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Old 08-30-2008, 03:04 PM
Deimos
Hill Giant
 
Join Date: Jun 2004
Posts: 135
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When it comes to the PERL programming, I really do. When it comes to getting custom models into the game, I can do objects, but I'm unsure about characters because I haven't tried that yet. Custom textures is pretty easy.

I've programmed some of the interfaces for the server so far... I've set up a few tables that are I think 7 dimensional right now. There's no trigger for checking when a player casts a spell within range.. there's no trigger for checking when a player selects or considers an NPC. There's no function for creating objects.. These are the things I'm missing at the moment, and like I said, I have back-up designs that will work without these but I'd rather do my initial design.

Also, with my current design on the tables, you don't need if statements for things like sub EVENT_SAY. All you need is subroutine($text).

I've also successfully created persistent tables and sent them to various NPCs that had nothing to do with each other -.-. I've created a small portion of the intro zone. I've created some of the basic interface system that GMs will use to build. I've really done quite a bit.. I haven't done thought mapping yet, but I know how I'm going to do it... and like I said, it's long, hard, and I get a headache whenever I think about it.

I really do know what I'm talking about... *sighs*. I put this up here for thoughts on the ideas, maybe for feedback. I really dislike having to argue as to whether or not this is possible. I wouldn't have posted this if it wasn't possible... 4 years ago when I posted that first server idea, I would have come to learn that adding new zones to EverQuest was impossible without hacking the client. I did figure out a way to do cinematics in EverQuest. Now, the only thing I'm not sure I can do right now is add new character models to EverQuest because I'm not sure if it's hard coded into the client or not. Right now it looks like it is because it doesn't appear to be in the database. But.. I know I can add object models to EverQuest, just not character models, and if you look above, I did not mention adding character models to EverQuest. I said *object* models. Now, as to spawning these models in-game, I'd imagine you'd have to access the physical file because these aren't referred to with IDs like character models are. So it is possible to spawn it in-game, but it'd be easier to add it in through other methods.

How do I know it's possible? Because a few years back we added in new objects to the crushbone zone, well, my old team way back then. I didn't do it, the guy in charge of the database did it : ). I know how to though -.-.

So please don't tell me what is and isn't possible. One of the main things I do is come up with ingenious ideas and designs to do things that through normal methods couldn't be done. Now, right now I don't know C++, but I learned most of PERL in about an hour and I've looked over C++ and it doesn't seem that hard. I'm sure I can learn all of the structures within an hour.. as for function calls, that's a dif story ><. So if I have to create the new trigger events for the PERL script, I can. I'm sure it's possible because there are already triggers in place for when you click something, right click something, and cast a spell. I'm not sure about checking spells within range though, but... it doesn't have to be within a range, I can just as easily collect the coords of the player, collect the points around the player, and so on. = ). I can also easily collect the heading of the player, collect custom data from the player's table concerning their custom weapon range (sword length, range of an arrow and so on) this way I can send damage to certain points. If a monster is along all of those points, they'll receive maximum damage (a very direct hit) if it's something like a melee weapon. I can also just as easily create a dummy unit with an arrow model (well, not sure because this would require either a character model or an object model) and send it along a set of points and destroy it when it impacts another unit (using within range). As long as units have the same name, they will automatically load up the PERL files when they are spawned. You don't have to reload quests when the quests are already loaded for a specific name.

So please stop telling me I can't do it because I seriously can -.-. It's like people in another community who told me that it was impossible to encrypt data beyond the compression rate that the base allows. Mathematically, it is impossible, but when you combine this with statistics, then you'll have certain instances than compress further than normal and certain instances that don't. From here, you rearrange your data so that more often than not, you have the instances that compress further than normal, this way only in very rare cases will you compress less than the base allows. Not sure if you caught me there : P, but eh. My whole thing is coming up with ideas and coming up with ways to make these ideas actual possibilities. I actually know how to make AI, but like I keep saying, it'd be insane with the programming languages we have today, and that's why people are developing the new quantum computers that work off of 0s, 1s, and 2s. If you don't even know about this, don't rag on and say I don't know what I'm talking about. The current binary language is pretty outdated -.-, and frankly I can't wait for these new computers to be finished.

Ok, I'm done... and hopefully I won't hear anyone ragging on about stuff I'm proposing being impossible. Even adding new zones isn't impossible, that's just illegal : P because the zone tables are hard coded into the client ^_-. Scorpius2k let me know that and I tested it out ; D.
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