Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Bugs

Archive::Bugs Archive area for Bugs's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 01-07-2003, 12:42 PM
Baron Sprite's Avatar
Baron Sprite
Dragon
 
Join Date: Jan 2002
Posts: 708
Default EQEMu 0.4.1+ Wishlist.

Since 0.4.1 was a major release, some of the requested features have been added in, so please post any features you would like added in future versions.

Note: This post is NOT for bug reports, it is only for feature requests.

Note 2: WE KNOW THAT YOU WANT HORSES. WAIT FOR 0.4.2
__________________
Waking up in the morgue is pretty harsh, but it beats being dead.
Begun, this irc stat war has.
Reply With Quote
  #2  
Old 01-07-2003, 12:47 PM
just_add_water
Hill Giant
 
Join Date: Mar 2002
Location: //say $network
Posts: 138
Default

Read this first---


PoP items/spawns - Must be Packet Collected by users
Bows/throwing/Archery - Already in
Boats - Run by the DB (so do it yourself)
AA - Must be Packet collected!
Disciplines - Must be Packet collected!
Wandering mobs- In 0.4.1, check main forum for a guide to using this
Mobs hitting for correct damge - this is done by a formula, go fix it

Also *MAKE SURE* to check if something already in the emu before asking for it.

DO NOT ASK FOR ANY OF THESE, REPEAT ANY. I'm not kidding
Reply With Quote
  #3  
Old 01-07-2003, 12:48 PM
Baron Sprite's Avatar
Baron Sprite
Dragon
 
Join Date: Jan 2002
Posts: 708
Default

Disciplines - Need to be packet captured also if you want them in.
__________________
Waking up in the morgue is pretty harsh, but it beats being dead.
Begun, this irc stat war has.
Reply With Quote
  #4  
Old 01-07-2003, 02:26 PM
mByte
Hill Giant
 
Join Date: Feb 2002
Posts: 206
Default

Partical Objects (ie particals found in D1 falling from red part or on exit pads in sebilis)

Hide / Sneak

Better Z Axis handling for wandering mobs

(not sure if in there)
NPC to attack another NPC cause of type (guard attacks animals)
__________________
mByte
Reply With Quote
  #5  
Old 01-07-2003, 04:02 PM
Beh
Fire Beetle
 
Join Date: Oct 2002
Posts: 2
Default

Combat Lag?

I'm not sure if this should be posted as a feature but I have jumped on eqemu from time to time and always there has been extreme lag in combat. I have no idea if it's the server, the code, the connection, or all of the above but it's something i'm sure your aware of. I just wanted to see if this is something that could be fixed or added like anything else or would it have to wait till the project neared completion to rat out all the problems.
Reply With Quote
  #6  
Old 01-07-2003, 06:19 PM
var1ety
Sarnak
 
Join Date: Jan 2003
Posts: 59
Default wishlist

#unsummon <name> <zone> sends name to zone; maybe make them have to be targetted and zone has to be up, or something, i don't know.

#reversesummon <name> zone to where name is, at his location when you type command

privileged log in. if i have 200 status and all my zone servers are full i'd like the server to do a shutdown on the zone with the lowest total number of status points so i can log in. failing that maybe make it so that if all zone servers are occupied you zone into a random non-empty one?

perhaps a server mode so that only those in your accounts table can log in, or only those with status x?

ability to log #actions to a file, chats to a file, zone changes and that stuff?

a unix top clone interface would be a wonderful touch to zone/world, but it seems inappropriate. Instead perhaps make it so that you can query stats from the zones via telnetting to world and logging in and issuing commands, so that you could write your own plugin to report stats on the servers, allowing you to direct output to >/dev/null on unix so that you don't need 5 terminals to run a server =) If this is already possible perhaps detail the commands to query various things via the console you can achieve by telnetting to world?

An extension to this would be making sure that all chat is reported through world, rather than in the individual zones (if it isn't already), so that that can be captured in one central place.

That's all for now..

EDIT:
Ability to have various levels of speed between normal and gm speed, say 5 levels of it, where 0 is normal, 5 is current gmspeed.

When you die have it pop you up at zonein of current zone with full equip, instead of how it is now, where you die, get booted to login, then log back in with full gear.

