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Showing results 26 to 50 of 51
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Posts Made By:
Merkur
Forum:
Archive::Database/World Building
04-17-2002, 11:12 AM
Replies:
13
Z-Fix Info / worldbuilder
Views:
10,891
Posted By
Merkur
Z-Fix Info / worldbuilder
Just FYI:
We will publish some sql update files to fix the Z problem for bad zones soon. these files will be based on Drawdes DB 0.8 and correct the spawnposition, textures and some other things....
Forum:
Archive::General Discussion
04-17-2002, 05:47 AM
Replies:
6
Leveling ?
Views:
4,331
Posted By
Merkur
the expbar is fixed in the next release
the expbar is fixed in the next release
Forum:
Archive::Development
04-14-2002, 07:39 AM
Replies:
2
NPC damage/casting
Views:
5,231
Posted By
Merkur
The chance to hit is level based, means if you...
The chance to hit is level based, means if you are level 50 and the mob level 10, it won't hit that much (30% to be excact). AC is a minor factor atm and will reduce damage up to 30% (atm, might be...
Forum:
Archive::Bugs
04-13-2002, 08:48 PM
Replies:
2
Bugs I found
Views:
5,461
Posted By
Merkur
most of these these things are not implemented yet
most of these these things are not implemented yet
Forum:
Archive::Development
04-12-2002, 06:58 PM
Replies:
16
0.3.0 Bugs
Views:
12,949
Posted By
Merkur
thats not really a bug, guards are supposed only...
thats not really a bug, guards are supposed only to help you if your are allied with them. They don't have a faction with other NPCs...
Forum:
Archive::Development
04-11-2002, 12:03 PM
Replies:
1
Door_Struct
Views:
5,721
Posted By
Merkur
looks interesting and it seems you found some...
looks interesting and it seems you found some unkowns i didn't found :) When i have time i'm going to rewrite my code (planed this anyway) and add your additional vars.
Forum:
Archive::Bugs
04-10-2002, 01:18 PM
Replies:
1
Selling bugs
Views:
5,045
Posted By
Merkur
selling items in bags is currently bugged (and...
selling items in bags is currently bugged (and disabled in the current CVS version), sell only items in your main inventory slot, till this is fixed.
Forum:
Archive::Development
04-09-2002, 07:46 PM
Replies:
1
NPC Roaming in Next Release?
Views:
5,255
Posted By
Merkur
yes we have plans to implement this but I doubt...
yes we have plans to implement this but I doubt it will be in the next release
Forum:
Archive::Bugs
04-08-2002, 05:06 PM
Replies:
11
New servertype: Rules and Infos
Views:
6,851
Posted By
Merkur
Testserver is up now.. somtimes :) BTW its called...
Testserver is up now.. somtimes :) BTW its called AGS (Advanced Guild System ;) )
Deceided to stop the development on this for now, EQEmu is still in a too early stage. I'll complete this later......
Forum:
Archive::Bugs
04-07-2002, 07:11 PM
Replies:
11
New servertype: Rules and Infos
Views:
6,851
Posted By
Merkur
the development of this new servertype is in...
the development of this new servertype is in progress and I'll run a testserver with the first changes soon. I thought a bit more about it and i deceided that i'll try to make fair PvP possible (to...
Forum:
Archive::Bugs
04-06-2002, 12:29 PM
Replies:
11
New servertype: Rules and Infos
Views:
6,851
Posted By
Merkur
New servertype: Rules and Infos
Since a lot of basic things like zoning and doors are in now, I deceided to start a new project and make a new servertype. This type will be in development for the next 1-3 weeks and since i'll need...
Forum:
Archive::News
04-04-2002, 04:15 PM
Replies:
10
Update on 0.3.0. PLEASE READ
Views:
5,691
Posted By
Merkur
You can import old data. I think Ly wrote a...
You can import old data. I think Ly wrote a programm/script for it, look at the devforum. BTW On Spuds Server (eros) runs a (nearly) actual version with all spawns up.
Forum:
Archive::Development
04-03-2002, 09:56 AM
Replies:
1
NPC Pathing for dummies.
