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Posts Made By:
Raddiux
Forum:
General::Server Discussion
12-08-2004, 01:39 PM
Replies:
15
Circle of Elements [EQ Classic PvP] server has returned!
Views:
6,612
Posted By
Raddiux
PEQ is a starting point, but the server will be...
PEQ is a starting point, but the server will be far more accurate than the default PEQ database.
Keep in mind that CoE is nothing "new". Its simply Classic Everquest with PvP teams. The...
Forum:
Development::Bug Reports
12-01-2004, 01:17 PM
Replies:
0
Bugs with DOTs
Views:
2,606
Posted By
Raddiux
Bugs with DOTs
Was playing around with dots a bit. I cast rabies on myself and went AFK for a few minutes. When I came back, I had died - serveral times, from the same dot.
1.) Upon death, all buffs and dots...
Forum:
Development::Database/World Building
11-29-2004, 04:01 PM
Replies:
7
MinDam, MaxDam, and reproducing Live-like combat
Views:
3,755
Posted By
Raddiux
So basically you're saying that I should play...
So basically you're saying that I should play with the numbers until I get something that I find suitable :)
Forum:
Development::Database/World Building
11-29-2004, 04:50 AM
Replies:
7
MinDam, MaxDam, and reproducing Live-like combat
Views:
3,755
Posted By
Raddiux
MinDam, MaxDam, and reproducing Live-like combat
As i've been working on my database and have started to work with the higher level monsters, i've run into a bit of confusion as to how I should be setting up the mobs.
Currently in EQEmu, there...
Forum:
General::Server Discussion
11-24-2004, 03:48 PM
Replies:
3
RP Server?
Views:
3,551
Posted By
Raddiux
Circle of Elements is an "unofficial" roleplay...
Circle of Elements is an "unofficial" roleplay server. You can check the server's FAQ for more info:
www.eqclassic.net
Forum:
Development::Bug Reports
11-23-2004, 03:45 PM
Replies:
1
A few bugs
Views:
2,718
Posted By
Raddiux
Just thought I would add that there seems to be...
Just thought I would add that there seems to be some huge resource leaks in the latest 6.0 versions. A single zone.exe with only one client connected is taking up 10-30% of my 3ghz CPU, and the...
Forum:
General::Server Discussion
11-22-2004, 03:54 PM
Replies:
15
Circle of Elements [EQ Classic PvP] server has returned!
Views:
6,612
Posted By
Raddiux
Circle of Elements [EQ Classic PvP] server has returned!
Seems like its been forever since this server was first announced (May?). Well anyway, all the original dev's left, so I was the sole person left who was interested in working on the project. ...
Forum:
Development::Bug Reports
11-18-2004, 04:12 PM
Replies:
1
A few bugs
Views:
2,718
Posted By
Raddiux
A few bugs
1.) Players do not have to be facing a mob to attack it. Players can attack mobs while looking the opposite direction.
2.) Not sure if this is a bug or something else but, whenever I enter the...
Forum:
Development::Feature Requests
11-18-2004, 10:27 AM
Replies:
3
A few feature ideas
Views:
4,018
Posted By
Raddiux
I don't think those messageboards are supported...
I don't think those messageboards are supported by the client anymore. I don't notice any packets being sent when clicking on them, so I assume the client completely ignores them.
Forum:
Development::Feature Requests
11-16-2004, 07:50 AM
Replies:
14
Zone wide NODE-based path finding discussions
Views:
5,906
Posted By
Raddiux
While it might not be the cleanest and most...
While it might not be the cleanest and most efficient way to place nodes, I do believe it can be adequately done through the client. Say for example that you want to place a node. You stand at the...
Forum:
Development::Feature Requests
11-15-2004, 02:14 PM
Replies:
14
Zone wide NODE-based path finding discussions
Views:
5,906
Posted By
Raddiux
Rangerdown: The water should have nothing to do...
Rangerdown: The water should have nothing to do with it. As long as that scenero was in a dungeon (outdoor zones don't really need this node pathing), the mob should always be stuck to the assigned...
Forum:
Development::Feature Requests
11-14-2004, 05:55 AM
Replies:
14
Zone wide NODE-based path finding discussions
Views:
5,906
Posted By
Raddiux
Zone wide NODE-based path finding discussions
Well ok, I was bored today, so I thought i'd try to see if I could break down how a node system would work in EQ. And I must admit, its a lot harder than it seems. I kept coming up with...
Forum:
Development::Feature Requests
11-04-2004, 11:07 AM
Replies:
7
Improved NPC Grid/AI pathing
Views:
4,713
Posted By
Raddiux
Can any dev's comment if this stuff is doable? ...