Change #goto x y z to the format #goto (xyz|pc) (x y z | pc name). So for instance you type #goto xyz 5 10 -300 to use goto like before, and you type #goto pc joebob to do an intra-zone teleport to joebob's character. If you wanted you you could replace #reversesummon's functionality by #goto by either adding an intrazone tag, or by making going to a pc go to their zone whether they are in the current zone or not, if that makes sense.
Reply With Quote
  #7  
Old 01-07-2003, 08:52 PM
EnFuego98
Fire Beetle
 
Join Date: Jan 2003
Posts: 13
Default regarding #goto

As far as #goto stands, it seems the Guide+ command of /goto works, since it's part of the client. Also, /find works, but the mobs are named differently than on a "live" server (i.e. a_large_rat00 on live and a_large_rat000 on eqemu). I use these all the time to get to a specific spawn or PC (so this would also work in place of the #reversesummon asked for above).

[edit: On a side note, /find and /goto DO work INTER-zone, so it is possible to /goto a player who is in another zone.]
Reply With Quote
  #8  
Old 01-07-2003, 11:42 PM
Shawn319
Demi-God
 
Join Date: Jan 2002
Posts: 2,073
Default

Quote:
#unsummon <name> <zone> sends name to zone; maybe make them have to be targetted and zone has to be up, or something, i don't know.
How about #banish instead?

nice idea...
__________________
Shawn319
Semi-Retired EQ Addict

(Retired)EQEmu Lead Tester
(Retired)EQEmu Tech Support

(Retired)Host/ServerOP - [LIVE] Official EQEmu Test Server
(Retired)Host/ServerOP - Shawn319's All-GM Dev Test Server
(Retired)ServerOP - EQEmu Beta Server
(Retired)ServerOP - GuildWars Server
(Retired)ServerOP - Raid Addicts
--------------------------
Reply With Quote
  #9  
Old 01-08-2003, 12:35 AM
Skullphoenix01
Fire Beetle
 
Join Date: May 2002
Posts: 7
Default Chat

Perhaps a way to connect the chat on the server screen in EQ to the IRC channel.
Would be handy i think...
Not really something thats important though... *shrug*
Reply With Quote
  #10  
Old 01-08-2003, 02:51 AM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
Default

Just a note about your npc name post, npc names will go back to the eq standard of 2 digits to determine the mobs uniqueness. Ie a_large_rat00 on live eq will be the same on the emu.
__________________
Lethal Encounter
Reply With Quote
  #11  
Old 01-08-2003, 03:05 AM
jdankanyin
Sarnak
 
Join Date: Jun 2002
Posts: 30
Default

hows about a xml ui set up for gms and server ops to let them know which zones are down or where the chars in the zone are stuck.
Reply With Quote
  #12  
Old 01-08-2003, 07:53 AM
var1ety
Sarnak
 
Join Date: Jan 2003
Posts: 59
Default xml ui

some kind of ui is what i was thinking of when i mentioned it above, but it seems inappropriate to put something like that on the dev team. better to make an extensible system that is open and documentated which we can query with an application, so that the community could make its own server monitor with various features.

it seems like the functionality is already partially there via the console (maybe more, haven't looked into the console much).
Reply With Quote
  #13  
Old 01-08-2003, 07:59 AM
DrEvil
Fire Beetle
 
Join Date: Oct 2002
Posts: 14
Default

how about a working minilogin that supports multiple accounts, creatable through a webpage & php
Reply With Quote
  #14  
Old 01-08-2003, 09:12 AM
pyrobooze
Fire Beetle
 
Join Date: Dec 2002
Posts: 6
Default

Trade skillz
Being able to combine items in boxes <for quests>
Factions
Mobs hitting for what they should... IE tunare quad fo 1500 instead of doubles for 400
Reply With Quote
  #15  
Old 01-08-2003, 09:36 AM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

Why would you want mobs to hit exactly like they do in live?

On a mob that requires 50 people to take down the mob, and a server that is going to have a max of 20, isnt this just a recipe for creating an 'unkillable' mob?

On the low end, mobs should be fairly close to live, but as you go higher, mobs requiring multiple players to kill need to be scaled down to stay consistant with the number of players..

Make sense?
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 08:29 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3