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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |
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08-30-2010, 02:23 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Kayen
Bump.
Wondering if their has been any progressed made toward this function?
Would be quite significant to get it working.
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I haven't worked on it since back in March.
I don't remember exactly how much there was left to do, but I would guess a couple of weeks work, full time. Plus I remember I wasn't particularly happy with how I had coded it,
both in how I had retrofitted it into the existing task system, which wasn't designed with shared tasks in mind, and also with having to worry about members of the tasks being in
different zones and keeping their task state all synced up across zones.
Add in extra time to re-architect what I have already written (which I just checked is a 6533 line diff against the latest source) and it would take even longer to complete.
To be honest, right now, I don't have any desire to put in the time and effort required to get back up-to-speed with it and finish it off.
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08-30-2010, 02:54 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by Derision
I haven't worked on it since back in March.
I don't remember exactly how much there was left to do, but I would guess a couple of weeks work, full time. Plus I remember I wasn't particularly happy with how I had coded it,
both in how I had retrofitted it into the existing task system, which wasn't designed with shared tasks in mind, and also with having to worry about members of the tasks being in
different zones and keeping their task state all synced up across zones.
Add in extra time to re-architect what I have already written (which I just checked is a 6533 line diff against the latest source) and it would take even longer to complete.
To be honest, right now, I don't have any desire to put in the time and effort required to get back up-to-speed with it and finish it off.
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11-22-2010, 04:03 PM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 539
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I bugged derision for his diff on this, so hopefully will be able to get this functional sometime before the new year(he wasn't joking about the size the diff lol). I'm going to try to get expeditions working first as it seems less complicated and good practice for this however we are missing the SoD opcodes for shared tasks so if somebody who can get those is bored over the next while, it would help out to get those nailed down.
With the changes Ive made to the AA system, we should be able to implement monster missions once this gets working(will be able to hide the clients normal AAs and send a new table with the monster AAs, although will prob require a change to the way AAs are calculated, as presently even hidden AAs gets tallied up).
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11-22-2010, 04:22 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Caryatis
With the changes Ive made to the AA system, we should be able to implement monster missions once this gets working(will be able to hide the clients normal AAs
and send a new table with the monster AAs, although will prob require a change to the way AAs are calculated, as presently even hidden AAs gets tallied up).
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I'll have to send you a diff of my Shroud/Monster mission code as well
I had it to the point where you could select a monster template from the Shroud Keeper and it would convert you into a monster and send an updated
PlayerProfile (and if IIRC, the updated AA table).
I set up my own local SVN when I was working on shrouds, so I could try things and revert easily if needed, so it will be slightly harder to produce a diff
as I will need to find out which base EQEmu revision it was forked from.
Unlike the Shared Task code, the shroud stuff is based on the SoD OPCodes.
The reason I lost interest in Monster Missions/Shrouds is because you basically need to maintain two sets of all player stats (AC, STR, HP, Mana, AAs,
Inventory, etc, etc) for their normal and shrouded forms and use the correct one based on whether they are shrouded or not ... too much re-coding for my liking 
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11-22-2010, 04:35 PM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 539
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Awesome, yea if you have some stuff already done, it would definitely help me out as this is all pretty new to me still 
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11-22-2010, 04:42 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by Caryatis
Awesome, yea if you have some stuff already done, it would definitely help me out as this is all pretty new to me still 
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I can definitely get packet collects taken care of as far as Monster Mission in EQ as it stands. Once this gets further in progression I can take care of it.
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11-22-2010, 11:01 PM
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Sarnak
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Join Date: May 2010
Posts: 39
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Quote:
Originally Posted by Caryatis
I bugged derision for his diff on this, so hopefully will be able to get this functional sometime before the new year(he wasn't joking about the size the diff lol). I'm going to try to get expeditions working first as it seems less complicated and good practice for this however we are missing the SoD opcodes for shared tasks so if somebody who can get those is bored over the next while, it would help out to get those nailed down.
With the changes Ive made to the AA system, we should be able to implement monster missions once this gets working(will be able to hide the clients normal AAs and send a new table with the monster AAs, although will prob require a change to the way AAs are calculated, as presently even hidden AAs gets tallied up).
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If you need a collect for expeditions talk to KLS. Robregen collected those some time back and passed them along to her. Getting expeditions functional would be very nice.
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11-22-2010, 11:39 PM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 539
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Didn't have much time to work on this today but seems like it should be pretty straightforward, got most of the fields populated(members/status not quite right yet)...
However we seem to be missing the opcode for the lockout window, we have the structs and 1 unknown opcode which Im going to assume is for the lockout portion(underlined):
Code:
# Expedition
OP_DzQuit=0x054e
OP_DzListTimers=0x3200
OP_DzAddPlayer=0x3ba3
OP_DzRemovePlayer=0xa682
OP_DzSwapPlayer=0x0d8d
OP_DzMakeLeader=0x1caa
OP_DzPlayerList=0x74ca
OP_DzJoinExpeditionConfirm=0x1772
OP_DzJoinExpeditionReply=0x3c13
OP_DzExpeditionInfo=0x128e
OP_DzMemberStatus=0x4661
OP_DzLeaderStatus=0x226f
OP_DzExpeditionEndsWarning=0x1879
OP_DzExpeditionList=0x3657
OP_DzMemberList=0x74e4
OP_DzCompass=0x35d3
OP_DzChooseZone=0xd8a
#0x1d99 was grouped with these too but I don't really know it's purpose.
Not too vital as we can still show the lockout timers with the /dzListTimers command but for aesthetics might be nice to have them in the window.
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11-22-2010, 11:56 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by Jaekob
If you need a collect for expeditions talk to KLS. Robregen collected those some time back and passed them along to her. Getting expeditions functional would be very nice.
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Well that or what I was getting to is getting specific monster missions collected so we can extract them into database form once we get a schema and source established. Because this is going to require collects of tons of different monster profiles via AA, items etc. etc. I'm sure it's going to be quite the project.
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04-21-2012, 05:34 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Does anyone still have a diff as to where they got with this as well as identified opcodes and structs?
Derision, Caryatis?
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04-21-2012, 05:42 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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For shared tasks ? The last few posts in this thread seem to be about Shrouds and Expeditions.
This is the diff I sent Caryatis for the work I had done on Shared Tasks a couple of years ago.
http://www.rama.demon.co.uk/sharedtasks.diff
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