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  #46  
Old 12-23-2010, 06:41 PM
provocating's Avatar
provocating
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I notice that my Underfoot bounces on the health and such like my SoF used to. I have the latest opcodes from SVN, is this just a work in progress or should mine be working correctly ?
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  #47  
Old 12-31-2010, 04:19 AM
erik_llewellyn
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Join Date: Dec 2006
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Seehttp://www.eqemulator.org/forums/sho...=buff+duration in reguards to my testing on the buffs not showing correctly using UF client. To sum it up, ANYTHING that extends buff duration will cause the buff to NOT report correctly in the inventory window after 1 tick until a zone as of EQEmu SVN 1790, PEQ db 1751 with all updates required to bring it up to 1790.
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  #48  
Old 12-31-2010, 11:11 PM
gaeorn
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Tiny Terror does not shrink the group in UF.
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  #49  
Old 01-13-2011, 05:23 AM
gaeorn
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Pet hold appears not to work. I was testing with a beastlord with all trainable AA
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  #50  
Old 01-13-2011, 09:16 AM
provocating's Avatar
provocating
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Oh god, then someone please fix this. Pet hold was my favorite and most sought after AA in live.
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  #51  
Old 01-14-2011, 03:16 PM
Derision
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Quote:
Originally Posted by gaeorn View Post
Pet hold appears not to work. I was testing with a beastlord with all trainable AA
There were three issues here.

The first is that when you type /pet hold in Underfoot, the client now appears to check if you have that ability before sending it to the server, whereas before the client sent it regardless and let the server decide if you could use it.

There were no rows in aa_effects for Pet Discipline (AAID 288 ), which didn't really matter in prior clients due to the above.

The command code for /pet hold needed translating to the code used by previous clients. This is in Rev1821.

The aa_effect rows for Pet Discipline are:
Code:
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '1', '257', '1', '0');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '2', '267', '1', '31');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '3', '267', '1', '32');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '4', '267', '1', '33');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '5', '267', '1', '15');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '6', '267', '1', '16');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '7', '267', '1', '17');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '8', '267', '1', '18');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '9', '267', '1', '19');
INSERT INTO `aa_effects` (`id` ,`aaid` ,`slot` ,`effectid` ,`base1` ,`base2`) VALUES (NULL , '288', '10', '267', '1', '20');
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  #52  
Old 02-02-2011, 10:49 AM
banchicawawo
Fire Beetle
 
Join Date: Nov 2007
Posts: 15
Default Files that need to be added to UF client

For anyone else using Underfoot (UF) that is looking for all the missing files to resolve the bugs, here's what I've found from Trev's first post plus a few other files that need to be added.

You may notice certain weapons don't appear in your character's hand when equipped. The graphics don't display because the Gequip3.s3d file is missing, which needs to be added from a live or SoD client that you've purchased.

Male drakins will float sideways instead of moving because the animation file for them is missing (dkm_ainms.eqg).

Certain AAs and combat abilities show DB errors for the description because the dbstr_us.txt in UF doesn't contain all of the correct info. Copying from Live or SoD should fix.

There are some zone files missing as well (listed below)

These are all of the files I've needed to add so far:
1. Gequip3.s3d
2. postorms.s3d
3. bothunder.s3d
4. delveb.eqg
5. qvicb.emt
6. qvicb.s3d
7. qvicb_chr.txt
8. qvicb_obj.s3d
9. dkm_anims.eqg (to fix the male drakin animation Trev discussed)
10. dbstr_us.txt (to resolve AAs and combat abilities not displaying the correct info)

There may be some others, but that's all I've found so far.
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  #53  
Old 02-03-2011, 03:43 AM
Yujiro93
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Join Date: Jan 2011
Posts: 34
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Thanks for the tips banchicawawo

there are other zones requiring changes, some of them are :

-i had to change Nektulos.eqg to Nektulos.bat (it seems there is no way to make basilisks hatchlings not appear as humans).
-North ro
-South ro
-Plane of Fire
-Blackburrow
-lavastorm
-Plane of water

I needed to replace zones files by my live client zones files to have the mobs appear with a correct skin (not as humans).
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  #54  
Old 02-03-2011, 10:00 AM
banchicawawo
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Yujiro93, so you just replaced those zones with zone files from Live? I know that I see human characters in some zones (like one of the GM pets, beastlord I think, in Temple of Marr, on the SH server), but I wasn't sure how to fix that. Exactly what files did you replace (the s3d file, eqg, emt, xmi, zon, etc)? I have the SoD client as well, and I'm wondering if I could copy over the files from that client to fix the issues with human models.

Thanks.
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  #55  
Old 02-03-2011, 11:16 AM
sorvani
Dragon
 
Join Date: May 2010
Posts: 966
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Quote:
Originally Posted by Derision View Post
The command code for /pet hold needed translating to the code used by previous clients. This is in Rev1821.
Is this related to the 2009 Sony change that made pet hold a toggle instead of a once off command that you had to reissue after each combat?

Additionally I've been running the UF: All-In-One download from steam for over a week now on PEQ and it's seems to be running well. Here is the compiled list of files I have had to bring in to date.

