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Old 03-27-2010, 10:16 PM
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trevius
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Default SoD Development Tracking

This thread was created to help keep track of the development of SoD. This can be used as a reference for what needs work, and who is working on what. I will try to keep this post updated as people update the thread with any progress or notes. Please try to keep posts in this thread for developer work only. All other SoD development discussion should be posted here, or a new thread created for it. For reporting Bug in Seeds of Destruction that are not already listed in this post, please post them in the Seeds of Destruction - Bug Reports thread.

Note that SoD and SoF clients are very similar in many ways. Because of this, all of the problems listed in the SoF development tracking thread are also issues for SoD currently. I have moved all of the notes from the SoF Development Thread into this one for SoD and unstickied the SoF thread.

Last Update - December 13th 2011

Top Priority Work:
1. AAs - All AAs in SoF/SoD are now fully functional. A temporary work-around is in place for the Improved/Advanced upgraded versions of AAs. For now, we just see double of the base AA for the upgraded version, but they work and can be purchased. This is because SOE consolidated those into single AAs. We just need to figure out how Live handles it to deal with training them higher instead. There also seems to be an issue when trying to train a few certain AAs. More notes in the post below.

Medium Priority Work:
None Currently

Low Priority Work:
1. Inspect Notes - Inspect works, but the player notes in the inspect window do not work for SoF clients yet. I think this may need to be set in the player profile now or something.
2. /guildstatus - It appears this previously was handled directly by the client, but in SoD, it seems to request this info from the server instead.

Database and Source Code Changes that will be needed at some point:
1. Spell Table/Files - SoD spell file has 10 more fields than our spells_new table. The spell files generated by the import/export scripts still seem to work fine on it, but at some point, we will want to add the new fields.

New Systems to SoD that did not exist in SoF:
1. Grouping - Many changes to the grouping system including the ability to merge 2 groups together and others.
2. Group Roles - New ability to designate the role of each player in the group. Note that this also effects the functionality of the /makeleader, as it seems to use the roles system.
3. Group Mana/End - In addition to HPs, now Mana and Endurance of group members will be displayed in the group window. (Added by Derision!)
4. Target Buff Window - New window to display the buffs of your current target. (Added by Derision!)
5. /charinfo - This command now displays all bind locations.
6. Ornamentation - The ability to change the appearance of an item to match the appearance of another item.

Issues with Newly Implemented Systems that did not exist in Titanium:
1. Target Buff Window - Occasionally shows the buffs of the wrong target, such as your own character while an NPC is targeted. Probably related to Server and Client not using the same target in certain cases.

New Systems to SoF that did not exist in Titanium:
1. Blocked Buffs - This should be pretty straight forward to get going at some point.
2. Auras - These appear to mostly work like Songs, but also have an aura NPC that can zone with characters.
3. Fellowships - The NPC class that gives fellowships is Class 69. The window opens up for the client already, but nothing is actually coded for handling them yet.
4. Pirate Combat - No Information
5. New Power Source Equipment Slot - Power Source Slot added and stats from it are functional, but it does not yet work the same way it does on Live.
6. Guild Banners - Banners are spawned as NPCs and are a global race. Custom Guild Banner info should be in the spawn structure somewhere.
7. Destructible Objects - No Information
8. Player Traps - These are spawned as new global NPC races. Most likely, they are just quest scripts in the default.pl to control the trap actions.
9. Spheres of Influence - No Information
10. New Skills - Unsure how many new skills there are in SoF, but live has Triple Attack as a new skill (skill 76). Not sure how to add these to work with both SoF and Titanium.
11. Respawn Window - Have started work to getting this added. It isn't functional yet, but getting there.
12. New Item Stats - All possible item stats now show up on items when a value is set in the database. The new SoF stats still need to be coded into the server to actually be used. KLS Added Backstab Damage, but the others still need to be coded.

