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Search: Posts Made By: Malevolent
Forum: Archive::Development 04-15-2002, 02:19 AM
Replies: 2
Views: 5,789
Posted By Malevolent
I haven't really seen /much/ of a problem with...

I haven't really seen /much/ of a problem with mob clumping, it really depends on the rules that you use to verify who is considered a friend. 'course, I have code in there that has a continual...
Forum: Archive::Development 04-15-2002, 01:42 AM
Replies: 2
Views: 5,789
Posted By Malevolent
One way of getting waypoints with minimal fuss

in glorious pseudo code for NPC::Process()

Setup a timer called something along the lines of "MoveMe".

if MoveMe->Check() then

1. find a mob that I would consider "friendly"
2. swap my...
Forum: Archive::Development 04-13-2002, 11:32 AM
Replies: 15
Views: 13,343
Posted By Malevolent
My Theory seems to work...

My Theory seems to work (http://eqemu.net/forums/showthread.php?s=&postid=6714#post6714)

=)
Forum: Archive::Screenshots 04-13-2002, 11:30 AM
Replies: 4
Views: 9,948
Posted By Malevolent
A goblin pack

A goblin pack
Forum: Archive::Screenshots 04-13-2002, 11:29 AM
Replies: 4
Views: 9,948
Posted By Malevolent
Herd of Mammoth

A herd of mammoths I found in everfrost after allowing some of the instinct code to go for a while. The hills are literally littered with flocks of these things in their migratory patterns.

--MV
Forum: Archive::Development 04-13-2002, 04:55 AM
Replies: 9
Views: 6,849
Posted By Malevolent
On the other hand, it could have been LISP. ...

On the other hand, it could have been LISP.

You have an extra ( in there.


=P
Forum: Archive::Development 04-12-2002, 12:32 PM
Replies: 15
Views: 13,343
Posted By Malevolent
I'm trying mixing conway's game of life with the...

I'm trying mixing conway's game of life with the other stuff I've added (servants and masters, half-pet army, spawn origin replacement, hunger code, and now procreation). I think this will create an...
Forum: Archive::Development 04-12-2002, 01:30 AM
Replies: 6
Views: 6,560
Posted By Malevolent
Of course, even if it does check, you could...

Of course, even if it does check, you could always override this by simply spawning an item on the player's cursor (or on the ground).

I just did a couple global searches in 3.0. Is the core...
Forum: Archive::Development 04-11-2002, 03:17 PM
Replies: 15
Views: 13,343
Posted By Malevolent
Actually, that gives me an idea. Up to now I've...

Actually, that gives me an idea. Up to now I've been filtering the entity list for certain qualities. I haven't, however, tried making a new entity list altogether that has references to the mobs I...
Forum: Archive::Development 04-11-2002, 11:47 AM
Replies: 6
Views: 6,560
Posted By Malevolent
There really isn't anything to stop this, so far...

There really isn't anything to stop this, so far as I know, the client does not check to see if a pickpocket resulted in an item.
Forum: Archive::Development 04-11-2002, 11:12 AM
Replies: 15
Views: 13,343
Posted By Malevolent
I implemented Reynold's Boid Algorithm. The...

I implemented Reynold's Boid Algorithm. The problem is one of speed. I put the flocking code in a flock timer set to 1500. So it doesn't even occur that often, and when it does, it brings my 1.2ghz...
Forum: Archive::Development 04-09-2002, 10:15 AM
Replies: 10
Views: 7,635
Posted By Malevolent
I'm thinking that once the bazaar interface is...

I'm thinking that once the bazaar interface is done, people could turn their homes into merchant shops.

Actually, this could be done now with even a web interface to the data. Do it in game via a...
Forum: Archive::Development 04-09-2002, 06:08 AM
Replies: 10
Views: 7,635
Posted By Malevolent
Could someone list some common housing...

