existing issue, I submitted a patch a while back and it was working on PEQ then FM stopped clearing the window http://www.eqemulator.org/forums/showthread.php?t=35645
That patched fixed 3 out of 4 of the cases I tested, the other being when the mob patched back to spawn (no quick and easy way to doing as far as I could tell) |
I see the other thread was bumped thanks. I searched the SOD,UF and ROF dev threads for extended target reports and it came up negative, only reason I posted here.
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FYI, I rebuilt the RoF test server I have been running to help with the testing for RoF. I ran into some issues with cmake and the old Debian Etch build I was running for that test server, so I rebuilt it on Debian Squeeze fro scratch. This means that anyone that was playing/testing on that server had their characters wiped.
I have the new build mostly done, but I still need to enable all of the GM commands again. I will try to get that all finished later this morning. With the latest updates, the RoF client is getting very close to being finished. There are still a few big things left to work out, but it is already very playable for most stuff. |
I was playing around last night w/ Rev2434 and noticed that buffs were 10x on RoF clients (but normal on UF clients). For example, my ranger's HP buff was giving me 700HP instead of 70 and my cleric's HP buff was giving 8000 instead of 800. However, the health would not heal past what it should be. So, for example, when my cleric buffed me, my HPs displayed went from 3500 to 11500, but I would not heal past 4300. If I zone, the max HP displayed drops down to the proper level (i.e. 4300).
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I got this working today
wow that is so awesome- the post effects in the graphics engine look amazing! I really would love to only use the RoF client! anyways, a question: is there a plan to extend the item table / npc_types table and questmanager so that we can play with the hero forge textures as part of server design? I'd love to retroactively change graphics in the game for items and npcs also are hero forge armors tintable? |
Tracking doesn't work w/ RoF clients.
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another thiing dont work I have noticed is /hidecorpse all and /hidecorpse none do not work but /hidecorpse looted works as should. Be nice see them fixed if possible also down road as not able show what looted if miss item if use hidecorpse looted.
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Tracking and /hidecorpse should now work.
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I seen 2 other things it seems weird when die it says all kinds weird stuff when goign back bind point but not a issue to me but thought I say so. The other seems no rez spells do anything and not played on a server allows to rez but on this client they do nothing. And one other I thought this client when die isnt supposed unscribe spells mem in spell bar it did when I died on test server.
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Run speed is faster when casting from ROF client as opposed to UF, used #cast 278 from both clients..clicked off between client cast...
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Death causing you not to unmem spells from the spell bar on Live is a new feature. That is something that is not handled by the client, so it isn't something that is required to be fixed in this development thread. That feature is something we can probably add at some point as an optional rule that server admin's could enable/disable, which I think would work the same on all clients. It isn't a bug, it is just a new way of dealing with death similar to how Live no longer leaves items on corpses like they used to. We already have the option to leave items on player corpses or not, but we don't have the option to unmem spells yet. Quote:
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it's crazy fast compared to normal SoW, but it goes back to normal SoW speed after you zone or relog.
I think it's related to the 10x buff thing I mentioned earlier. It ~seems~ like all beneficial buffs are 10x greater than they should be. I was getting 8kHP cleric buffs that should have been only 800HP. oh... that's what you just said... lol |
Are the buffs getting bard mods applied or something?
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could this be the reason for quild having problems or just a type O see the 2 dd's in uint32 to_guilddbid or is that normal coding? i also seen Guildbank=False in the code i didn't see it listed in Zone client_packet.h or the other file as well. World console.h void SendEmoteMessageRaw(const char* to, uint32 to_guilddbid, int16 to_minstatus, uint32 type, const char* message);
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you might start by removing |
extended targets needs fixed as it removes the npc that was killed it needs to keep moving the other npc's up the list. no agro meter showing up on the list this only applys to RoF. on Trevius server i noticed in ew no star portal showing up in zone? i also seen the mecr timer was 0mins 0sec and wouldn't change until after zoning.
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understand now why i wasn't seen star portal in ew you wasn't loading eastwastesshard zone for RoF clients it loaded eastwastes zone
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The aggro meter is a new system for RoF, and new systems do not need to be implemented for this thread. The point is to get the client caught up with the functionality of our previous clients. New features and systems may be implemented later, but they are not required as part of our client compatibility development unless it is something that prevents another previously functional system from working.
The Eastern Wastes issue with the new zone is not really part of this thread either, as that is a DB change, not directly related to client compatibility. This thread is for developing the source code not the database unless it is something like a new field that needs to be added to the database (as apposed to a new entry in the DB). The mercenary timer issue is also part of a new system that is being worked on for all clients, not just RoF. We are still working through the mercenary stuff to make it work 100% as it should. I believe Derision is still working through the Guild Management stuff to implement the new ranking system changes and other stuff. I am currently looking at the bazaar trader packets to see if I can figure out how to get that stuff working. Once these 2 things are done, the last main thing to work on will be the new slot system. Once the new slot system is in place, we should be able to correct the cursor buffer issue and also implement the new augmenting system. That should pretty much conclude the initial compatibility work for RoF. It is getting pretty close now, but the new slot system overhaul is a big change and may take a while. Also, I have noticed so far that some of the bazaar changes may be a bit more complicated to get working, but hopefully it won't be too bad. I am still just starting to look into that. |
not sure if this is a problem with RoF with emu only, but i believe so. trying to load a spell set and you already have some spells memmed. it should remove spells and remem the spell set as saved. Says you already have the spell memmed. UF and previous clients would remove spells and remem spells in the correct order they were saved and reload them that way no issues. trying to run a macro i have, also will not demem a spell to mem the new spell. if i manually a spell from the bar, it then will mem and cast. will go load up live and give the reload spellset and see what happens.
edit: it does remove spells and remem them correctly on live. |
During development of the UF client the same issue was experienced.. Interesting that it resurfaced.
