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Showing results 51 to 75 of 288
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Posts Made By:
TheLieka
Forum:
Development::Server Code Submissions
04-21-2008, 01:35 PM
Replies:
17
/rewind
Views:
25,626
Posted By
TheLieka
I didn't think about the fact that many people...
I didn't think about the fact that many people aren't running the stock eqemu source, and that generated patch diffs might not be the best way for them to update their sources. With that said,...
Forum:
Development::Bug Reports
04-21-2008, 11:06 AM
Replies:
4
#goto is backwards????
Views:
6,815
Posted By
TheLieka
Sony swaps their x, y. So /loc gives you y, x,...
Sony swaps their x, y. So /loc gives you y, x, z. #loc gives you x, y, z. #goto takes x, y, z.
Dax
Forum:
Archive::Tools
04-21-2008, 11:02 AM
Replies:
31
Launcher Auto ip updater
Views:
62,176
Posted By
TheLieka
Very interesting. Dax
Very interesting.
Dax
Forum:
Development::Development
04-21-2008, 02:00 AM
Replies:
77
MQWarp/MQZone/MQGate Detector Discussion
Views:
81,399
Posted By
TheLieka
If you source in the zone_points that I included...
If you source in the zone_points that I included with the code submission (on the first page), it will fix the problem for old world zones - beyond that, we don't have a list of them yet.
Dax
Forum:
KayotRO
04-20-2008, 03:30 PM
Replies:
5
Teaser Apr 19, 2008
Views:
3,487
Posted By
TheLieka
Absolutely amazing. It's so good to see you back...
Absolutely amazing. It's so good to see you back on the saddle Kayot. I look forward to the release.
Dax
Forum:
Development::Feature Requests
04-20-2008, 03:01 PM
Replies:
7
New Command #unstuck
Views:
14,643
Posted By
TheLieka
http://www.eqemulator.net/forums/showthread.php?t=...
http://www.eqemulator.net/forums/showthread.php?t=25047
<3,
Dax
Forum:
Development::Server Code Submissions
04-20-2008, 02:54 PM
Replies:
17
/rewind
Views:
25,626
Posted By
TheLieka
/rewind
I've seen several people asking about this, so I figured I'd take a look into it.
Player Movement only stores coordinates to /rewind if they were significant, yet not a very large movement...
Forum:
Development::Development
04-20-2008, 04:01 AM
Replies:
77
MQWarp/MQZone/MQGate Detector Discussion
Views:
81,399
Posted By
TheLieka
That's essentially the aim on the latest...
That's essentially the aim on the latest submission build. By default it's disabled via the rules system, then if a ServerOp chooses to enable it, the ServerOp can choose to enable any parts of it...
Forum:
Development::Database/World Building
04-20-2008, 12:02 AM
Replies:
31
Bind zones/ no bind zones
Views:
34,214
Posted By
TheLieka
Whoa Chaos - my code spew wasn't intended to be a...
Whoa Chaos - my code spew wasn't intended to be a submission to the official eqemu source, I just read Angelox's question - so I threw our implementation up there. If I planned to actually submit...
Forum:
Development::Server Code Submissions
04-19-2008, 10:41 AM
Replies:
15
Banning IPs at the World Server (Integrated into Rules)
Views:
22,443
Posted By
TheLieka
Thanks Angelox.
Thanks Angelox.
Forum:
Development::Server Code Submissions
04-19-2008, 12:47 AM
Replies:
15
Banning IPs at the World Server (Integrated into Rules)
Views:
22,443
Posted By
TheLieka
Correction: Part of the MQWarp detector code got...
Correction: Part of the MQWarp detector code got caught in the last diff. ;) Here's the diff without that part.
diff C:/1106/zone/command.h C:/vztz/zone/command.h
231a232
> void...
Forum:
Development::Server Code Submissions
04-19-2008, 12:33 AM
Replies:
15
Banning IPs at the World Server (Integrated into Rules)
Views:
22,443
Posted By
TheLieka
Updated: Banning IPs at the World Server (Integrated into Rules)
Ok, I apologize for letting these submissions sit here unfixed for a couple of weeks, but the good news is, I've had some time this week to make some necessary adjustments.
I basically completely...
Forum:
Development::Development
04-17-2008, 11:17 AM
Replies:
77
MQWarp/MQZone/MQGate Detector Discussion
Views:
81,399
Posted By
TheLieka
Hahaha, well played.
