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Old 08-03-2008, 03:19 PM
wexford
Sarnak
 
Join Date: Jul 2008
Location: Dell Datacenter
Posts: 31
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You can only change what the races and classes are called at the moment. I've put together some preliminary packets for allowing the server to customize the client on the fly, but I haven't added support for them yet. It's just that higher-priority things keep getting in the way (take a look at all the things you're asking for in this post, and realize that I can only work on one thing at a time -- and that I also have a life and don't nearly work on this every day).
Ahh Ok that makes sense.Oh I understand that fully this post is merely so you have a central post where people can post bugs feedback and that sort of thing so you can have it all in one place..

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If you change an existing packet, especially it's size, the client will toss it away unless you change the corresponding .txt file definition that the client has. In any case, though, the client only uses those fields it knows to use, and those are of necessity called out in the code.
Ahh ok, makes sense


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For loading zones? There is already a loading splash screen when the client loads global content.
Yes, loading zones sorry lol


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Hardcoded in the client. Those parameters let the client insert dynamic information into a string, such as, for instance, a mob's name. There is also a packet that lets the server send a parameter list to be inserted, and this is where those entries are really critical. The live client does something similar with %1, %2, etc. constructs, but I wanted a scheme that was potentially more flexible.
Ahh that makes sense I wasnt sure if I could add it into the gametext.xml file for things like zone names while its loading ( untill theres a kind of loading screen for them)
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Today, no. I've been thinking about putting the GUI configuration into an XML file instead of having it all hard-coded, but the central issue is that while it would allow rearranging things, what you're talking about requires some sort of matching functionality in the code so the client would know what to do with it. Since the client supports slash commands it's conceivable that having the GUI defined in XML would let someone add buttons that could be mapped to slash commands, but you can already do this with the hotkey pane.
Would a plugin system be possible for people to do the same thing they can with the server versions and packet structs, with other things, where they could assign the gui config in an xml file with a field in there (or a plugins xml file) that would tell the client to include a DLL for the added functionality?

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I'm not sure what you're asking for here. It's all database-driven, and works exactly the way the live client works. The only difference is the icon image order is my own. The admin tool will work with the SimpleClient icon files out of the box, and you can always look at the images to see the icon order. Does anyone know if there is a generic EQEmu material or model reference? I did post a link somewhere to the OpenZone .SCN file for the equipment file that SimpleClient uses, which will tell you what models are in there.
Oh ok, is it possible to add new icons via new tga files?
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Yeah, that's something I need to fix. One trick is to click on the lower half of a mob (e.g. below the waist). That always seems to work. I probably need to look for a factor of two somewhere that's screwed up.
Yep that is where I have been clicking. Well, most of the time lol.
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I don't know if EQEmu 0.5.5 supports quests as I've never tried it. If you look at server_versions.ini you can see what versions the client supports. Quests are server-driven and SimpleClient would make use of them the same way that the live client would for those server versions. You would have to find information on those server versions to see how to make quests work. It's not a client issue.
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Not sure what you're asking here. ClearLogin is open-source: the client sends them in packets that Doodman and I designed. The ClearLogin source should tell you how the LS unpacks them, and hence how the client packs them. The trick is the LSID: the LS returns an LSID to the client, and this is what the client uses to talk to the world server. I don't remember off the top of my head how this works, but this is the idea, I think. The protocol from SimpleClient to the world server is identical to that for the live client, if that helps.
That helps greatly actually, theres no encryption though correct?
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You should always use the newest version of OpenZone.
Ok When you export should you use BSP Or octree?
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The client doesn't care about database tables, only the packets that go between it and the server. Reworking database tables is a server issue, though you should of course be careful not to remove something that the server sends to the client in some form.
Ok so basicly I would just need to remove them and edit the packet structs or just not worry about setting them at all

Thank you for the quick reply, and sorry for the tirade of questions LOL
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