New SoD changes that probably do not require code changes and are optional:
1. Death - Characters no longer lose items, money or unmem spells upon death.
2. Required Level - Items with Required Level to use may now be equiped at any level, but will give no benefits until the required level is met.
3. Weightless Coin - Coin no longer adds to the weight of a player!
4. Levitation - Levitation no longer causes a bobbing effect and instead just hovers the character above the ground.

Recently Resolved Issues:
1. Players Running - Players no longer appear to run and warp while standing still (Thanks Derision!)
2. Target HP Updates - Target HP updates work fine. Turned out it was just the wrong opcode.
3. No Trade Copied Items - Items now function perfectly as far as I can tell (Thanks Derision!)
4. Grouping - Should function as well as any other client (Derision is awesome!)
5. Tracking - Tracking should now work perfectly.
6. Merchants - The bug where purchasing an item from a merchant appeared to remove much more money than it was supposed to should now be fixed.
7. Spells being removed - The first 9 spell slots in spellbooks were being removed. This has been resolved and spellbooks work properly now.
8. Mage Pet Crash - The best crash was caused by the pet buff window and that has been disabled temporarily to prevent this crash.
9. Pet Buff Window - This now works.
10. Loot All - This new feature has been added for SoD (Thanks Derision!)
11. Group HP/Mana/Endurance Updates - Group HPs now update and the new feature of Group Mana and Endurance updates are working as well (Thanks Derision!)
12. Bazaar - New bazaar adjustments added to make it fully functional in SoD (Thanks Derision!)
13. /hidecorpse - This should now work properly (Thanks Derision!)
14. Spawn Structure - The spawn structure is now fully identified as far as it is for any other client (Thanks Derision!!!)
15. NPC Weapons - NPC Weapons all now display properly (Thanks Derision!!!).
16. HP/Mana/Endurance Changes - All new formulas for these have been added and are now showing correctly!
17. HT/LoH - The Harm Touch and Lay on Hands abilities are now AAs in SoD and both have been added to the AA window and seem to function properly.
18. Potion Belt - The potion belt should now be fully functional.
19. Clicky Fail Bug - Failing a clicky item cast will no longer bug the client. Also, cast bars from item clickies now uses the time from the item not from the spell.
20. Zone Shortname - Zone Shortnames have now been set to use 32 characters instead of the previous 16 limit (yay for oceangreenvillage)
21. Lay on Hands/Harm Touch - These skills have been added as AAs and should be fully functional.

Issues that may already have been resolved but need confirmation:
1. Trader Searches - Report that "search my trader" does not work in SoF. Unsure if this applies to SoD as well yet.
2. Adventure Leaderboard - The stats of the Adventure Leaderboard don't work properly yet. I think the correct opcode is set, but it just needs an encode and structure adjustment.
3. Group Leadership - This mostly works with the following exceptions: Delegate Main Assist is no longer an AA but a Group Role and is not yet implemented. Health Awareness seems to work sometimes and not others. Find Path to PC doesn't work because the Find command in general does not yet work.
4. /makeleader - This command does not work on SoD yet. It appears to be tied to the new group roles feature, so it will have to wait until group roles are implemented.

Reported Issues that have not been confirmed or denied:
1. Race Sounds - Reports that some races (such as horses) do not make the usual idling sounds that they do in Titanium. Needs further investigation.
2. Group Mana/End - Reports that this does not always show correctly. No further details yet.


Attaining Seeds of Destruction:
The client EQEmu uses for SoD is from Steam (currently $19.99) here:
http://store.steampowered.com/app/24130/

This post will be updated again regularly with current development status.
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Last edited by trevius; 12-13-2011 at 05:33 AM..
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  #2  
Old 03-28-2010, 08:37 PM
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trevius
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Notes on the above Development work:

1. HP/Mana/Endurance - Currently, these stats on SoD are not matching the server stats for characters. This is because they changed the formulas for calculating these stats. We have a couple of options to make sure that all clients match, but the first thing that is needed are the new formulas for all races stats increases. I am working to find the new formulas, but it is probably going to take a while considering there are a ton of classes and levels to check and quite a few different things need to be figured out. The good thing is that this is simply a display issue, as your character still has the correct amount of HP/Mana/Endurance that the server thinks it should have. It just means that your HP/Mana/Endurance bars may not fill to 100% until we resolve this issue.
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  #3  
Old 03-29-2010, 12:43 PM
Domel
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Loot All came from SoF.

http://everquest.allakhazam.com/story.html?story=11214
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  #4  
Old 03-29-2010, 05:32 PM
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New SoD changes that probably do not require code changes and are optional:
1. Death - Characters no longer lose items, money or unmem spells upon death.