Hahaha, well played.
Forum:
Development::Development
04-17-2008, 12:55 AM
Replies:
77
MQWarp/MQZone/MQGate Detector Discussion
Views:
81,399
Posted By
TheLieka
http://ferncanyonpress.com/tombston/images/val1.jp...
http://ferncanyonpress.com/tombston/images/val1.jpg
There. Now we can be friends again.
<3,
Dax
Forum:
General::General Discussion
04-17-2008, 12:22 AM
Replies:
75
Project: Loading Time, an endeavor to make all models global.
Views:
234,965
Posted By
TheLieka
One other question - I assume that this includes...
One other question - I assume that this includes boats. One that comes to mind is the skiff in OOT, if it's possible to change it to the race for the boat in Halas, you might be on to something!
...
Forum:
Development::Development
04-16-2008, 10:56 PM
Replies:
77
MQWarp/MQZone/MQGate Detector Discussion
Views:
81,399
Posted By
TheLieka
After your post this morning about the CoH bug, I...
After your post this morning about the CoH bug, I found it on the PEQ forums and tested it before I posted. From my tests, yes the CoH bug moves you to the safe spot after zoning, as described in...
Forum:
General::General Discussion
04-16-2008, 10:54 PM
Replies:
75
Project: Loading Time, an endeavor to make all models global.
Views:
234,965
Posted By
TheLieka
Are they animated or stiff?
Are they animated or stiff?
Forum:
General::General Discussion
04-16-2008, 04:08 PM
Replies:
75
Project: Loading Time, an endeavor to make all models global.
Views:
234,965
Posted By
TheLieka
As long as it's not over four feet tall, I'm ok...
As long as it's not over four feet tall, I'm ok with it.
;)
Dax
Forum:
General::General Discussion
04-16-2008, 03:57 PM
Replies:
75
Project: Loading Time, an endeavor to make all models global.
Views:
234,965
Posted By
TheLieka
I completely understand that - if I saw a...
I completely understand that - if I saw a grimling in gfaydark, it would make me stiff too... :D
Dax
Forum:
Development::Development
04-16-2008, 03:50 PM
Replies:
77
MQWarp/MQZone/MQGate Detector Discussion
Views:
81,399
Posted By
TheLieka
:) I'm neither pissed off. upset, nor anywhere...
:) I'm neither pissed off. upset, nor anywhere near quitting. I'm just trying to figure out if this Fault guy is actually asking questions because he's interested or trying to discredit the...
Forum:
Development::Database/World Building
04-16-2008, 10:43 AM
Replies:
31
Bind zones/ no bind zones
Views:
34,214
Posted By
TheLieka
Haha, you're welcome and I'm sorry. :) Dax
Haha, you're welcome and I'm sorry. :)
Dax
Forum:
Development::Development
04-16-2008, 10:33 AM
Replies:
77
MQWarp/MQZone/MQGate Detector Discussion
Views:
81,399
Posted By
TheLieka
My edit timer ran out - in the first example: ...
My edit timer ran out - in the first example:
should be:
There is no sqrt in that formula.
Dax
Forum:
Development::Development
04-16-2008, 10:27 AM
Replies:
77
MQWarp/MQZone/MQGate Detector Discussion
Views:
81,399
Posted By
TheLieka
I just read the Gunthak thing that I think you...
I just read the Gunthak thing that I think you were bringing back up, and I believe I misunderstood your question / statement before (or just explained it wrong due to exhaustion or stupidity).
I...
Forum:
Development::Development
04-16-2008, 09:19 AM
Replies:
77
MQWarp/MQZone/MQGate Detector Discussion
Views:
81,399
Posted By
TheLieka
No, the bug where CoH puts you at the zone's...
No, the bug where CoH puts you at the zone's safespot triggers neither the warp detector, nor the zone/gate detectors.
Dax
Forum:
Development::Database/World Building
04-16-2008, 09:06 AM
Replies:
31
Bind zones/ no bind zones
Views:
34,214
Posted By
TheLieka
I know it's not 100% perfect, but this is how we...
I know it's not 100% perfect, but this is how we did it (same type of approach that Angelox was talking about). I hardcoded a list of city zones, and if you're not a caster, you cannot bind or be...
Showing results 51 to 75 of 288
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