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It looks like it is just a simple packet struct change. Since all of the gem fields in that packet are basically bools, they changed them from uint32 to uint8. Also, ShowEQ notes that MAX_PP_MEMSPELL was changed to 16, so that is what we have it set to for RoF to use in other structs, but in OP_LoadSpellSet I think it is actually only 12. The packet is 16 bytes, but the last field I think is a uint32, which means it only uses 12 spell slots. The value for the last field I saw was 12, so maybe it is a gem count field? Though, the char I tested it on only had the basic 8 gem slots available.
Here is an example of the packet: Code:
[OPCode: 0x38b4] OP_LoadSpellSet [Client->Server] [Size: 16] RoF_structs.h Code:
struct LoadSpellSet_Struct { RoF.cpp Code:
DECODE(OP_LoadSpellSet) Code:
[OPCode: 0x38b4] OP_LoadSpellSet [Server->Client] [Size: 16] Either way, this should be a really easy issue to resolve. I will test it today or this weekend and commit if no issues. Thanks for the report! Edit: Actually, it looks like that would only affect the Player Proflle Struct/Encode, so it probably could be changed. If the location of the mem_spells field is correct in the RoF PP, something is a bit odd. For all fields with multiple iterations in the RoF PP, there is an iteration count field right before it. For the mem_spells field, the count was observed as 16. Though, only 12 fields are set in that iteration and the rest are all 0s. Maybe that just means they are planning to expand to 16 spell gems max at some point and have already added that part to the PP, but not other parts of the code dealing with memmed spells. |
BTW, I have been working a bit on figuring out the bazaar stuff. I am still looking through packets and currently just trying to get starting trader mode to work. It looks like they changed the way items are tracked to a serialized id string to keep track of all items individually. I don't think we actually need to use this new system initially, but to match Live exactly, it may be required eventually.
I tested on Live and found that I am able to have whatever I want in my trader satches, and as long as I don't try to sell anything that is no drop, it will let me enter trader mode and just not list the items I didn't set a price for and ones that are no drop. On EQEmu, we just check for the item ID of the trader's satchel and cycle through the 8 inventory slots looking through the satchels. If there are any items that don't have a price set or of any no drop items are in the satchels, it just prevents trader mode from being started. This isn't a major issue at all, but figured it was worth noting here for reference. Another thing to note is that previously only 80 slots were possible for trader mode due to having a max of 8 trader satchels with 10 slots each. On RoF, it has been changed to 200 slots due to having 10 main inventory slots and I am guessing there is now a 20 slot trader's satchel available so you can reach 200 slots for sale. Since we currently check for the trader's satchel by its item ID, we will need to also add the item ids for any new trader's satchels once the new slot system is in place that will allow larger than 10 slot bags. We will also need to increase the slots searched from 80 to 200. This is something that can be done later when the new slot system is completed and won't affect the initial implementation of the bazaar systems in RoF. Once I can get trader mode starting properly, I will just keep working my way through the packets to get the rest of the trader system worked out. I think the hardest part may be the fact that you can use /bazaar search from any zone and purchase items directly through that system. It then sends the purchased item to the parcel system, which is another system that will need to be implemented. This is the first time I have messed with bazaar stuff at all, so it is taking a while for me to get familiar with it and work my way through it. Hopefully I can get it all worked out. |
Not sure if this was mentioned yet, but just tested RoF and quest npc that was suppose to give back more than 1 item only gave back the 1st item, and the rest of the items were not on cursor. I realize RoF / F2P isn't 100% yet but just adding this one if not known yet.
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Oh, thanks for the info! So happy no item loss!
Edit: Found your post on page 5 about augs, sorry for spam I know I know, I got 8 pages to read here + forum search :) |
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Command - #unscribespells Spells stay in RoF spell book, but can not be mem'd. After relogging the spell book is empty. On UF the spell book is wiped immediately. Looks like OP_DeleteSpell may have changed a little. |
While I do not play either on PEQ nor the Test server (I can not seem to find it?) I have noticed a few things on the server I do play on. I hope I am doing the right thing posting them here, otherwise just ignore this post! :)
1. Going to third person camera and then to first person will make the particles from both primary and secondary slot items show on your screen. This is surprisingly annoying. 2. There are no sounds while casting spells. There are sounds when they are landing though. 3. Maps do not seem to work correctly. I have not been able to pin-point this exactly, but in some zones the map is not displayed. My map for Nedaria's Landing refuses to show itself, for example. This map I downloaded and is not the original map (if there even was one). 4. Charms (ie, Intricate wooden figurine) is empty, as is the Adventurer's stone. 5. Checking out charm slot stats can make you go LD. It does not happen every time, but frequently enough for it to be some sort of pattern. |
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