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View Full Version : List of Features that are missing or need work


trevius
11-30-2008, 11:45 PM
I am starting this to help keep track of what needs work or is currently missing from EQEmu. I will try to add/remove things from this list as they get fixed or brought to attention. If anyone has more items for this list, or thinks something can be removed, feel free to reply with the info.

Last Updated on September 22nd 2011

Major Systems that need work:

1. Shrouding and Monster Missions - Not working at all
2. Guild Tribute - Not working at all as far as I know
3. Evolving Items - Evolving items do not function yet, but some code is currently being worked on to implement them.
4. Raid Leadership AAs - Not working at all
5. Discord Merchant - Unsure on the current status of this.
6. /feedback reporting - I believe some of the code for this is already in the source, but it needs a table and probably an opcode/struct to be functional.
7. Shared Tasks - No code supporting this in the source yet, but Derision did do some work on this a while back that was not completed/committed.
8. Destructible Objects (http://www.eqemulator.org/forums/showthread.php?t=32144) - We have the code to get these implemented, but needs to be added and finalized still.
9. Ornamentations - The hard part of implementing this will be figuring out how to handle the actual combine, since the item model is not included in the ornamentation item.


Working Systems that could use tweaking/improvement:

1. Raid System (http://www.eqemulator.net/forums/showthread.php?t=25959) - This system now works (thanks KLS), but I think it still needs some tweaking to work out the details
2. Pet Items - Pet items only add stats for visible slots such as armor and weapons, but not for the non-visible armor slots.


Items on this list that have now been added:

1. Mail (http://www.eqemulator.net/forums/showthread.php?t=26868) - Thanks to Derision, this is now working! He also fixed chat channels!
2. Voice Macro system introduced in OoW and the window to make chat macros for them.
3. Item Links - Thanks to AndMetal, links now work fully including any augments on the item.
4. Chat Server - Thanks to Derision, this is now fully functional and stable.
5. LDoN Adventures (http://www.eqemulator.net/forums/showthread.php?t=22318) - Thanks to KLS, LDoN Adventures are now fully functional!
6. Facial Features - Facial Features are now fully functional including for Illusions.
7. Leadership AAs - Thanks to Derision, this is now fully functional.
8. /bug Reporting - Thanks to KLS, this is now fully functional.
9. Charm Stat Scaling - Thanks to KLS and Realityincarnate, this is now fully functional.
10. Attunable Items - This is now fully functional.
11. Healing Aggro (http://www.eqemulator.net/forums/showthread.php?t=26846) - Thanks to KLS, healing aggro seems to work appropriately now.
12. Player Titles (http://www.eqemulator.net/forums/showthread.php?t=26457) - Thanks to Derision, new Title commands and the Titles Window are now fully functional.
13. Augment Distillers - Augment Distillers should now function properly I believe.
14. Augmenting Items - All known crashes related to augmenting items should now be resolved.
15. Guild Bank - Thanks to Derision, Guild Bank is now fully functional.

FYI, I started a personal list like this a while back, and almost half of the original items on that list have already been added thanks to KLS, Derision and all of the other Devs and Contributors to the code. Awesome job everyone :D

janusd
12-01-2008, 11:37 AM
Trev, I know Cantus and Reno spent a good deal of time working on the entirety of the agro code using some data collected from Live and a detailed analysis of various forms of agro and how they relate to distance and other modifiers. It's just that I need to keep pestering Cantus to post the code with a diff so people can get to testing.

Also, in your list of broken systems is the job system for GoD. That needs to get working properly so the GoD instances can get properly worked in, although if I remember correctly from Live, that system was pretty worthless and buggy as all get out.

What system did the DoN merchants use? I remember that whole crystals thing was yet another system.

Does the bug reporting system work? That might be nice to get in for the servers that have a lot of dev oversight.

trevius
12-01-2008, 07:27 PM
Honestly, I don't know much at all about DoN as I never played it on Live. I was just going through the opcode lists and that was one of them that is listed, but doesn't work.

I added /bug and /feedback to the list. Thanks for pointing that out.

Also, thanks AndMetal for the links. I thought about putting some in, but just hadn't done it yet. Saves me some time :D

Rocker8956
12-01-2008, 09:35 PM
Only thing I can think to add off the top of my head is charms.

Have a few ideas on how they could be done but all of them would be a lot of scripting or coding.

Trevius Edit: Thanks, I added Charm Stat Scaling to the list :)

Secrets
12-02-2008, 03:05 PM
- Chat Server. Communicates with IRC and relays with players using the SOE global chat feature. Already built, but some Doodman is having troubles with it staying stable. :(

Trevius Edit: Added that as a feature that works, but needs some tweaks. I have read a few posts saying it worked, but I do think there are some issues with it. I have never messed with it, so I don't really know. Thanks for the addition to the list :)

janusd
12-09-2008, 11:46 AM
Augments, Trev. Gotta get those working correctly.

