PDA

View Full Version : Winter's Roar Merge


fathernitwit
10-14-2004, 02:44 PM
Well,

(this will hit sourceforge CVS by 10/15/04)

The thing that everybody has been waiting for...
(even if you didnt know about it).

The Winter's Roar Merge is finally here.... After hundreds of hours
of coding and testing, I have merged in a ton of features from
Winter's Roar. While I was doing that, I coded up a ton more
features of my own, as well as general code cleanup and reorganization.

A HUGE thanks goes out to wiz for letting me have his source
to facilitate this merge.

Another huge thanks goes to the people involved in testing
this code from project EQ and their players (Celestial).

DB updates:
all together: http://www.eqemulator.net/sql/wr_update.sql
Individuals:
ALTER TABLE items ADD attuneable tinyint(3) unsigned NOT NULL default '0';
http://www.eqemulator.net/sql/aa_actions.sql
http://www.eqemulator.net/sql/aa_swarmpets.sql
http://www.eqemulator.net/sql/fishing.sql
http://www.eqemulator.net/sql/timers.sql (might not be needed)
http://www.eqemulator.net/sql/traps.sql

Here is my best attempt at a change log. This is NOT complete,
much more was done, but I cant possibly list it all.


WR Merges:
- An innumerable number of small bug fixes and tweaks all over
- A TON of AAs and related effects
- FISHING!!!!!!!!!
- Many timers enforced by server, not just client.
- Trap support.
- Sense trap and disarm trap
- Group linking
- Zone-crossing pets (lose their buffs though, for now)
- Voice graft
- poison and disease counters (in progress)
- hunger and thirst (in progress)
- stat food
- NPC door opening!
- Optimized idle zones to not eat the CPU
- Items tints display properly
- shielding other players (in progress)
- pick pocket
- Optional EXP scaling based on CON level
- Instill Doubt
- Made auto-putting items into bags respect size constraints.
- heal/buff aggro.
- reclaim pet gives you mana back.
- enforce undead and summoned targets spells
- reworked bard songs a bit
- implemented camping properly
- made alcohol tolerance gain skill (dunno if it does anything yet)
- better checking of lore items during trades and merchant buying
- prevent interaction with merchants on basis of bad faction
- pets should actually taunt now.
- rouge pets should backstab now.
- optional: group buffs hit group pets now.
- fixed memory blur chances
- several minor group tweaks, should make groups more stable
- improved duel messages
- optional random luclin attributes for NPCs with boring faces
- AGI adjustments based on encumbrance
- AC bonuses for iskars and monks


FatherNitwit Improvements:
- Made most member timers instances, not pointers.
- Rewrote focus effects system, spells that give focus effect should work too.
- Reagent reduction focus implemeneted
- Rewrote activateable AAs and swarm pets based on Brank's work
- AA spell effects are now in the DB, easily editable
- Added a bunch of simple GoD AAs
- Consolidated many #define options into features.h
- Fixed crash in world when starting zone dosent exist
- Fixed dual weild with hand-to-hand
- Extended fishing to allow mobs to spawn when items are fished up.
- Made item skill modifiers work.
- Identified meaning of old Skill field of common items.
- made bind wounds actually consume bandaids.
- Made archery and throwing consume ammo
- Archery weapons proc now
- Fixed bard item bonuses to apply to all a bard's spell effects.
- rewrote perl HasQuestFile function to behave properly.
- modified perl quest system to fit better into the virtual parser scheme.
- enforce spell/skill components being on the player, not in bank.
- fixed container loading from DB.
- implemented item skill bonuses
- prevent merchant purchases when inventory full.
- safe fall implemented, but the formula is wrong
- initial implementation of client rampaging
- eliminated a lot of sqrt calls
- added an optional packet profiler to EQ network to count opcodes
- fixed NPC-casted targeted AE spells affecting the caster
- fixed monk special attack damage to be skill based.
- most NPC classes do their special attacks now.
- fixed multi-dose potions (not 100% sure they were broken)
- implemented Percental Heal spells
- put caps on haste, HP, and mana regeneration items
- Changed HP regen to work without client's regen packet, which it dosent send anymore.
- Updated natural HP regen to be closer to live.
- corrected AC calculations
- Implemented new discipline interface.
- Added new perl function (traindisc(itemid)) to facilitate training disciplines
- changed discipline reuse timer to a ptimer, since it is long.
- implemented a ton of new spell effects to support disciplines.
- implemented PoP item attributes like shielding, accuracy, etc...
- rewrote much of group system to better support multi-zone groups.
- groups given world-wide IDs instead of zone local.
- group disbanding when split between zones works.
- Fixed warrior/monk triple attack
- Fixed NPC AE spells to respect faction
- Tweaked NPC non-caster mobs being able to cast 'proc' spells.
- Fixed base resistance calculations to match the client.
- Cleaned up NPC spell interruption messages when they were not needed.
- DOTs no longer make you stand every tic.
- Fixed mob immunities special flags
- Added new mob immunities: snare, magic, meele
- Immunity to stuns now includes spin effects as well
- Trading with NPCs should correctly handle no drop items.
- fixed AA EXP setting
- allow starting items to include books and empty bags
- Fixed starting zones problem on char creation.
- Allow bards to move and use clicky items.
- Make NPC casters send stop moving packet when they cast.
- Fixed archery ammo searching to fall over to inventory.
- mobs now dual-weild based on a chance instead of garunteed
- groups do not grant EXP if the mob is green to any group members
- some NPC combat tweaks to balance it over the levels better. Needs through testing.
- EXP is now awarded to the top damaging player/group instead of killer
- fixed donal's complete heal
- fixed AC calculations for high-agi players
- Changed mobs with primary faction = 0 to be indifferent.
- If a player logs/zones in to a Z below the world, they are placed at a valid Z if possible.
- labeled new item field as attuneable, updated DB code for it