Views:
6,123
Posted By
Merkur
try to use this.....
try to use this.. (http://www.amazon.com/exec/obidos/ASIN/0789718162/ref=pd_sim_books/002-5834863-2293635) :D
Forum:
Archive::Bugs
03-26-2002, 09:19 AM
Replies:
2
Several comments on 0.2.6
Views:
6,181
Posted By
Merkur
the 'new' networkcode won't help, if your...
the 'new' networkcode won't help, if your bandwidth is too small or your connection bad. However it stops disconns and PLs, which happend a lot at zoning, fighting, repops etc.
Forum:
Archive::News
03-26-2002, 09:16 AM
Replies:
22
New Release! 0.2.6 - Mickey Mouse
Views:
9,653
Posted By
Merkur
minilogin works with latest client too
minilogin works with latest client too
Forum:
Archive::News
03-26-2002, 07:48 AM
Replies:
22
New Release! 0.2.6 - Mickey Mouse
Views:
9,653
Posted By
Merkur
it works with latest client (03/21)
it works with latest client (03/21)
Forum:
Archive::News
03-26-2002, 01:03 AM
Replies:
22
New Release! 0.2.6 - Mickey Mouse
Views:
9,653
Posted By
Merkur
no, you need to update your database. Maybe it...
no, you need to update your database. Maybe it would work with the old db, but you will get a lot of errormessages and some features won't work...
Forum:
Archive::Bugs
03-23-2002, 09:40 AM
Replies:
7
Request - need a zone server with aggroing code disabled
Views:
6,311
Posted By
Merkur
the bigger problem (in AI) was that factioncheck...
the bigger problem (in AI) was that factioncheck needed a SQL Query though - its fixed in 0.2.6
Forum:
Archive::Windows Servers
03-22-2002, 07:43 AM
Replies:
1
Errors in ZoneNT
Views:
4,645
Posted By
Merkur
it seems this race(Vah Shir) is not in the...
it seems this race(Vah Shir) is not in the current factiontable struct. Don't use Vah Shir's till its fixed or add an new column named "mod_r42" into faction_list table (this will stop crashes but...
Forum:
Archive::Windows Servers
03-20-2002, 05:55 AM
Replies:
4
0.2.5 Bug in Process(), AddHateToNPC() ?
Views:
6,467
Posted By
Merkur
Re: 0.2.5 Bug in Process(), AddHateToNPC() ?
Because its in the NPC Process(). Every NPC scans for foes or friends evertime. The procedures for friends are not in yet, so don't say that would be bad :).
BTW this function does not send any...
Forum:
Archive::Development
03-13-2002, 09:04 AM
Replies:
5
Merchant fix
Views:
5,955
Posted By
Merkur
umm i just changed some minor things in this...
umm i just changed some minor things in this part, its not that big heh.
@ Hogie
i'm in this channel since 2 days ;)
@Draw
yup should work
Forum:
Archive::Development
03-13-2002, 12:33 AM
Replies:
5
Merchant fix
Views:
5,955
Posted By
Merkur
Merchant fix
// Edited Merkur 03/12
case OP_ShopPlayerBuy: {
cout << name << " is attempting to purchase an item.. " << endl;
Merchant_Purchase_Struct* mp=(Merchant_Purchase_Struct*)app->pBuffer;...
Forum:
Archive::Development
03-10-2002, 09:43 PM
Replies:
7
Inspect code
Views:
7,219
Posted By
Merkur
Yup, it would be better (and like i wrote i did...
Yup, it would be better (and like i wrote i did it), but its easier to post this way :)
Forum:
Archive::Development
03-10-2002, 12:06 PM
Replies:
7
Inspect code
Views:
7,219
Posted By
Merkur
I used the current Version 0.2.4.5 btw: in...
I used the current Version 0.2.4.5
btw: in my version, i put these conlevel thing in a newfunction because i needed it for other things (i.e. determinate npc aggroradius) too.
Forum:
Archive::Development
03-09-2002, 02:58 PM
Replies:
7
Inspect code
Views:
7,219
Posted By
Merkur
Some more lines :) Consider works pretty good...
Some more lines :) Consider works pretty good this way - not 100% perfect but pretty close to EQ Live.
case OP_Consider: //03/09 -Merkur
{
Consider_Struct* conin =...
Showing results 26 to 50 of 51
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