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trevius
12-08-2014, 06:09 PM
This thread was created to help keep track of the development of the Rain of Fear (version 2 - build date of May 10 2013 23:30:08) client. We are referring to this client as "RoF2" since it is still the RoF expansion, but is newer than the previous client. It is actually considered Shadows of Fear, which is a mini expansion that came via a patch, but we did not want to call it SoF2 (since SoF was already taken).

This Rain of Fear (RoF2) client is currently only obtainable via Steam.

This thread 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 or make commits with any progress or notes.

This thread can be used for any development related work or concerns as well as to report any bugs with the client that haven't already been documented.

This thread will be focused on RoF2 specific bugs, not general bugs that exists in some or all other clients. Because we are already tracking known issues with previous clients in other threads, this thread will not repeat those same issues. For reference, see the following threads for previous client development tracking:
SoD Development Tracking (http://www.eqemulator.org/forums/showthread.php?t=30909)
Underfoot Development Tracking (http://www.eqemulator.org/forums/showthread.php?t=31635)
VoA Development Tracking (http://www.eqemulator.org/forums/showthread.php?t=35177)
RoF Development Tracking (http://www.eqemulator.org/forums/showthread.php?t=36104)


Last Updated - March 2nd 2015


Top Priority Work:
1. Guild Bank - The Guild Bank window opens, but deposit does not work. This is possibly just a slot issue that needs to be converted to the RoF slot system in the struct.


Medium Priority Work:
1. Bazaar - /bazaar searches do not function yet. This is due to several packet related changes in how bazaar is handled.


Low Priority Work:
1. Mend - The Monk Mend skill has random refresh timers after first logging in/zoning. This is most likely due to not passing a timestamp in the PP field for it.


Client Issues:
1. Many of the old world zones that were revamped have been removed from the client. This includes zones like commons, but we will need to get a full list of missing files together. The good news is the files can be added to the client folder and will work once they are there (similar to what needs to be done on the Underfoot client).
2. Due to Ornamentations using augment types 20 and 21, items cannot have both of these aug types at the same time. These slots appear large at the top of the item stat window and it can only display 1. If this causes a problem on any custom server, they should run SQL to convert type 20 and 21 to other slots on the items as well as augments (and inventory table).


Database and Source Code Changes that will be needed at some point:
1. Will need to convert the source and database to use the new Live format for item slots and to allow bags larger than 10 slots and the 2 new main inventory slots.
2. Will most likely need new Database and source changes to get the new /bazaar feature working in all zones (including bazaar itself).
3. RoF2 client does not automatically find the best Z location for ground spawn objects. This means that forges, bird baths, etc may need to be set to the correct Z location in the Database if they show as hovering.


New Systems to RoF2 that did not exist in Underfoot (that may/does require code support):
Note that many of these were carried over from the work on the RoF and VoA clients, so they need to be validated.
1. Containers can go above 10 slots and it looks like the max is at least 32 slots (though there is no reason for hard setting a max in the source with the new slot format). I tested a 100 slot bag and it worked.
2. Two new slots in the base player inventory for a total of 10 (restricted to 8 in the source for non-GM characters).
3. Merchant window now has a "Reclaim" tab. Any item you destroy during a single session of EQ (Unsure if it resets when you log) is shown in this tab and can be purchased at the cost of "Reclamation Tokens"
4. /bazaar is now searchable from all zones and you can buy/sell directly from that window and items can sell even while you are offline.
5. Item Hotkeys - The new Item Hotkey always shows the item in the Charm slot due to an issue with how item headers are serialized now. This is a new feature in addition to the old slot based hotkeys.
6. Augmentations - Augments can now be right clicked to allow them to be deleted directly from the slot without removing them, and can also be swapped without removing first. This is not yet implemented in EQEmu.
7. Guild Permissions/Ranks - There are now 8 guild ranks and each rank can have several different permissions defined for them. This would require a major overhaul to the guild management code.


Special Client Notes:
Item Hotkeys - Slot based hotkeys can still be created by holding ALT+Click on a slot. The new item-based hotkeys are created by holding left Click.