Could someone list some common housing functionality from the other games? After I finish porting some code over I think I'm going to mess with it some more -- and if not I, at least it'd give some...
Forum: Archive::Development 04-08-2002, 11:21 AM
Replies: 15
Views: 13,343
Posted By Malevolent
Random goal determination within a zone, but set...

Random goal determination within a zone, but set within allowable bounds. Damn, I have to give it to you, that seems like a kickass idea.

When a new goal is selected, it would need to be...
Forum: Archive::Development 04-08-2002, 02:32 AM
Replies: 10
Views: 7,635
Posted By Malevolent
I'm thinking it wouldn't be that difficult to...

I'm thinking it wouldn't be that difficult to flag an object as a banker. Just a matter of figuring out what to stick in there -- are there some global objects that can be put in all houses? E.g., a...
Forum: Archive::Development 04-08-2002, 02:06 AM
Replies: 10
Views: 7,635
Posted By Malevolent
Game Design Thoughts I'm thinking of setting...

Game Design Thoughts

I'm thinking of setting up merchants in each zone that sell keys to the various unused houses in the zone. The only particular problem I see is what to put inside the house...
Forum: Archive::Development 04-08-2002, 01:52 AM
Replies: 15
Views: 13,343
Posted By Malevolent
Roamers, Roaming, and the like

I believe I've a simple way to achieve the roaming effect in a zone. I haven't sat down to actually hack this in, so I'm not sure what the produced behavior will look like, but the theory I have in...
Forum: Archive::Development 04-08-2002, 01:30 AM
Replies: 1
Views: 5,074
Posted By Malevolent
Try bumping this question to the support thread.

Try bumping this question to the support thread.
Forum: Archive::Development 04-07-2002, 05:49 AM
Replies: 10
Views: 7,635
Posted By Malevolent
Scripting Doors with Locks for specific keys

rivervale.qst

20001 is a house key :)

DOOR_SCRIPT 1 {
DOOR_LOCKED: 20001
NAME: An old and very magical hobbit door
SAY: Hello good friend!
CAST_SPELL: 7
EMOTE:slowly grinds open.
Forum: Archive::Development 04-06-2002, 01:51 PM
Replies: 3
Views: 5,769
Posted By Malevolent
Scripted Doors - they're magic 'n stuff

It's quickhack of the hour with your host: Malevolent!

I thought I'd toss in the ability to script doors. So when you script a door, it fires off the script engine. Further, you can use a new tag...
Forum: Archive::Bugs 04-05-2002, 12:12 PM
Replies: 9
Views: 6,430
Posted By Malevolent
Another request: Could you also mark with a * or...

Another request: Could you also mark with a * or other token what base types are in the global char file? THere's a list, but it'd be helpful to know *which*

Thanks

--MV
Forum: Archive::Bugs 04-05-2002, 02:55 AM
Replies: 9
Views: 6,430
Posted By Malevolent
On that note, I don't know how many times I've...

On that note, I don't know how many times I've had to lookup either that, a skill #, or something else. If they each had their own link off the main site, it'd help out quite abit. Is it really that...
Forum: Archive::Bugs 04-05-2002, 02:34 AM
Replies: 9
Views: 6,430
Posted By Malevolent
Some ideas for the site itself

Break apart the readme into intelligible chunks on the main page. Such that you have an online install guide.

Bold font the questions and put the list atop. That way people can scan quicker to...
Forum: Archive::Development 04-05-2002, 12:33 AM
Replies: 1
Views: 5,196
Posted By Malevolent
Attached is a logfile for anyone wanting more...

Attached is a logfile for anyone wanting more examples or to see the amount of horrid scroll I have going across.

Food and money donation does work, money goes to your bank account (see my other...
Forum: Archive::Development 04-05-2002, 12:31 AM
Replies: 1
Views: 5,196
Posted By Malevolent
Source && Binary to ZoM

Bugs, crashes, dumps and all things of that nature are to be expected. It, however, does work for me.

Zone Source (http://www.enkanica.com/data/files/zone-4.5.2002-0.0.2-SRC.zip)

Compiled...
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