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Posts Made By:
Pend
Forum:
Development::Development
10-16-2009, 09:42 PM
Replies:
6
Project M
Views:
4,810
Posted By
Pend
I'm pretty sure Spirit Shrouds evolved from...
I'm pretty sure Spirit Shrouds evolved from Project M. I think what they decided to do was better control under what conditions the player "mobs" could interact with real players, so they created the...
Forum:
Development::Development
10-11-2009, 10:35 PM
Replies:
48
EQClassic's Source Code
Views:
20,363
Posted By
Pend
Despite my prior comments, I would support your...
Despite my prior comments, I would support your decision to close-source if you believe there are profiteers involved here. I had no idea that might be the case.
Forum:
Development::Development
10-09-2009, 09:02 PM
Replies:
48
EQClassic's Source Code
Views:
20,363
Posted By
Pend
Not to toot my own horn, but....well ok, I'm...
Not to toot my own horn, but....well ok, I'm tooting my own horn. :-)
http://www.eqemulator.net/forums/showthread.php?t=29707
Took a few days to get that far, (and I only just started looking...
Forum:
Development::Development
10-05-2009, 02:19 PM
Replies:
13
Random Duration Invisibility:
Views:
3,944
Posted By
Pend
Haven't looked in any detail at what you've done,...
Haven't looked in any detail at what you've done, but a quick answer to your query about where to declare your variables is this: If you want them to be persistent, the most likely place you'll want...
Forum:
Development::Development
10-05-2009, 01:57 AM
Replies:
8
Spirit Shrouds
Views:
5,646
Posted By
Pend
Indeed, as was the case for the other ones (ie....
Indeed, as was the case for the other ones (ie. you couldn't get an object ptr for OP_ShroudSelEquipDetail without having first opened the window via OP_ShroudSelectionWindow). There's a sub that's...
Forum:
Development::Development
10-04-2009, 11:41 PM
Replies:
8
Spirit Shrouds
Views:
5,646
Posted By
Pend
One more one more note. :) I'm pretty sure...
One more one more note. :)
I'm pretty sure OP_ShroudUnknown3 is an ability description opcode in the same fashion that OP_ShroudSelEquipDetail is an item description opcode. Why? Because the text...
Forum:
Development::Development
10-04-2009, 11:15 PM
Replies:
8
Spirit Shrouds
Views:
5,646
Posted By
Pend
OP_ShroudUnknown3=0x1573 This one has been...
OP_ShroudUnknown3=0x1573
This one has been most problematic to reverse engineer. It's almost as if the server needs to be directly aware of some object pointer offsets found in eqgame.exe. One...
Forum:
Development::Development
10-04-2009, 10:56 PM
Replies:
8
Spirit Shrouds
Views:
5,646
Posted By
Pend
Opcodes OP_ShroudUnknown4=0x11cd #size=? ...
Opcodes
OP_ShroudUnknown4=0x11cd #size=?
This was a mistake on my part. Didn't mean to include this in list of shroud-related opcodes.
OP_ShroudUnknown2=0x18cb #size=?
Has been decoded:
...
Forum:
Development::Development
10-04-2009, 02:28 PM
Replies:
8
Spirit Shrouds
Views:
5,646
Posted By
Pend
Confirmed that OP_ShroudUnknown5=0x7f63 is the...
Confirmed that OP_ShroudUnknown5=0x7f63 is the same as OP_ShroudProgressionUpdate=0x4625 in terms of what it does and what its packet structure looks like. Basically, both opcodes perform the same...
Forum:
Development::Development
10-03-2009, 01:50 AM
Replies:
8
Spirit Shrouds
Views:
5,646
Posted By
Pend
Spirit Shrouds
I spent a few days on this since it didn't seem there had been any work in this area.
I haven't found the real gems of this feature yet, but I was able to decode a few opcodes related to it so...
Forum:
Development::Development
10-02-2009, 12:56 PM
Replies:
8
Keyed teleport doors bringing along group
Views:
3,640
Posted By
Pend
I agree, it's a great way to approach this....
I agree, it's a great way to approach this. Attempt it entirely in scripting, see where the limitations are, and then resolve just the limitations in code.
Forum:
Development::Server Code Submissions
10-02-2009, 12:30 PM
Replies:
9
#transferchar [charname] [acctid]
Views:
5,675
Posted By
Pend
Shin, you may want to think about how to handle...
Shin, you may want to think about how to handle if the character being transferred is in use. Maybe a forced disconnect?
Forum:
Development::Development
10-02-2009, 12:14 PM
Replies:
8
Keyed teleport doors bringing along group
Views:
3,640
Posted By
Pend
Thanks Shin Noir! There might be a few perl...
Thanks Shin Noir! There might be a few perl enhancements that can be made to make it easier, like keeping the range argument on the TeleportGroup function (thereby avoiding having to iterate through...
Forum:
Development::Development
09-30-2009, 07:19 PM
Replies:
8
Keyed teleport doors bringing along group
Views:
3,640
Posted By
Pend
I seemed to remember that only one person needed...
I seemed to remember that only one person needed the key for Seb but most people got it anyway so that they could zone in solo. Didn't think of Charasis. Never went to Sleeper's Tomb. :)
If the...
Forum:
Development::Development
09-30-2009, 04:35 PM
Replies:
8
Keyed teleport doors bringing along group
Views:
3,640
Posted By
Pend
By the way, a couple notes on implementation...
By the way, a couple notes on implementation here:
This change applies the group teleport mechanic on all teleport "doors" globally (except for LDoN). To my recollection, I believe this is the way...
Forum:
Development::Development
09-30-2009, 03:31 PM
Replies:
8
Keyed teleport doors bringing along group
Views:
3,640
Posted By
Pend
Keyed teleport doors bringing along group
Problem statement is here:
http://www.projecteq.net/phpBB2/viewtopic.php?t=6669
Changes are:
http://nolaquen.com.phtemp.com/eqemu/changes/groupdoors/
I'll get a unix-style diff once I get...
Showing results 1 to 16 of 16
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