Wanted to point out that while we have a rule for item loss of death, your spells still become unmememed in either case. So to match SoD you may want o put an individual rule just for that (keeping/unmemming spells)

Also, just wanted to remind you that for longest time you wanted to implement a NO level Loss Death Rule - where character can still loose XP on death, but DO NOT delevel. (Not SoD related but somewhat related =)
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  #5  
Old 03-29-2010, 09:08 PM
KLS
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What does sod do instead? Just exp loss?
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Old 03-29-2010, 09:30 PM
steve
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Quote:
Originally Posted by KLS View Post
What does sod do instead? Just exp loss?
Yep! You return to bind with spells still memed, all coins and items. You leave an empty corpse behind that is just there to be able to regain some xp via a resurrection.
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  #7  
Old 03-29-2010, 09:37 PM
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You get a new type of penalty buff similar to resurrection effects and lose the normal experience loss from what I read on the patch notes.
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  #8  
Old 03-30-2010, 02:18 AM
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Should be simple enough to add to the options when we get some time in the future then.
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Old 03-30-2010, 08:44 AM
bad_captain
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Quote:
2. Group Roles - New ability to designate the role of each player in the group.

This excites me with regards to BOTs. I had done some work on something similar (borrowing from Shin Noir's Bot Filter system), so BOTs would only cast certain spells on certain group roles, so seeing this work would be great. At least I'll have some work done that may be able to be used when this is implemented.
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Old 05-09-2010, 08:26 AM
501st
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Quote:
Originally Posted by trevius View Post
New Systems to SoF that did not exist in Titanium:
9. Spheres of Influence - No Information
I don't know if you ever figured out what these were and just never updated the posts but i figured i would let you know Sphere's of Influence was apparently the Aura spells released for levels 55 and 70 during the PoR expansion They could apparently also be made into "zone effects" of a sort by using an invisible teleporter man as a central point though i can't recall having ever seen this but maybe i just forgot or never payed attention =/

PoR release notes from EQ Players:

Quote:
*** Prophecy of Ro Features ***



- Spheres of Influence - Spheres of Influence will appear in expansion zones as visual effects, like soft blue lights, whirling winds, or spinning axes. Any player or non-player character that enters the area of the sphere is subject to its effects. In order to see Spheres of Influence, you must have Player particles enabled in your display options.
- Auras - Players can create Spheres of Influence called Auras. There is an Auras window available in the Character section of your EQ menu which shows your currently active auras and gives you the ability to remove them with a right-click. Player auras are available through mission rewards and events much like spells. In order to see Auras, you must have Player particles enabled in your display options.