Recently Resolved Issues:
1. Empty Containers can be stored inside other containers. This is now supported!
2. Death - Reports that dying was not causing the client to zone. This was resolved by correcting the opcodes.
3. Ebon/Radiant Crystals - The totals for these did not show correctly until after you use them. This was resolved by aligning the PP.
4. Leadership AAs - The Leadership AA window did not display totals correctly. This was resolved by aligning the PP.
5. Adventure Stats - The Adventure Stats window did not display totals correctly. This was resolved by aligning the PP.
6. Logging in or Zoning Times - It was taking about 2 minutes to login/zone due to an issue that causes the client to search for a boat that does not exist. This was resolved by aligning the PP.
7. Leadership AAs - Purchasing Leadership AAs did not work. This was resolved by correcting the opcodes.
8. Recipe Searches - This did not work. This was resolved by correcting the opcodes.
9. Corpses - Corpses now show items on them again. Was broken when Client62 was removed, but has been resolved.
10. Alternate Currency Merchants - Alternate Currency Merchant buying and selling are both now functional. Structs were corrected.
11. 6th Aug Slot - Aug slots now go up to 6 max instead of the previous 5 max. Source updated to implement 6th aug slot.
12. Rest Timer, Show Helm Option, Auto-Consent Options - All fixed by correcting the Player Profile packet.
13. Resurrection - Resurrection is now fixed. There were 4 bytes added to the response struct.
14. Tracking - Tracking Window now displays correctly and track now works. Struct and opcode corrections made.
15. Cursor Buffer - This should now be working like previous clients. Had to add a work-around to handle it until the new slot system is in place.
16. Dropping Items - Dropping items now go to ground level instead of camera-height level.
17. Caster Augmenting - Cloth Armor was unable to accept type 8 (and possibly other types) augs. This has been resolved by identifying the item packet field causing it.
18. Aug Slot Type 21 - Items with Slot 21 for augs had Buy Now button instead of a slot. This was related to the Membership packets and has been fixed.
19. Looting - NPC Corpses with more than 10 items on it was not functional. This was corrected by sending the correct slot types for corpses on RoF2.
20. Looting - Sometimes the incorrect item would get looted due to slots being in the wrong order. This was corrected with the same fix as above.
21. Shielding and Key Ring - /shield (shielding) and /key (key ring) are both now functional after opcode updates.
22. Pet focus and hold - The /pet focus on/off and /pet hold on/off commands are now functional. This was an issue with the defines and case switch for the commands.
23. Guild Rank - Promote is now functional, new members are now members instead of recruits, and /guild chat works properly for new members.
24. Environment Damage - This is not functioning properly (falling, lava, etc damage). This was corrected by adjusting the struct size.
25. Item Hotkeys - The new Item Hotkeys which are created by holding Click on an item are now functional. This was resolved by adjusting the unique string length.
26. Guild Alts - Setting Guild Members as Alts in the Guild Management Window now saves and is functional for filtering. It was resolved by correcting the opcode.
27. Cross-Client Guild Invites - Guild between RoF+ and previous clients now works. Temporary work-around was added to convert the membership rank of invites/accepts.
28. Shared Platinum - Platinum put in the Shared Bank was not being displayed after relogging. This was corrected by identifying the field in the PP.
29. Bandolier - The Bandolier was displaying a treasure chest icon (836) when nothing is set in it. Had to set icon to -1 instead of 0 in the PP.
30. Discipline Updates - Disciplines were not updating when scribing a disc from a Tomb. Corrected by changing max disciplines from 200 up to 300.
31. Bazaar Trader - Buying and Selling from Bazaar Traders is now functional.
32. Bard Effects - The effects for songs on Bard Items was not displaying. This was corrected by updating the Encode to include Bard Effects.


Attaining the Steam F2P (Free to Play) RoF2 Client:
http://store.steampowered.com/app/205710/ - Note: Do not purchase the latest expansion on Steam as it is the same Download as the F2P one.
Click the "Play Game" button.
If you have Steam, you will be given the option to open it up in Steam and you can download it from there. If you do not have Steam installed, you will have the option to install it. Install it and then get the client from within Steam.
Once the client is downloaded, move the Everquest F2P folder (something like "C:\Program Files\Steam\SteamApps\EverQuest") to another location so it doesn't get patched by Steam at any point. Make sure not to start the client using the installed desktop icons. You do NOT want to patch the client to Live!
Then just follow the normal EQEmu client setup instructions to change the eqhosts.txt file and create the shortcut using the patchme argument.

This post will be updated again regularly with current development status. Devs, please feel free to edit this post as needed.

trevius
12-08-2014, 06:12 PM
Development Related Patch Notes from RoF to RoF2 (removed anything that did not seem relevant to development):


12/20/12

*** Hotfix ***


12/21/2012

*** Hotfix ***


01/16/13

*** Highlights ***

- Krono has come to EverQuest! A Krono is an item that can be bought from a link in the Marketplace and consumed for 30 days of Gold membership time. You can trade, barter, buy or sell in the bazaar, and even mail Krono to another player through the parcel system, just like any other tradeable item. You now have a new inventory slot that displays your current Krono balance.
- Platinum caps for Free and Silver members have been removed.
- The method for calculating and displaying aggro on the Aggro Meter has changed. See the Miscellaneous section below for more details.
- Code changes have been made to improve stability and reduce instances of crashing. See the Miscellaneous section below for more details.

