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Posts Made By:
greggg230
Forum:
General::General Discussion
08-11-2008, 10:26 AM
Replies:
7
Titanium == 64 bit (!)
Views:
4,028
Posted By
greggg230
what the hell are you doing to make eqgame us 500...
what the hell are you doing to make eqgame us 500 megs of ram?
Forum:
General::General Discussion
08-05-2008, 02:57 AM
Replies:
4
Client override
Views:
3,901
Posted By
greggg230
Huh? The legality of a copy of Titanium would...
Huh? The legality of a copy of Titanium would have no bearing on whether or not it works.
Forum:
Development::Development
07-24-2008, 07:55 PM
Replies:
6
Raid commands not working
Views:
3,998
Posted By
greggg230
Was this even in the game during Planes of Power?...
Was this even in the game during Planes of Power?
I quit about halfway through the expansion and am pretty sure I never used it.
If it wasn't, then there's no reason it would be supported yet.
Forum:
Development::Bug Reports
07-22-2008, 05:16 AM
Replies:
23
Charmed mobs and the pet/group window and buffs
Views:
9,433
Posted By
greggg230
The servers dont just automatically send the...
The servers dont just automatically send the packets. They have to be coded to, and that's the problem.
Forum:
Support::General Support
07-21-2008, 03:56 AM
Replies:
5
Spells get no LoS
Views:
4,626
Posted By
greggg230
Almost certainly a map problem. Download the new...
Almost certainly a map problem. Download the new ones and try it out.
Forum:
Development::Bots
07-19-2008, 09:04 PM
Replies:
842
EQoffline, bots and more..
Views:
2,174,555
Posted By
greggg230
I'm writing a pretty significant modification of...
I'm writing a pretty significant modification of the bot code. It might be more accurate to call it a re-writing.
I'm writing bots as a sub-class of the Mob class and giving the player a lot more...
Forum:
Development::Server Code Submissions
06-19-2008, 09:19 PM
Replies:
20
Aggro LOS fix (maybe..?)
Views:
12,935
Posted By
greggg230
Has anyone tried this out? If so, how's it...
Has anyone tried this out? If so, how's it working? I've been busy with work the past few days so haven't had a lot of time for EQEmu.
Forum:
Development::Bug Reports
06-14-2008, 11:08 AM
Replies:
7
falling damage while swimming
Views:
3,910
Posted By
greggg230
It might be something client-side, because this...
It might be something client-side, because this happened occasionally on live.
Forum:
Development::Server Code Submissions
06-13-2008, 01:21 PM
Replies:
20
Fix for merchant price bugs
Views:
11,986
Posted By
greggg230
Sure. Line 3717 of zone/client_packet.cpp...
Sure.
Line 3717 of zone/client_packet.cpp should be changed from:
mco->rate = 1.6;
to
mco->rate = 1/(.884*Client::CalcPriceMod(tmp,true));
Forum:
Development::Server Code Submissions
06-13-2008, 05:49 AM
Replies:
1
Minor bug fix for agnostics
Views:
5,071
Posted By
greggg230
Minor bug fix for agnostics
Faction bonuses (or penalties) to agnostic characters do not show up appropriately when you /consider. However, the MOBs will still aggro, or not aggro, appropriately.
It took me awhile to track...
Forum:
Development::Server Code Submissions
06-13-2008, 02:26 AM
Replies:
20
Fix for merchant price bugs
Views:
11,986
Posted By
greggg230
From everything I can tell, it does nothing. ...
From everything I can tell, it does nothing. It's probably an obsolete variable at this point. It's not clear what it might have done in the past. Unless I'm missing something faction, charisma,...
Forum:
Development::Server Code Submissions
06-12-2008, 06:49 PM
Replies:
20
Fix for merchant price bugs
Views:
11,986
Posted By
greggg230
I should mention the base rate for merchants is...
I should mention the base rate for merchants is .884 if they're buying and 1/.884 if they're selling. This was just one of the rates in the code so I decided to run with it. A few project for me or...
Forum:
Development::Server Code Submissions
06-12-2008, 06:27 PM
Replies:
20
Fix for merchant price bugs
Views:
11,986
Posted By
greggg230
Fix for merchant price bugs
As of right now, the displayed price for an item (whether selling or buying) does not match up to the actual price you see. For example, when you sell an item, you get more money than what is...
Forum:
Development::Server Code Submissions
06-12-2008, 05:09 PM
Replies:
20
Aggro LOS fix (maybe..?)
Views:
12,935
Posted By
greggg230
That most likely would happen, but the aggroed...
That most likely would happen, but the aggroed mob would have to run through the wall and go into line of sight with a mob in another room or something, which seems like it would be pretty rare and...
Forum:
Development::Server Code Submissions
06-12-2008, 04:09 PM
Replies:
20
Aggro LOS fix (maybe..?)
Views:
12,935
Posted By
greggg230
I'm not sure I understand. This should be a...
I'm not sure I understand. This should be a world-wide change, as this is how MOBs should always act.
This has nothing to do with MOBs being linked in the sense that was implemented in Velious...
Forum:
Development::Server Code Submissions
06-12-2008, 05:38 AM
Replies:
20
Aggro LOS fix (maybe..?)
Views:
12,935
Posted By
greggg230
Aggro LOS fix (maybe..?)
I've just started playing around with the emulator a few days ago, and the only glaring bug I've noticed is that NPCs don't assist one another properly. No NPC will assist a MOB unless they have LOS...
Forum:
Development::Database/World Building
06-12-2008, 01:00 AM
Replies:
1
Anyone have original Vulak and Sleeper's Tomb information?
Views:
3,867
Posted By
greggg230
Anyone have original Vulak and Sleeper's Tomb information?
I saw someone posted the information for the original warders in Sleeper's Tomb, but I can't find anything for the rest of the zone. Master of the Guard, as contained in projecteq database, for...
Showing results 1 to 17 of 17
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