Enjoy folks.
please dont post bugs in this thread!


A bunch of new files were added, so if you get link errors on windows,
you need to add them to your project. New files:

aggro.cpp
bonuses.cpp
client_mods.cpp
effects.cpp
features.h
guilds.cpp
inventory.cpp
pets.cpp
spdat.cpp
spell_effects.cpp
tradeskills.cpp
trading.cpp
trap.cpp
trap.h
waypoints.cpp

Rogean
10-14-2004, 02:48 PM
=D

sotonin
10-14-2004, 03:09 PM
I thought this would be a good place to include a fix to the classic database. This fixes all start_zones to work properly. Which puts you in the right place upon creation, and consolidates the starting items table hugely.

http://www.peqserver.com/view_files.php?filter=release

Drop the tables, start_zones and starting_items, then source the 2 included sqls.

have fun, kunark is coming soon!

Xabob
10-14-2004, 04:25 PM
Very Very nice work =)

Doodman
10-14-2004, 05:08 PM
About time, slacker.

8)

Sakrateri
10-14-2004, 09:31 PM
Cant this be used on 5.7DR6 servers?

Elkay
10-15-2004, 02:06 AM
Updated via CVS this morning. When I'm compiling, I'm getting errors that features.h is not found. Indeed, the file is not there. Have the changes not completely propogated to SF yet or was the file left out somehow? That was the only build errors I had.

Edgar1898
10-15-2004, 02:17 AM
Nope, it was my fault, more info here:
http://www.eqemulator.net/forums/viewtopic.php?p=102015

They will be added today.

Elkay
10-15-2004, 02:22 AM
Cool thanks for the heads up. Looking forward to testing all this stuff out for ya. =)

Doodman
10-15-2004, 03:15 AM
For the time being, until CVS is up to date:

tarball:
http://www.eqemulator.net/0.6.0-DR1/eqemu-0.6.0-DR1-20041015-3.tgz

zip:
http://www.eqemulator.net/0.6.0-DR1/eqemu-0.6.0-DR1-20041015-3.zip

This is just to fill in until CVS is up to date, these files will -not- be maintained going forward. Once CVS is up to date, they will be removed.

Doodman
10-15-2004, 03:47 AM
Bump.

zip/tarball updated to fix linux makefiles for zone.

I think the project files for windows are still out of date

lordnoob
10-15-2004, 04:41 AM
That's awesome, good work. :D

Doodman
10-15-2004, 06:26 AM
Bump again. Updated project files for winblows users for zone (thanks LE)
Your milage may vary.

Celestial
10-15-2004, 06:43 AM
Thanks so much for the hardwork and im glad i could help, i think everyone appreciates this quality work.

Rogean
10-15-2004, 08:07 AM
Updated project files for VS 6.0.

darkminded
10-15-2004, 10:11 AM
What version is Winter's Roar on now a days? I remember playing on that server back in the day, it was pretty good.