*** Items ***

- Marketplace Player Studio housing building items have had their stack size increased. The walls now stack to 10, the cubes and tiles to 100, and the stairs to 10.
- Fixed an issue that was causing many of the collection item spawns to disappear when you went to click on them.

*** Progression Servers ***

- Fixed an issue with polls that caused them to fail to display the proper options.

*** Miscellaneous ***

- Changed how the aggro percentage is displayed and calculated in relation to an NPC's current target. The percentage is now calculated in relation to the target the NPC is currently attacking, rather than the target it hates the most. The aggro percentage displayed on the aggro meter is also now capped at 999 percent. For instance, if a player is the NPC's current target, the player will have 100 percent aggro. If there is a pet also taunting the NPC, and the pet's aggro amount exceeds the player's aggro level by four times, the aggro percentage for the pet will be 400 percent.
- Removed the Platinum caps for Free and Silver members.
- You can now send money though the Parcel system if the receiving player is offline.
- Tweaked the values in memory.ini for Minimum, Balanced, and Maximum memory modes to reduce crashing.
- Fixed a crash related to the Preview window and zoning.
- Improved the handling for texture loading. Downsampling and upsampling of textures is now more flexible and responsive to available memory levels.
- Optimized how memory for text is handled to reduce the total memory footprint of EQ.
- Restored the /particledensity command and hooked it up to sync with the particle density options in the options window.
- Fixed an issue related to precipitation that was causing crashes when switching between servers.

*** UI ***

- Added a new InvSlot type to the inventory window: inventory/Krono. This new slot is like any other slot and can be hot keyed in a hot button bar, inspected (using right-click hold or alt-left click), consumed (by right clicking), or even temporarily moved to bag slots.
- Added a button to consume Krono in the inventory window.
- Made some changes to UI processing to reduce the loading and reloading time.
- Added a label to the inventory window that now displays your remaining Gold days left on your subscription (if you have one).
- Fixed some minor UI XML typos.
- Added "Container" as a searchable type in the bazaar.
- Made the mod2 stats (Bash, Flying Kick, etc.) searchable in the bazaar.


1/18/13

*** Hotfix ***

1/23/13

*** Hotfix ***

- Resolved an issue where some players were reporting some "Gold Days Left" when they were Silver members and were only getting a few days added when they consumed a Krono.

2/13/13

*** Spells ***

- Fixed an issue where short-term debuffs were not being removed when players were resurrected.

*** Miscellaneous ***

- Returned the caps on these skills to their previous values: backstab, dragon punch, tail rake, round kick, tiger claw, and eagle strike.
- Logging into the game while in a monster shroud no longer results in a message saying that you have been granted the Summon Tome of the Hero's Journey AA.
- Fixed a rare client crash related to edit boxes.
- Fixed a client crash related to reloading the UI while certain dialog windows were open.
- Tweaked the texture loading logic when in the Guild Lobby or the Bazaar to prevent out-of-memory crashes. The functionality should be unchanged in other zones.

*** UI ***

- Added the ability to filter items in the Bazaar based on prestige status.
- Added the ability to filter augments in the Bazaar by slot type.
- The audio trigger 'Enabled' checkboxes were not being set correctly when items were moved up and down in the list. The checkboxes are now being properly set.
- The Guild Window will now properly update members' last login dates and levels when the members log in and when they experience level changes.


2/14/13

*** Emergency Patch ***

- Corrected an issue that was causing free-target heals to fail to cast.

3/13/13

*** Highlights ***

- NPC melee combat will no longer cause other NPCs to move. Players can still move NPCs and NPCs can still move players.

*** Zones ***

- The following non-combat zones have been changed so that buff timers are suspended and fall damage is negated: Nexus, Shadowrest, all neighborhoods and housing interiors, The Bazaar, The Plane of Knowledge, The Plane of Tranquility, and the Wedding Chapel.

*** Miscellaneous ***

- Added a "Sent" column to the Merchant window "Parcel" tab to display the date that a parcel was sent.
- Added the slash command /clearallchat. This functions just like /clearchat except that it clears the chat from all of your chat windows.
- Fixed an issue where /autoinventory was not properly updating the item icon when there were multiple items on your cursor.