- Destructible Objects - Destructible objects, like walls, doors, and siege engines, are used in many of the new expansion zones. These are terrain objects that have a health points which can be depleted and, when the object has reached low enough health, it will crumble and break. As you damage the objects you will see it break down until it is completely destroyed. You can identify an object that is destructible because it will pulse when you put your mouse over it.
- Zone Traps - Traps in EverQuest are now represented by objects that can be seen or hidden. As you would expect, traps trigger if you move into their range and you or your party, and sometimes the entire zone, can be affected by them. Rogues and bards have the ability to sense traps, reveal them to those around them, and disarm them. All traps in the game have been converted to use this new trap system.
- Player Traps - Traps are available to players in the same way as spells and abilities, through specific quests, mission rewards, and off spell or discipline vendors. Once a trap has been memorized, it can be created by using the spell or discipline. The trap will remain in the area it is summoned until it is triggered, disarmed, removed by the player who set it using the new Remove Trap skill, or expires.
- Buff Filters - Players can now filter beneficial spells cast upon them and their pets. By right-clicking on any active buff showing in your Effects window, you can select to remove it and/or select that it will never be allowed to take effect on your character again. Pet owners can also click off buff icons in the Pet window and apply filters to them. The list of spells being blocked can be found in the Blocked Buffs or Blocked Pet Buffs windows in the Character section of your EQ menu.
- New Bank Space - Available bank space has been increased by 8 slots.
- /Claim Item - If you have received the Prophecy of Ro /claim item from the retail box, Stable Ward Kyle in the Bazaar may be able to help you use it to upgrade your old horse to a warhorse. Paladins or Shadowknights who have the Holy or Unholy Steed AAs and the /claim item can upgrade their special mounts to a warhorse by visiting Stable Ward Rames as well.
- New Tradeskills - Event Coordinator Baublie Diggs has a test for you to prove your abilities!

The Aura quests on Allakhazam (complete with list of Auras)
level 55: http://everquest.allakhazam.com/db/q...tml?quest=3378
70 Casters: http://everquest.allakhazam.com/db/q...tml?quest=3497
70 Melee: http://everquest.allakhazam.com/db/q...tml?quest=3420

Hope this helps
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  #11  
Old 06-01-2010, 04:08 AM
Nagus69
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FOund the answer on the peq forum.
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  #12  
Old 06-01-2010, 04:14 AM
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Quote:
Originally Posted by Nagus69 View Post
I noticed that when i played around in old zones like Oasis , South Ro with the SoD client, that alot of models are now simply humans (Sand Giant, Giant Spider, Desert Madman, Orcs etcetc).

Is there anything i am missing? It works perfectly fine when i load up the same zones with the Titanium client. I wanted to revive one of the zones and after editing and tuning all NPCs in the Database, finally logged in and found - only Humans!

The only models in Oasis that are non-humans are the Dry Bone Skeleton, Specters and the Caimans i think.
As quoted on Trevius's server website:
Quote:
Secrets of Faydwer Zone Model Files

The default installation of Everquest: Secrets of Faydwer is missing some of the model files for the new zones. Without these files, you will see human models instead of the new races in these zones. To correct this is simple. All you need to do is download the SoF_Models.bat file below and save it to your Everquest folder where you installed SoF. Then, just run the file by double clicking it and it will create the files you need to see the correct NPC models in all zones. This is not needed by Titanium users, it is for SoF only.
1. Right click on the link below and select “Save Target As…” or “Save Link As…”, whichever of those options right click gives you.
http://stormhavenserver.com/downloads/SoF_Models.bat
2. Find your Everquest directory. It should be in either C:\Program Files\Everquest or C:\Program Files\Sony\Everquest.
3. In the “Save as type:” field, it probably says “Text Document”. Make sure to change it to say “All Files” by selecting it from the drop down there.
4. Click “Save” to save the file.
5. Use Windows Explorer to find your Everquest folder and locate the SoF_Models.bat file in that folder.
6. Double-Click the file to run it, and you are all done. Now just exit Everquest completely if it is running and restart it and you are set!
http://stormhavenserver.com/mediawik...l_Custom_Files
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  #13  
Old 12-30-2010, 01:47 PM
Derision
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Default Harm Touch/Lay on Hands AAs

The Harm Touch/Lay on Hands AAs should be fully functional at all ranks in Rev1790, in particular with respect to the required levels/cost to train them, and their associated spell effects.

HT seems overpowered but I guess it is because it is designed for the current situation on Live.

For example, the level 65 HT does 10726 DD and 31857 DoT (4551 per tick for 7 ticks).

I think I have the formulas correct, from looking at SK/Paladin boards. If anyone sees anything wrong, let me know.

EDIT: The last two tiers of HT with a formula1 of 331 don't work.

Last edited by Derision; 12-30-2010 at 04:51 PM..
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