Can any dev's comment if this stuff is doable? It would be really nice to have correct pathing and fear support :)
Actually, I think WR just got fear support, so wouldn't that mean that they...
Forum:
Development::Bug Reports
10-30-2004, 03:44 PM
Replies:
20
Bugs of the aquatic nature
Views:
6,077
Posted By
Raddiux
I think I found something interesting. Not sure...
I think I found something interesting. Not sure if it would be of any help, but here it is anyway. I was playing around with one of the EQ zone viewers called 'Dzoneconverter'. In the program,...
Forum:
Development::Feature Requests
10-30-2004, 09:46 AM
Replies:
7
Improved NPC Grid/AI pathing
Views:
4,713
Posted By
Raddiux
Hmm now that I think of it, maybe you are right...
Hmm now that I think of it, maybe you are right about the outdoor zones thing. I don't remember 100% (and i should double check), but in SK, when you pull aviaks from their tower, I am pretty sure...
Forum:
Development::Feature Requests
10-30-2004, 06:26 AM
Replies:
7
Improved NPC Grid/AI pathing
Views:
4,713
Posted By
Raddiux
Improved NPC Grid/AI pathing
This is actually 2 seperate requests, so i'll break them apart.
1.) On EQlive, when a mob spawns, it moves on a grid system, so that it appears to have realistic movement by not bumping into...
Forum:
Development::Bug Reports
10-26-2004, 12:21 AM
Replies:
3
6.0 Bug list again
Views:
3,809
Posted By
Raddiux
I can confirm #2. More than half the time when...
I can confirm #2. More than half the time when my character dies, he appears in an incorrect part of the binded zone (usually in a wall or other geometry, from where its impossible to move).
Forum:
Development::Bug Reports
10-25-2004, 09:33 AM
Replies:
20
Bugs of the aquatic nature
Views:
6,077
Posted By
Raddiux
Yes they will, unless that's been changed in the...
Yes they will, unless that's been changed in the last few months. If I ran across the water in Twilight Sea, for example, I could aggro a fish on the way and it would continue to attack me after I...
Forum:
Development::Bug Reports
10-24-2004, 01:10 PM
Replies:
20
Bugs of the aquatic nature
Views:
6,077
Posted By
Raddiux
Thats great, since #3 was probably the worst of...
Thats great, since #3 was probably the worst of them. The other 2 will probably only require some clever database work. Actually, now that I think of it, I have seen shark swimming on the top of...
Forum:
General::News
10-24-2004, 12:10 PM
Replies:
26
Website Redesigned!
Views:
9,693
Posted By
Raddiux
It seems to have some rendering issues with the...
It seems to have some rendering issues with the right most box. Here is what I see....
http://members.bellatlantic.net/~doa/error.png
Forum:
Development::Bug Reports
10-24-2004, 11:53 AM
Replies:
20
Bugs of the aquatic nature
Views:
6,077
Posted By
Raddiux
Monsters that hang out in land AND water (like...
Monsters that hang out in land AND water (like aqua goblins) very well can and do follow you out of the water. However monsters which are limited to water (fish, sharks, etc) can not follow you out...
Forum:
Development::Bug Reports
10-24-2004, 10:34 AM
Replies:
20
Bugs of the aquatic nature
Views:
6,077
Posted By
Raddiux
But can't that be packetcollected from live? I...
But can't that be packetcollected from live? I assume the client always knows when a player is underwater and sends some kind of packet to the server to inform it that the player has moved...
Forum:
Development::Bug Reports
10-24-2004, 08:51 AM
Replies:
20
Bugs of the aquatic nature
Views:
6,077
Posted By
Raddiux
Bugs of the aquatic nature
Just a few bugs I found while testing:
1.) Fish don't "swim". They are anchored to the bottom of the ocean floor. If a player attacks them, they pop up towards the player and then fall back down...
Forum:
Development::Bug Reports
10-24-2004, 05:58 AM
Replies:
17
Dungeon fog color does not work
Views:
6,942
Posted By
Raddiux
After looking through the numbers, there seems to...
After looking through the numbers, there seems to be a simple pattern.
0 = dungeon
1 = outdoor zone
3 = city
Although I only packet collected the classic zones, if you want the fog to appear...
Forum:
Development::Bug Reports
10-21-2004, 11:30 AM
Replies:
17
Dungeon fog color does not work
Views:
6,942
Posted By
Raddiux
Are you sure packet collecting the zone configs...
Are you sure packet collecting the zone configs will help? I've manually went and changed the fog color using #zfog, and no matter what numbers I set it to, the color never actually changes. It...
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