Trevius Edit: What is wrong with Augments other than them not showing up in item links? They seem to work very well from what I have seen. I have had the occasional bug report of a zone crashing when trying to aug though. I also know that distillers don't seem to distill the augs correctly like they should, but that is probably an issue with distillers or maybe the DB itself. I will note distillers in the list.

renoofturks1
12-15-2008, 11:02 AM
Trev, I know Cantus and Reno spent a good deal of time working on the entirety of the agro code using some data collected from Live and a detailed analysis of various forms of agro and how they relate to distance and other modifiers. It's just that I need to keep pestering Cantus to post the code with a diff so people can get to testing.


It's very much still a work in progress, we have had little time to tweak it

Secrets
01-14-2009, 12:07 PM
Would like to add to the list

Voice Macro system introduced in OoW.

Window that you could make group voice commands in group chat (NOT voice activation)

http://en.wikipedia.org/wiki/Omens_of_War

I think basically everything is missing for it, but wouldn't it be cool? :p

Trevius Edit: Thanks, I got that added to the list.

Derision
01-14-2009, 03:11 PM
Would like to add to the list

Voice Macro system introduced in OoW.


I'll look into this. I already found a field to allow you to bring up the Voice Macro window, but it needs opcode support and with no packet logs available, it should be fun! ;)

trevius
01-14-2009, 06:57 PM
I may be able to help with that. I have an active EQLive account for now, so I can try running the commands and watching the SEQ logs for the opcodes that come in when I get time to check it. Then, it will just mean comparing the live ASM to Titanium ASM and see if I can find them for ya.

Derision
01-15-2009, 01:51 PM
Thanks for the offer Trevius. I have the opcodes now (client->server is easy because it produces an OP_Unknown in the zone log, and I found the server->client just by doing Alt-I in IDA and searching for the hex message ID of the "Soandso voice-tells you ..." message.)

Got the structs mapped out and the voice macros working with 'hand crafted' packets. Should be ready to commit it in a day or two.

janusd
01-16-2009, 11:32 AM
Should likely add both the Shroud system (and subsequent monster missions) as well as Evolving Items to the list of systems that need to be implemented.

Trevius Edit: I added these to the list, thanks!

secash
01-16-2009, 02:42 PM
What is wrong with Augments.[/QUOTE]

One Example:

If you wear an item with no rec level. Then put an augment on it with a rec lvl higher than you, the scale code will scale down the stats of the entire item, not just the augment.

jenco420
01-16-2009, 04:28 PM
What is wrong with Augments.

One Example:

If you wear an item with no rec level. Then put an augment on it with a rec lvl higher than you, the scale code will scale down the stats of the entire item, not just the augment.[/QUOTE]

I'm pretty sure that's handled by the client. And it was like that on live. I always waited to put minor stat augs that had rec levels in my gear that did'nt . Because it was'nt worth the ac / hp loss

Derision
01-24-2009, 12:26 PM
I'm working on the Leadership AAs. From what I've read, turning Leadership XP on takes 20% away from normal XP gain. What I can't find from Google is how fast leadership XP should go up.

Group Leadership AA points are earned at a rate of 1 per 1000 points of Group Leadership XP.

Raid Leadership AA points are earned at a rate of 1 per 2000 points of Raid Leadership XP.

Obviously I can't just take the 20% of normal XP and add it it to Leadership XP ... I need a new formula.

I was thinking something along the lines of 50/100 blue con or above kills per group/raid leadership point, with maybe a small scaling factor depending on the number of players in your group or raid above the minimum.

Anyone with first-hand knowledge of Leadership XP feel free to chip in. :)

unknownhost
01-24-2009, 12:58 PM
i had a few leadership points on my warrior on live. was 4boxer for awhile on progression server for 2-3months last year(heres where i got my limited leadership experiences)


i remember being very surprised at how slow leadership xp moved.(and at how weak the effects were hehe) would have to say it "seemed" perhaps 50% slower than AA exp if i had to guess. no expert but thats what i remember. ;)

trevius
01-24-2009, 01:48 PM
As long as rules are added to allow them to be adjusted per server, it shouldn't matter much on how it is set in the source code. But yeah, from what I recall back when leadership and raid leadership first came out was that they were very slow. They were for people who grouped much more than average, to give them something extra to work on.

ChaosSlayer
01-24-2009, 09:53 PM
i was in luck when it came to Leadership points.
our guild had raiding policy that groups are formed by healers - which means my druid was automaticly a group leader on every raid and from what I remeber for Leadership it matters the AMMOUNT of mobs killed (not just raw xp you gain from them) as long as they at least blue cons.

and I must say - the extra target window for your targets target was best feature of all- specialy for healers - I didn't had to swith betwin mob and my tank to find out how soon fight in likely to end to anticipate what to cast

of course in eq2 they made that a freebie :D

Andrew80k
01-25-2009, 12:25 AM
Leadership AA's were and still are painfully slow. I have a few on my Live Ranger, but they take forever. You have to have at least 3 in the group to earn any. They implemented what was called a "mentor" program where the leader could "share" the leadership xp. It was interesting and helped a lot of folks get their leadership points.

