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Posts Made By:
Merkur
Forum:
Archive::Bugs
07-03-2002, 01:23 PM
Replies:
11
Bug: min/max_dmg
Views:
5,834
Posted By
Merkur
yeah im bored atm - bored enough to visit this...
yeah im bored atm - bored enough to visit this board and answer this question
First: Min and Max damage values will never be the 'final' damage. Depending on your AC it will be reduced up to umm...
Forum:
Archive::Off Topic
05-12-2002, 09:38 AM
Replies:
3
bye
Views:
3,675
Posted By
Merkur
bye
"I have decided to leave EQEmu after three instresting months to pursue other projects"
yup something like that ;) just FYI
Forum:
Archive::Development
05-12-2002, 08:07 AM
Replies:
1
Question on NPC min/max damage
Views:
3,354
Posted By
Merkur
wait for 3.2, it has a new damage calculation and...
wait for 3.2, it has a new damage calculation and min_max damage should work right too.
Forum:
Archive::Development
05-10-2002, 11:34 AM
Replies:
7
0.3.2 stuff.
Views:
4,302
Posted By
Merkur
yes devs have. its public when we release :)
yes devs have. its public when we release :)
Forum:
Archive::Development
05-07-2002, 02:18 AM
Replies:
3
Ever consider?
Views:
3,477
Posted By
Merkur
I think it is posted on freshmeat... but we have...
I think it is posted on freshmeat... but we have no access to it
Forum:
Archive::Bugs
05-06-2002, 09:44 PM
Replies:
4
Multiple clients => 1 zone == Sporadic disconnect?
Views:
5,501
Posted By
Merkur
I think in this case the problem is not our...
I think in this case the problem is not our networkcode but the EQ-Client. It eats up all CPUtime and the server is slowed down. Try to set EQClient priority to very low and all EQEMu...
Forum:
Archive::Development
05-06-2002, 01:56 AM
Replies:
8
AA skills "snippet"
Views:
4,971
Posted By
Merkur
I haven't tested it but it looks pretty good :)...
I haven't tested it but it looks pretty good :) We will sure merge this by time
Forum:
Archive::Development
04-29-2002, 08:56 AM
Replies:
13
Request about Dev. Position
Views:
5,541
Posted By
Merkur
your post sounds good (except the AOL email ;) )...
your post sounds good (except the AOL email ;) ) but in general to become a dev, you need to code something first, to show your abillities. Just like Mal wrote: download the code, look for something...
Forum:
Archive::Bugs
04-28-2002, 04:02 AM
Replies:
8
0.3.1 - Coord problems
Views:
4,429
Posted By
Merkur
try the current CVS version shawn, im sure I...
try the current CVS version shawn, im sure I fixed it a couple of days ago
Forum:
Archive::Bugs
04-28-2002, 02:45 AM
Replies:
8
0.3.1 - Coord problems
Views:
4,429
Posted By
Merkur
i guess in 3.1.1 are still some bugs with the Z...
i guess in 3.1.1 are still some bugs with the Z coord. It should be fixed on CVS already.
Forum:
Archive::Development
04-28-2002, 02:43 AM
Replies:
1
Guild trainers & automatic skill increment ??
Views:
3,975
Posted By
Merkur
automatic increment on skills is in already for...
automatic increment on skills is in already for all skills.
Forum:
Archive::Development
04-28-2002, 02:41 AM
Replies:
1
NPC Pathing?
Views:
3,671
Posted By
Merkur
probaly we will use waypoints for NPC pathing.....
probaly we will use waypoints for NPC pathing.. maybe there will be a tool, that can create these waypoints when the user draws lines on these maps
BUT atm everybody is working on something else,...
Forum:
Archive::Development
04-28-2002, 02:37 AM
Replies:
3
EQEMU in Delphi?
Views:
3,953
Posted By
Merkur
well it would probaly work but I doubt it would...
well it would probaly work but I doubt it would offer a lot of advantages. C++ has better performance, is more common and gives you more possibilities. Delphi has other advantages...
