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  #1  
Old 10-24-2010, 08:00 PM
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ChaosSlayerZ
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yeah that the problem - doing your own source changes puts a tremendous overhead on server maintenance.
and every time you want to stay up to date with Emu source improvements, you have redo all these changes manually and hope you don't break something.

Not to mention my one extra table, allows fine tuning of XP curve on the fly, without the need to ever touch the source and screw something up, given our primary devs would be willing to implement this feature

My C coding skills are not at the level where I would feel comfortable, of running my own source, hence I am totally dependent on official Emu devs
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  #2  
Old 10-26-2010, 04:59 PM
Caryatis
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Nobody is going to add that table to the official source though as nobody would want to adjust exp levels on the fly as you suggest. Why? because screwing with the exp curve means all existing chars get messed up, either losing levels on death or losing levels when you ding, etc. Many things get messed up for existing chars when you change the exp curve.

Blackdragon posted a workaround for what you need and if you want you can adjust those levels as you see fit. Secrets has also posted his source on how he got to level 65k.

You can see people who wanted this change bad enough to learn the very basics of coding(look at what blackdragon posted, its not advanced enterprise level C++ coding, its basic 'if-then' statements, anybody can understand that), if you wanted this change on your server then it wouldn't be an issue for you to spend a few hours of your time to learn how to do it. Which is alot more effective than putting in your sig to get somebody else to do all the work for you and posting for over a year hoping somebody notices.

Quote:
doing your own source changes puts a tremendous overhead on server maintenance.
As somebody who freely admits to not being knowledgeable enough to change his source code, Im curious how you can be knowledgeable enough to know how much effort is involved in keeping custom source updated(its not hard at all).
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  #3  
Old 10-26-2010, 05:26 PM
blackdragonsdg
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Quote:
Originally Posted by Caryatis View Post
Secrets has also posted his source on how he got to level 65k.
Where was that posted at? That could give me an answer to one of the problems I encountered changing the source to go to level 254.
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  #4  
Old 10-26-2010, 05:30 PM
Caryatis
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https://code.google.com/p/mythic-edg...ce/detail?r=48
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  #5  
Old 10-26-2010, 05:40 PM
blackdragonsdg
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Thanks Caryatis.

That confirmed what I already thought was occuring with maxlevel, check_level and there variable types. Now to scour over the rest to find that dern update that was causing the other problem.
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  #6  
Old 10-27-2010, 01:00 AM
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Quote:
Originally Posted by Caryatis View Post
Nobody is going to add that table to the official source though as nobody would want to adjust exp levels on the fly as you suggest. Why? because screwing with the exp curve means all existing chars get messed up, either losing levels on death or losing levels when you ding, etc. Many things get messed up for existing chars when you change the exp curve.
not unless you starting off a fresh a server with no chars

Quote:
You can see people who wanted this change bad enough to learn the very basics of coding(look at what blackdragon posted, its not advanced enterprise level C++ coding, its basic 'if-then' statements, anybody can understand that), if you wanted this change on your server then it wouldn't be an issue for you to spend a few hours of your time to learn how to do it. Which is alot more effective than putting in your sig to get somebody else to do all the work for you and posting for over a year hoping somebody notices.
This is a problem in Emu coding which wasn't addressed back in day cause no one cared for going over lev 70 at the time. Now, with all the catching up with SoF and SoD, the live cap has hit level 90, and you WILL have to change the code in order to catch up.
But if devs would have thought about planning one little variable like 5 years ago - we would not have this problem today.
So yeah, I do hope SOMEONE, from official devs, will finally notice this.


Quote:
As somebody who freely admits to not being knowledgeable enough to change his source code, Im curious how you can be knowledgeable enough to know how much effort is involved in keeping custom source updated(its not hard at all).
while i do not work C code myself (oh I know C, I just choose never to mess with custom changes outside of official code), at THF we have lots of custom coding which makes its hard to keep up to date with official updates, and Lilu, our boss, as already pulling his hair out over this. So, trust me, I know what I talking about =P
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  #7  
Old 10-27-2010, 06:54 AM
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If I was a custom server starting fresh with the knowledge I know today, I would completely change the exp code. Why?

1) The exp code only gives support up to level 90 without rollover past deaths.
2) The exp code factors in NPC con too much.
3) It's based on exp count, not number of kills.
4) 2 and 3.

Why number of kills? It's pretty simple:

1) smaller numbers
2) less exponential growth to leave room for valid integers
3) it's not a float
4) easily tracked

You can do this one of two ways:
1) Extended profile
2) Gut the exp code and use perl

This leaves us with these results:
1) Level support up to 65535 (minus spells being scribeable below 250, but that can be fixed on the server)
2) Completely custom exp formula


I suggest 1. Good luck.
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  #8  
Old 10-27-2010, 03:14 PM
Caryatis
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Quote:
Not to mention my one extra table, allows fine tuning of XP curve on the fly
!=

Quote:
not unless you starting off a fresh a server with no chars
If you are setting up a fresh server, then just edit the source. Considering that HoT client isn't supported at all, its not like a rush to make it so that level 90 is supported(and if/when the HoT client push comes, that will be one of the things that gets changed, although since we are only 1 level short of 90, would be easy to just alter the mod for level 90 so that it stays within the limits, as opposed to doing anything else).
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  #9  
Old 10-27-2010, 07:13 PM
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Quote:
Originally Posted by Caryatis View Post
If you are setting up a fresh server, then just edit the source. Considering that HoT client isn't supported at all, its not like a rush to make it so that level 90 is supported(and if/when the HoT client push comes, that will be one of the things that gets changed, although since we are only 1 level short of 90, would be easy to just alter the mod for level 90 so that it stays within the limits, as opposed to doing anything else).
Even if you are working on an existing server...

changing it so when you log in, checking the level, setting the exp to getexpforlevel(level) then storing a boolean so that you know you logged in since you updated the server (in the extended player profile (m_epp)) *then* calculating experience afterwards would be the ideal goal. It would reset some progress into the level that they had, though, but you could tweak the entire exp formula this way.
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  #10  
Old 10-27-2010, 07:28 PM
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To further back my idea,

Code:
Index: common/extprofile.h
===================================================================
--- common/extprofile.h	(revision 1709)
+++ common/extprofile.h	(working copy)
@@ -46,6 +46,7 @@
 	
 	uint32				aa_effects;
 	uint32				perAA;		//% of exp going to AAs
+	bool				expchange;
 };
 
 #pragma pack()
Index: zone/client_packet.cpp
===================================================================
--- zone/client_packet.cpp	(revision 1709)
+++ zone/client_packet.cpp	(working copy)
@@ -8586,6 +8586,13 @@
 	}
 
 
+	if(!m_epp.expchange)
+	{
+	SetEXP(GetEXPForLevel(GetLevel()), GetAAXP(), false);
+	m_epp.expchange = true;
+	}
+
+
 	////////////////////////////////////////////////////////////
 	// Task Packets
 	LoadClientTaskState();
Change EXP Formula, Add in code, ????, profit!
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