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Showing results 151 to 171 of 171
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Posts Made By:
Malevolent
Forum:
Archive::Development
03-28-2002, 08:15 AM
Replies:
1
ASP Question
Views:
4,815
Posted By
Malevolent
Blobs are binary large datasets in mysql, right?...
Blobs are binary large datasets in mysql, right? I think they are, You can use Response.BinaryWrite with the normal ado recordset patterns.
So far as manipulating the blob, you'd be better off...
Forum:
Archive::Development
03-28-2002, 06:59 AM
Replies:
1
Hate decay Timer: How long do you stay irked?
Views:
6,005
Posted By
Malevolent
I should note that you'll need to put in code to...
I should note that you'll need to put in code to move the NPC back to their home (in NPC::Process()) unless you don't mind having them stand and/or remain in their last known position.
Forum:
Archive::Development
03-27-2002, 01:25 PM
Replies:
36
Working towards Animal Instincts in NPCs
Views:
29,393
Posted By
Malevolent
Quite correct. As a matter of fact, the...
Quite correct. As a matter of fact, the principles I'm using to build this take into account the spirited aspect of life too -- the same power that influences hunger, also influences greed. I have in...
Forum:
Archive::Development
03-27-2002, 12:08 PM
Replies:
1
Hate decay Timer: How long do you stay irked?
Views:
6,005
Posted By
Malevolent
Hate decay Timer: How long do you stay irked?
Because it might be handy to be able to set thresholds for how long an individual NPC stays irked at you. Something I always disliked about eq was that some animals should just give up sooner than...
Forum:
Archive::Development
03-27-2002, 10:37 AM
Replies:
36
Working towards Animal Instincts in NPCs
Views:
29,393
Posted By
Malevolent
- Freeport Scout Phase Three Add...
- Freeport Scout
Phase Three
Add something to do decay on the hate list (e.g, a decay timer). Right now, from what I've seen of the code, there isn't really a decay timer until something...
Forum:
Archive::Development
03-27-2002, 01:58 AM
Replies:
36
Working towards Animal Instincts in NPCs
Views:
29,393
Posted By
Malevolent
Added these commands: #Hungry #ForceFeed ...
Added these commands:
#Hungry
#ForceFeed
#HungerThreshold
#CanYouEatMe
#voretype
#EatMe
#sicifhungry
Forum:
Archive::News
03-27-2002, 01:32 AM
Replies:
22
New Release! 0.2.6 - Mickey Mouse
Views:
9,339
Posted By
Malevolent
I agree, excellent work there. Quite an...
I agree, excellent work there. Quite an improvement over 0.2.5
Forum:
Archive::Windows Servers
03-27-2002, 01:31 AM
Replies:
3
A Message From Vi To Tech Support
Views:
5,358
Posted By
Malevolent
Er. Right, then. Long boot time: don't have...
Er. Right, then.
Long boot time: don't have this problem myself
Manual kill of zone servers: don't have this problem either
I'd suggest cranking out taskmanager/performance mgr and watching...
Forum:
Archive::General Discussion
03-27-2002, 01:26 AM
Replies:
42
Poll:
What type of computer do you have?
Views:
19,655
Posted By
Malevolent
1.2 GHZ AMD 512 2400 DDR 4 Gig 5400rpm...
1.2 GHZ AMD
512 2400 DDR
4 Gig 5400rpm hd (about 200 meg free)
Win2k Advanced Server
.NET Framework RTM preSP1
0.2.5 && 0.2.6+
Results:
Forum:
Archive::Development
03-26-2002, 04:45 PM
Replies:
36
Working towards Animal Instincts in NPCs
Views:
29,393
Posted By
Malevolent
I'm assuming that the attack code (which is my...
I'm assuming that the attack code (which is my effective means of eating something) has a combat timer. I remember seeing a timer or two in there. If I'm wrong, then it'd just be a matter of taking...
Forum:
Archive::Development
03-26-2002, 04:38 PM
Replies:
36
Working towards Animal Instincts in NPCs
Views:
29,393
Posted By
Malevolent
I decided against using an integer to represent...