Missing or Corrupted Files in Steam download (all files copied from an archived live folder)
Code:
2010-03-26 19:06       8906873  postorms.s3d
2010-03-26 21:33       7127397  bothunder.s3d
2010-03-26 17:48        873955  gequip3.s3d
2010-03-26 17:46       3088488  qvic_obj.s3d
2010-03-26 19:27         17836  qvic.emt
2010-03-26 20:41       3446081  qvic.s3d
2010-03-26 19:26           212  qvic_chr.txt
2010-03-26 15:41       2415064  blackburrow_chr.s3d
2010-03-26 16:58       3144939  frozenshadow_chr.s3d
2010-03-26 21:25       2239485  gukh.s3d
2010-03-26 21:07       2269493  dest_sphere_shield.eqg
2010-03-26 16:34       6904245  freeportacademy.eqg
2010-10-08 13:29       1407159  mpu.eqg
2010-10-08 14:38           162  dreadlands_chr.txt
2010-10-08 14:38           262  gukg_chr.txt
2010-03-26 16:16       1702782  discordtower.zon
2010-10-08 13:27        169644  spellsnew.eff
2010-10-08 13:25       4314928  dbstr_us.txt
2010-10-08 13:25        155069  RaceData.txt
2010-10-08 13:27      18733617  spells_us.txt
2010-03-26 21:10       1944364  bas.eqg
2010-03-26 20:25            25  bothunder_chr.txt
2010-03-26 17:02       2743860  bothunder.mp3
2010-03-26 20:39       3988692  bothunder_obj.s3d
2010-03-26 17:29       3090804  bothunder_chr.s3d
2010-03-26 16:14       8825512  dkm_anims.eqg
2010-03-26 20:22       7481382  pofire_chr.s3d
Titanium files copied in to fix human models (same list as I used for SoD)
Code:
2005-10-17 11:37        178030  blackburrow_2_obj.s3d
2005-10-17 11:30          2520  freportw_sounds.eff
2005-10-17 11:28        163048  freportn.xmi
2005-10-17 11:29       1809356  freportn_chr.s3d
2005-10-17 11:29           102  freportn_sndbnk.eff
2005-10-17 11:29          1344  freportn_sounds.eff
2005-10-17 11:29         68840  freportw.xmi
2005-10-17 11:30       2628677  freportw_chr.s3d
2005-10-17 11:29           184  freportw_sndbnk.eff
2005-10-17 11:35            24  freportw_assets.txt
2005-10-17 11:28         26548  nro.xmi
2005-10-17 11:28       2569236  nro_chr.s3d
2005-10-17 11:34            84  nro_chr.txt
2005-10-17 11:33        301167  nro_obj2.s3d
2005-10-17 11:28           137  nro_sndbnk.eff
2005-10-17 11:28          2940  nro_sounds.eff
2005-10-17 11:30         73800  nro2_chr.s3d
2005-10-17 11:30          2856  oasis_sounds.eff
2005-10-17 11:29         73802  oasis2_chr.s3d
2005-10-17 11:33        373067  oasis_2_obj.s3d
2005-10-17 11:30       2544081  oasis_chr.s3d
2005-10-17 11:34            52  oasis_chr.txt
2005-10-17 11:29           153  oasis_sndbnk.eff
2005-10-17 11:39         19505  oot_chr2.s3d
2005-10-17 11:39        512580  rathemtn_chr2.s3d
2005-10-17 11:37          2856  soltemple_sounds.eff
2005-10-17 11:36        244516  soltemple_chr.s3d
2005-10-17 11:37            85  soltemple_sndbnk.eff
2005-10-17 11:30          2772  sro_sounds.eff
2005-10-17 11:33        297528  sro_2_obj.s3d
2005-10-17 11:29       2484461  sro_chr.s3d
2005-10-17 11:35            21  sro_chr.txt
2005-10-17 11:29           178  sro_sndbnk.eff
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  #56  
Old 02-03-2011, 03:02 PM
banchicawawo
Fire Beetle
 
Join Date: Nov 2007
Posts: 15
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Sorvani, for the first list of files you had to copy over from Live, would my SoD client work, or are they corrupted in that install as well? I have the Titanium client, too, so I can easily copy the 2nd set of files.

Thanks.
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  #57  
Old 02-03-2011, 03:03 PM
sorvani
Dragon
 
Join Date: May 2010
Posts: 966
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SoD should work also.
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  #58  
Old 02-03-2011, 09:06 PM
Yujiro93
Sarnak
 
Join Date: Jan 2011
Posts: 34
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exactly, i replaced or added the files in sorvani's list from my live client. Only bugs i seem to have is the persistant human skin for basilisks hatchlings in nektulos and a very bugged Commonlands zone.
If i #zone commons or ecommons i have no problems (old zones) but #zone commonlands (new one) have mobs with crazy pathing and no loot.
Also Commonlands.map is missing in maps folder so it may comes from there.
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  #59  
Old 02-04-2011, 03:54 AM
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trevius
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The new revamped versions of zones like commonlands haven't been worked on at all in the PEQ DB as far as I know. So, you will see mobs that are from packet collects, but that is about it. Lots of cleanup and loot tables, quests, etc have to be done manually to really finish a zone.

As for the new basilisk models showing as humans, I think that is due to them being removed from the global load file. You should be able to copy that file (globalload.txt) from another install like SoD or maybe Live and fix it.
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  #60  
Old 02-04-2011, 06:05 AM
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Huppy
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I also had to grab a file called bas.eqg from a live client to stop the basiliks from showing up as humans.
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