Shin Noir
09-22-2009, 12:51 AM
Not sure if this includes SoF, but.
1. The Ruins of Kunark (March 2000)
2. The Scars of Velious (December 2000)
3. The Shadows of Luclin (December 2001)
4. The Planes of Power (October 2002)
5. The Legacy of Ykesha (February 2003)
6. Lost Dungeons of Norrath (September 2003)
7. Gates of Discord (February 2004)
8. Omens of War (September 2004)
9. Dragons of Norrath (February 2005)
10. Depths of Darkhollow (September 2005)
are included in Titanium

11. Prophecy of Ro (February 2006)
12. The Serpent's Spine (September 2006)
13. The Buried Sea (February 2007)
14. Secrets of Faydwer (November 2007)
are in SoF
Prophecies of Ro:
* Player-Set Traps
* Destructible Objects
* Eight New Bank Spaces
* Buff Filters
* Free New Zone: Freeport Sewers
* New "Aura" spells
Aura effect fix for Titanium possible?
Auras for SoF client.
Buff filter # command for Titanium compatibility, and SoF usage?
The Serpent's Spine:
New /con system:
* Grey - This creature is trivial to you and will give you no experience for killing it.
* Green - This creature is not much of a threat, but will still give you some experience.
* Light Blue - This creature is below your level, but high enough level to give you experience.
* Dark Blue - This creature is below your level, but a solid challenge, giving more experience than a light blue mob.
* White - This creature is the same level as you.
* Yellow - This creature is slightly above your level.
* Red - This creature is well above your level.
# "Lore Information" tab on certain items
# New stat: "SV CORRUPTION" (some NPCs' AE attacks are corruption-based, requiring a corruption cure)
#New out-of-combat regeneration system allows you to sit down and rest after being out of combat for 30 seconds (group) or 5 minutes (raid). An icon displays your status:
New out-of-combat regeneration system allows you to sit down and rest after being out of combat for 30 seconds (group) or 5 minutes (raid). An icon displays your status:
* Crossed Swords - You are currently in combat.
* Hour Glass - You are recovering from combat and cannot rest yet. In addition to the hourglass, there is a timer bar beneath the endurance bar that will count down as you get closer to being rested.
* Poison Drop - You are no longer in combat, but cannot rest because of a debuff that is affecting you. You must get rid of the debuff before you can rest. Certain debuffs now have a yellow border instead of a red one. These debuffs do not affect your ability to rest.
* Void - The void is the default icon and indicates that you are not in-combat and you can rest at any time.
* Energy Swirl - The energy swirl indicates that you are currently resting.

The Buried Sea
# Energeian Items (Powersources)

* Only items from TBS with the stat called "Purity" can use the effect of a powersource.
* When you equip a powersource, all such items you have equipped will automatically take the powersource's effect.
* The "Purity" stat is a percentage. The item will pull x% of the powersource's stats as long as the powersource remains equipped.
o Powersources weaken over time at a rate which depends on how many items are drawing power from the powersource. They can last a maximum 139 hours (only one item equipped) down to a minimum of 11 hours (10 items equipped).
* Powersources for levels up to ~70 can be tradeskilled.
* Powersources for higher levels can be found through the Combine Empire Merchants in Katta Castrum (same area of this map).
* Group-level powersources are bought from Trader Vallarines using Orux. (??? Faction required)
* Raid-level powersources are bought from Master Pokk using Phosphites. (Ally faction required.)

# Fellowships

* Like a "mini-guild" but exist in addition to guilds.
* Maximum of nine players (though the manual says the max. is 6, in game it is apparently nine).
* See the bestiary entry for Randall of the Fellows for detailed information about and how to set up Fellowships.
* Randall, as well as vendor Fellows Wyllie and Byllie, are located in the building next to the Nexus Stone in the Plane of Knowledge.

# Guild Banners

* Guilds can create a unique Guild Banner from a large selection of symbols and colors.
* Once a guild has three groups in a zone, an officer can plant a banner in that zone, allowing other guild members to teleport to it.
* Teleport using the Guild Hall portal ("Splinter from a Guild Standard" for ~184pp).
* Guild Banner vendors Rhondda and Sephorra can be found in the building next to the Nexus Stone in the Plane of Knowledge.
* See the bestiary entry for Rhondda the Flagger for detailed information about Guild Banners and how to set them up.

Secrets of Faydwer:

* Heroic Statistics will be found on many SOF-dropped items, both at the raid and group level, and will modify things such as avoidance and mitigation, give extra melee damage, add extra modifiers to HP, Mana, and Endurance, and so forth.
* The level cap increases from 75 to 80.

Expansions not included yet:
15. Seeds of Destruction (October 2008)[13]
16. Announced:Underfoot[3] (December 2009)[14]

88jack88
01-23-2010, 10:04 PM
The Group filter button the map isn't there. it shows you where your group members are via green "X" 's on the map. Not sure when it went live thou. Pre-SoF