I decided against using an integer to represent what kind of thing a mob is (meat/vegie, etc.) and so settled on using boolean on whether
1. do you eat meat T/F
2. do you eat vegies T/F
Which...
Forum:
Archive::Development
03-26-2002, 06:56 AM
Replies:
36
Working towards Animal Instincts in NPCs
Views:
29,393
Posted By
Malevolent
Excellent point. Then maybe later rock golems may...
Excellent point. Then maybe later rock golems may eat ..erm.. rocks? :-)
4 - rocks
Forum:
Archive::Development
03-26-2002, 02:49 AM
Replies:
36
Working towards Animal Instincts in NPCs
Views:
29,393
Posted By
Malevolent
Woot. 2.6 was released today! :-) Aside from...
Woot. 2.6 was released today! :-)
Aside from accepting gifts from players, the above was trivial to implement. So now comes necessarily phase 1+, then 2.
In phase 1+ I need to:
1. Move the...
Forum:
Archive::Development
03-25-2002, 10:38 AM
Replies:
36
Working towards Animal Instincts in NPCs
Views:
29,393
Posted By
Malevolent
Odd. Must have caught a cookie in my login there....
Odd. Must have caught a cookie in my login there. Ooopsie.
I don't suppose someone could clear my ScotchTape account, could they?
--MV
Forum:
Archive::Development
03-25-2002, 01:54 AM
Replies:
12
Login Server source
Views:
10,201
Posted By
Malevolent
It would be better to hand off accounting to...
It would be better to hand off accounting to something, say the world server, and keep the minilogin locked up, just bounce the person over to the worldserver for accounting (which, if I remember...
Forum:
Archive::Development
03-25-2002, 01:39 AM
Replies:
9
Some thoughts on setting up zone movement points
Views:
12,866
Posted By
Malevolent
Ah well, so long as the npcs move now. Its all...
Ah well, so long as the npcs move now. Its all good, it gave me a chance to figure out the design of the emu codebase the good way (which happens to be the hard way:).
I think I best join that...
Forum:
Archive::Development
03-24-2002, 02:29 PM
Replies:
3
Q: Items: How are you flagging them as food?
Views:
5,008
Posted By
Malevolent
Ah, I see it now. It's buried in...
Ah, I see it now. It's buried in eq_packet_structs.h as Consume_Struct. Interesting that vc++ didn't look check the //'s for the keyword 'food', as it is quite there. At least I have it now, assuming...
Forum:
Archive::Development
03-24-2002, 02:21 PM
Replies:
9
Some thoughts on setting up zone movement points
Views:
12,866
Posted By
Malevolent
I'm not that kind of programmer, honest! <g>...
I'm not that kind of programmer, honest! <g> ;)
I'll likely be popping in there sometime this week. I don't want to be reinventing the wheel with what ever is going to be included in 2.6/7.
...
Forum:
Archive::Development
03-24-2002, 02:17 PM
Replies:
3
Q: Items: How are you flagging them as food?
Views:
5,008
Posted By
Malevolent
Q: Items: How are you flagging them as food?
Could someone point me to how an item is being flagged as food?
From what I've seen in the table structure (Anyone have an erd of the db around?) there isn't any flag to tell whether an item can...
Forum:
Archive::Development
03-24-2002, 01:16 PM
Replies:
9
Some thoughts on setting up zone movement points
Views:
12,866
Posted By
Malevolent
Malevolent Experience: PathPoints User Lookup
I was curious where the npc was heading off to, so I built into client.cpp a small filter that gives you an update as to what the npc is up to. In the future, maybe one could lookup a particular step...
Forum:
Archive::Development
03-23-2002, 02:58 PM
Replies:
9
Some thoughts on setting up zone movement points
Views:
12,866
Posted By
Malevolent
Code Snippets
According to my tests, stuff moves across the screen. While a bit rough, it gets the job done (for now). This will put together a data structure that allows one to setup a way to move npc types...
Showing results 151 to 171 of 171
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