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Archive::Bugs Archive area for Bugs's posts that were moved here after an inactivity period of 90 days. |

08-24-2002, 04:38 PM
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Hill Giant
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Join Date: Feb 2002
Location: the little voice in the back of your head
Posts: 239
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I would really love to see things like server side effects for AA abilities which would bring the emu another step closer to live, also getting horses working would be great too, always wanted one =)
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08-24-2002, 05:04 PM
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Hill Giant
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Join Date: Feb 2002
Posts: 206
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what id like to see if you have the time
Some Archery Code
and Um... Wandering NPC - this is prolly a pain in the ass
other then that you guys doing great job keep it up 
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 mByte
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08-24-2002, 09:22 PM
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Fire Beetle
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Join Date: Sep 2002
Posts: 0
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Yes.. serverside pathing would be good.
Personally.. I think zoning fix should be first.
Then NPCs should be worked on. (AI,etc)
Then spells/effects. (Horses/AA Points/etc.)
(Fixing errors inbetween from patches).
Big things that I see need to be fixed.
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08-24-2002, 09:25 PM
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Demi-God
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Join Date: Jan 2002
Posts: 2,073
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Quote:
Originally Posted by image
Shawn: only because your attempting to use #zone which hes fixing :P
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I was using /zone AND #zone on Forever-Hacking (which was running latest code).. and i couldnt zone hehe.
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Shawn319
Semi-Retired EQ Addict
(Retired)EQEmu Lead Tester
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(Retired)Host/ServerOP - [LIVE] Official EQEmu Test Server
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08-24-2002, 11:10 PM
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Sarnak
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Join Date: Jan 2002
Location: France
Posts: 58
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First of all, I would like to have a zone fix :/
Second thing, a better netcode, I'm in france on a dsl 512k connect and its very laggy :(
Third, npc ai - pathing, guildmasters etc...
fourth, spell fix
and fifth, remove cmds like #zone, #summonitems #level etc, so we can play like on eq live...
Goodluck :P
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08-24-2002, 11:51 PM
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Dragon
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Join Date: Feb 2002
Posts: 583
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Minuss, removing those commands for your own server is very easy, just takes a little coding.
And a couple more feature requests:
Guildmasters, Archery.
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08-24-2002, 11:57 PM
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Demi-God
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Join Date: Jan 2002
Posts: 2,073
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Quote:
Originally Posted by Wiz
Minuss, removing those commands for your own server is very easy, just takes a little coding.
And a couple more feature requests:
Guildmasters, Archery.
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not even coding.. just a small tweak in addon.ini
I wish all the devs would work on a zoning/disconnect fix FIRST, then move onto other things (doing them one by one). After all, absolutely nothing matters if you cant log in, zone whereever you want and actually be able to walk around.
the "ohh this is too hard or i cant do it so i'll fix something else" approach isint gonna get the emu very far. We need teamwork =P
(MHO)
__________________
Shawn319
Semi-Retired EQ Addict
(Retired)EQEmu Lead Tester
(Retired)EQEmu Tech Support
(Retired)Host/ServerOP - [LIVE] Official EQEmu Test Server
(Retired)Host/ServerOP - Shawn319's All-GM Dev Test Server
(Retired)ServerOP - EQEmu Beta Server
(Retired)ServerOP - GuildWars Server
(Retired)ServerOP - Raid Addicts
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08-25-2002, 12:05 AM
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Sarnak
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Join Date: Aug 2002
Posts: 88
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OZZY>
Rejoice! PublicLogin works FINE under WINE. 
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08-25-2002, 12:09 AM
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Fire Beetle
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Join Date: Feb 2002
Posts: 2
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I think the way the progress should go is like this....
Zones to be completely working
Spells to be working from pets to AA
Spawns to have better AI, wandering, aggro based of faction
Spawn zone to zone wandering, (Like Nerissa Clothspinner)
Spawn activated by point in quest
If you believe it should happen in a different order or something should be added, by all means correct me.
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08-25-2002, 12:22 AM
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Dragon
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Join Date: Feb 2002
Posts: 583
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Quote:
Originally Posted by Shawn319
not even coding.. just a small tweak in addon.ini
I wish all the devs would work on a zoning/disconnect fix FIRST, then move onto other things (doing them one by one). After all, absolutely nothing matters if you cant log in, zone whereever you want and actually be able to walk around.
the "ohh this is too hard or i cant do it so i'll fix something else" approach isint gonna get the emu very far. We need teamwork =P
(MHO)
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It's in the ini? Oh well, I haven't had those features for normal players since... 0.2.4 or so.
I agree. Zoning/disconnection problems should be priority #1, I wish I had more C++ knowledge than I did... heh. I can code any normal in-game feature fine, but network packets? LOS? Durrr.
How many devs are there nowadays anyways?
And final request:
Money trading and money banking.
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08-25-2002, 02:59 AM
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Fire Beetle
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Join Date: Aug 2002
Posts: 3
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I agree, get all the zones working correctly first. I still can't spawn as a new char for certain races (but overall great work so far!) Also maybe some vendor functionality, just some random common items they sell (maybe someone with an active EQ account can gather some vendor info on items.)
*Also, can the randomly pathed npcs be done by having them randomly select which direction for x seconds while moving forward until they hit y distance then turn and slowly head to where they spawn (so you don't get orcs walking into Felwithe at random)?
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08-25-2002, 04:36 AM
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Sarnak
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Join Date: Jan 2002
Location: France
Posts: 58
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if one day we could have a working emu, I don't see any interest to play and summon all items I want :/
so I think that when the emu 'll be "ready" devs should remove these cmds...
a very important thing is the netcode... I made a few little events with people and we were disconnected in all fights :/
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08-25-2002, 04:49 AM
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Discordant
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Join Date: May 2002
Posts: 434
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You can have zoneservers with a certain zone on specific ports,like
zone arena ip port ip.. starts arena, and it says arena, always..
ugh, pathing/wandering are not happy.. we had code for it, but it LAGGED badly, the bandwidth and the processor.. would be heavily burdened with pathing or wanding (pathing being mobs walking around walls instead fo through them, wandering being the orcs wandering etc.. or even the ghouls in guk partoling)
lets see..
Pretty sure we have a thing to spawn on quest.. in the quest files...wandering between zones, that is really multiple spawns if I remember correctly, they just time them right
Factions- pretty sure they all work right, but the problem is the world buiders dont have them right.. things like wandering and faction is well, we make the tools, they make the databases..
Minuss: even if we make it like live, the GMs will still need teh commands, because we don't have the gm client.. just change the access levels in addon.ini so the normal users can use it?
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08-25-2002, 06:48 AM
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Dragon
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Join Date: Feb 2002
Posts: 583
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What system did you use for pathing, anyways? I started toying around with a database waypoint system, but as you said, it caused insane amounts of lag.
Is it the reading where to go or wandering itself that causes the system strain? Have to be some kind of workaround.
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08-25-2002, 07:50 AM
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Fire Beetle
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Join Date: Feb 2002
Posts: 2
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i think with the traveling path what you need to do is make it have x,y,z, zone. Having multiple points of these you could make the spawn move to this point directly, then move to the next point in the list. I don't know if this is already implented, but I can see that being the easiest way instead of making every single point. It's going to be complicated unless someone hacks verant and gets their server software. If someone did that, then wow, we got it made, just gotta figure out how to run the mess.
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