Melwin
10-15-2004, 10:42 AM
Still on 0.5.3 because we're too lazy to upgrade

darkminded
10-15-2004, 12:45 PM
Would there be any way to get on 5.3 via some patcher? I have 0.5.7-DR6, 0.5.9-DR1, 0.5.9-DR2, 0.5.9-DR3 I could work with.

Sithikus
10-15-2004, 12:58 PM
try there web site wintersroar.com

fathernitwit
10-15-2004, 01:03 PM
There is an error with aa_actions in the sql updates.
im not in the mood to fix it right now, but basically there is an extra field in the inserts between spell_id and target, so if your desperate to try the AAs, add a fake int column there then load the data, and then drop the column... i'll fix it when I get time.

Elkay
10-15-2004, 01:04 PM
That wouldn't be causing the crashing problems that I posted in the other forum would it? Still trying to debug it.

zephyr325
10-15-2004, 01:10 PM
Cant this be used on 5.7DR6 servers?

Folks, I'm confused on this one (/flame suit ON). I'm assuming I can take what is in the current compiled version on WinCVS and run it using the 5.8 classic DB (with additional scripts), right?

Thanks...

Melwin
10-15-2004, 01:14 PM
Most likely not, no.

I'm no coder, but I doubt it.

zephyr325
10-15-2004, 01:27 PM
Most likely not, no.

I'm no coder, but I doubt it.

OK...so if I grab the latest client version from WinCVS, what database would anyone run against it? Is it that I take the Classic one from PEQ, run the 4 specific patch sql's, and then run the new sql that's referenced in the top of this post?

Or am I supposed to go somewhere entirely different to grab a database that will work with the current compiled winCVS version?

Trying to learn here... =)

fathernitwit
10-15-2004, 03:10 PM
you can take the 5.8 classic DB...
run any updates from edgar's post somewhere about bringing it up to 5.9DR2/3 compatibility (mainly a couple AA updates)... then run the updates mentioned in this release... with the exception that the aa_actions table will be messed up for now.

that should give you a compatible DB... on the other hand, a new PEQ DB for kunark will be hitting the shelves soon which will be fully compatible.

Edgar1898
10-15-2004, 05:52 PM
Fixed AA table will be on cvs in a few, and I will update the ones here in a sec.

Edgar1898
10-15-2004, 06:28 PM
as to where the database page was, its in the links on the top left side of the main page, or here:

http://www.eqemulator.net/databases.php

I updated it for 6.0 as well.

Elkay
10-15-2004, 06:44 PM
Ok still wondering why this isn't working for me.. I was running 5.9DR3 no problems.. got the latest CVS project and compiled with no errors. Ran the SQL update, then whenever I try to log in now my Zone.exe crashes no matter what I do. Where am I going wrong? Is the 5.9dr3 + WR SQL update not compatible with the latest CVS? Quite confused and frustrated at this point..

Edgar1898
10-15-2004, 06:49 PM
Nah, there are bound to be bugs with a release this big, I will work on squashing as many as I can tomorrow.

ajb20
10-15-2004, 07:27 PM
Thanks a bunch for the VS updates. You guys all rock on getting things fixed in a hurry even though you hate Windows :P Still getting one error, compile still completes, but wanted to point it out not knowing what it is.


trap.cpp(198) : warning C4804: '<' : unsafe use of type 'bool' in operation


But the compile works great and thanks again!

finwe
10-15-2004, 11:19 PM
Is out there 6.0 precompiled version???? if answer is no... how can i compile de 6.0 version ?? i m using windows xp... tks

sotonin
10-16-2004, 01:01 AM
If you have to ask how to compile it, the answer is you can't. Don't think there's precompiled yet, as this is a test cvs version

Edgar1898
10-16-2004, 05:31 AM
yah there is, I try to upload my compiles whenever I can.

http://cvs.sourceforge.net/viewcvs.py/eqemulator/EQEmuCVS/Compiled_Win32/Release/

astemus
10-16-2004, 06:03 AM
Cool, i'm sure everyone appreciates your compiles of the cvs :)

Wumpas
10-19-2004, 08:46 AM
If your using the the zip you also need to add

AA.c
AA.h


:)

I love challenges took me way to long to figure that out though lol

a_Guest03
10-21-2004, 04:37 AM
WTF!? I leave for a month for school, and all this happens? Holy crap!