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  #16  
Old 09-07-2015, 04:00 PM
demonstar55
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Quote:
Originally Posted by provocating View Post
I also seem to remember something about tradeskill containers floating in the air?
That's bad DB entries, other client fix that for us.
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  #17  
Old 09-07-2015, 04:04 PM
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provocating
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Quote:
Originally Posted by demonstar55 View Post
That's bad DB entries, other client fix that for us.
Good deal.
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  #18  
Old 09-07-2015, 06:16 PM
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Uleat
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There are a lot of features in RoF/RoF2 that either are not implemented or have been hack-plemented.

That's not to say that the implementations are unusable or highly unstable.


RoF (HoT, actually) started down a road that made the emu's inventory incompatible with the client behavior.

Translators were used..but, you can always take away from more (information) where you can't add from (missing) less.

And, of course, this affects other systems - such as buying/selling/trading, clickable item casting, maximum bag slot capacity, etc...

TDS is worse than RoF (imo) for change points. Huge chunks of ability code were removed and those abilities placed into the AA system.


I think part of the problem with RoF/RoF2 may lie in the disparity between highly customized server code and the latest public repo HEAD (- not picking on anyone!)

That aside, I think even that the RoF clients are more compatible now than the older clients were just a few years ago.


EDIT: Didn't gravity play a part in 'floating' objects for RoF+ clients?
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  #19  
Old 09-07-2015, 07:51 PM
demonstar55
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Floating objects is because trhey re!pved the BestZ for that packet for player housing. (Where floating could be what they want)
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