Forum:
Archive::Development
04-28-2002, 01:56 AM
Replies:
3
combat system
Views:
4,928
Posted By
Merkur
I've changed already the NPC-Attack dmgformula...
I've changed already the NPC-Attack dmgformula with for NPCs on CVS. But i'll look into the one you wrote and try to merge good or replace better parts with your work, Thanks anyway for your work :)...
Forum:
Archive::Development
04-28-2002, 01:46 AM
Replies:
2
cshome files?
Views:
4,258
Posted By
Merkur
read this before you post something...
read this before you post something (http://forums.eqemu.net/showthread.php?s=&threadid=96)
Forum:
Archive::Development
04-23-2002, 07:44 PM
Replies:
2
A Kick implementation
Views:
3,513
Posted By
Merkur
cool, if it works im sure we will merge this (for...
cool, if it works im sure we will merge this (for NPCs too :) )
Forum:
Archive::Bugs
04-23-2002, 01:30 AM
Replies:
5
Weird faction bug in 3.1
Views:
3,909
Posted By
Merkur
ah I didn't saw that the client moves stackable...
ah I didn't saw that the client moves stackable items to the cursor, before he sells them. This is fixed on CVS (haven't looked into the container problem tho)
Forum:
Archive::General Discussion
04-22-2002, 06:22 AM
Replies:
3
NPC AI Question
Views:
2,324
Posted By
Merkur
yes movment (follow etc) is buggy atm. I'm...
yes movment (follow etc) is buggy atm. I'm working on it and I will try to implement correct movementspeed for every NPC_type too (but this will only work with new databaseupdate which is coming up -...
Forum:
Archive::General Discussion
04-21-2002, 07:20 PM
Replies:
3
NPC AI Question
Views:
2,324
Posted By
Merkur
no its not a bug, its missing code. ATM everybody...
no its not a bug, its missing code. ATM everybody is working on something else, but i'm sure we will get this in soon ;)
Forum:
Archive::General Discussion
04-21-2002, 07:16 PM
Replies:
1
DB Conversion 3.2
Views:
1,914
Posted By
Merkur
the upcoming Db uses the same format like 3.1 is....
the upcoming Db uses the same format like 3.1 is. And its based on drawdes database, so all loots he added will be still in
Forum:
Archive::Bugs
04-21-2002, 07:12 PM
Replies:
8
An INI file for the zoneserver
Views:
5,699
Posted By
Merkur
actually that whats the database table...
actually that whats the database table "Variables" is for
Forum:
Archive::Database/World Building
04-21-2002, 10:05 AM
Replies:
15
New Emu, New DB?
Views:
10,748
Posted By
Merkur
there are some changes in npc_types (and only in...
there are some changes in npc_types (and only in this table) in 3.1. The emu will accept old databases though but of course not forever (means in 3.2 or 3.3 it won't support 3.0 databases anymore)....
Forum:
Archive::Database/World Building
04-21-2002, 01:40 AM
Replies:
13
Z-Fix Info / worldbuilder
Views:
7,183
Posted By
Merkur
soon ;) heh honestly I don't know yet. But as i...
soon ;) heh honestly I don't know yet. But as i said, it will probaly be released after 0.3.2 is out and that could take some days I guess. Anyway, you can visit the most recent progress on Spuds...
Forum:
Archive::Database/World Building
04-20-2002, 02:13 AM
Replies:
13
Z-Fix Info / worldbuilder
Views:
7,183
Posted By
Merkur
yes it will be pretty much 100% live...
yes it will be pretty much 100% live spawn(points) and it will also populate empty zones like Velktors etc (thanks to spud and other who are helping out heh). But since we had to release yesterday, I...
Forum:
Archive::Database/World Building
04-17-2002, 07:12 PM
Replies:
13
Z-Fix Info / worldbuilder
Views:
7,183
Posted By
Merkur
It will delete all spawnpoints in this zone and...
It will delete all spawnpoints in this zone and put in correct spawns from live eq.
Showing results 1 to 25 of 51
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