Drawde
03-20-2002, 04:23 AM
I really hope this isn't too much trouble, but would it be possible for someone to
compile a modified version of the zone or world server .exe (whichever one has
the AI code in it; I think it's the zone server) with the AI "aggroing" disabled? (i.e monsters only attack when
you attack them, like in earlier versions). The aggroing is a really great addition
but the lag caused by the AI searching makes the game virtually unusable for me when it
is working; currently I have to keep camping and logging in again until the AI stops working for
some reason, at which point the lag disappears and I can consider, summon, cast spells etc.
properly.
To do this I think you'd just need to add a "return false" at the start of the AddHatetoCloseMobs() routine in npcai.cpp.
This would make it exit without performing the search routine.
I do know C/C++ programming but only have an old version of the MS Visual C++ compiler
(version 4.0) and can't get the EQEmu source to compile.
compile a modified version of the zone or world server .exe (whichever one has
the AI code in it; I think it's the zone server) with the AI "aggroing" disabled? (i.e monsters only attack when
you attack them, like in earlier versions). The aggroing is a really great addition
but the lag caused by the AI searching makes the game virtually unusable for me when it
is working; currently I have to keep camping and logging in again until the AI stops working for
some reason, at which point the lag disappears and I can consider, summon, cast spells etc.
properly.
To do this I think you'd just need to add a "return false" at the start of the AddHatetoCloseMobs() routine in npcai.cpp.
This would make it exit without performing the search routine.
I do know C/C++ programming but only have an old version of the MS Visual C++ compiler
(version 4.0) and can't get the EQEmu source to compile.