*** UI ***

- Added some minimum sizes to some windows to prevent overlap and the accidental hiding of information.
- Added an option to the Options window to allow for the toggling of No Drop loot confirmations. This behaves exactly like the previously added /lootnodrop command.


3/15/13

*** Hotfix ***

3/20/13

*** Hotfix ***

3/27/13

*** Hotfix ***

- I'm trying to draw a pretty picture of the Guild Lobby, but you keep messing it up. I made you much easier to draw now! - Bristlebane

4/17/13

*** Highlights ***

- Shadow of Fear, the second chapter in Rain of Fear, is now available to everyone who has Rain of Fear!
- - Explore two new zones: Chelsith Reborn, and the mysterious Plane of Shadow, with new quests, missions, and raids!
- Created a new skill, Two-Handed Piercing, and renamed the existing Piercing skill to One-Handed Piercing. All existing characters will be granted equivalent skills in both types of piercing (where applicable to their class).

*** Housing Improvements ***

- House yards and interiors can now hold more items.
- - All yards have had their capacity increased by 30.
- - All one room houses can now hold 300 items.
- - All three room houses can now hold 500 items.
- - The Hermit's Hideaway now holds 400 items.
- - Evantil's Abode now holds 600 items.
- Greatly reduced the size and weight of houses when placed in your inventory.
- Added a /leaverealestate command that will exit a real estate zone. This is also available in the EQ Menu under Real Estate.

*** Items ***

- All weapon and shield ornamentations that are purely cosmetic (augments that do not offer stats or spell effects) no longer require a solvent to remove.
- 2-handed piercing bonuses have been added to Cleave. Beginning with Cleave VII, 2-handed piercing has replaced Kick when Cleave has a damage added bonus. This is a short-term fix. We are working on a long term resolution for a future release.
- Corrected several items that could sometimes fail to activate their spell effects due to timer sharing. Examples include the 'Vicious Rabbit' and the potion 'Kilva's Blistering Flesh'.

*** Spells ***

- All player spells and abilities that affected piercing or two-handed attacks have had Two-Handed Piercing added where appropriate.

*** AA ***

- All AAs that affected piercing or two-handed attacks have had Two-Handed Piercing added where appropriate.

*** Miscellaneous ***

- It is now possible to forage while on a mount.
- Added the 2H Piercing skill to the game, and renamed Piercing to 1H Piercing.
- Fixed an issue that would cause certain archery attacks to miss when accuracy was too high.
- Fixed an issue where ground spawns (such as collection items) could spawn in the air.


*** UI ***

- Added more appropriate minimum sizes to some of the windows.
- Added the ability to pull up the bazaar search (Shift+Ctrl+Left Click) and barter search (Shift+Alt+Left Click) windows from multiple different locations like inventory slots or item links.
- Changed the selections in the Loot Nodrop confirmation pulldown. "Sometimes" is now named "Not Usable". Additionally, updated /lootnodrop to now accept "usable".
- Added check boxes to filter mercenaries and pets in the Tracking Window that tie in to the existing All, Group or None filters.
- Converted all of the dragitem TGA files to the DDS format to reduce memory requirements. If you maintain a UI that uses custom images, we suggest you define these images in another XML file and add the name of that file to EQUI.xml instead of adding them directly to EQUI_Animations.xml.
- Corrected many icons that previously bled into each other.
- Added many more usable icons to the game.


4/24/13

Nothing worth noting

5/14/13

Highlights

Added melee skill and spell reuse timer groups to the combat abilities window and spell description window. Now conflicts can be seen without having to activate the skills or spells.
You can now set options to click through yourself, pets, and mercenaries when clicking on the screen. These settings can be enabled in the Options window.

Items

Classes that do not have the Two-Handed Piercing skill can once again use the rare 2HP items that they could use before the skills were split.

Miscellaneous

Improved performance in several zones.
The Guild Lobby map now includes the area leading to the Neighborhoods.
Added the /stopdisc command, which will cancel any currently running discipline.
Fixed a space issue in your name when you had a title that started with a comma.
When claiming an item that can be claimed on more than one character, it will no longer incorrectly say that the item can only be claimed once per account.
Parcels that contain only money can now be retrieved even if your inventory is completely full.
Items that have evolved to level 16 or higher will now properly display when linked in chat.
Created the /useitem <slot> [subindex] command, which allows for socials to be created that activate clickable items. This will activate the item in an inventory slot number. If that item is a container, then it will also allow for specifying which slot in that container to use.
You can now set options to click through yourself, pets, and mercenaries when clicking on the screen. These settings can be enabled in the Options window.

UI

Added melee skill and spell reuse timer groups to the UI. For melee skills, you can see the timer groups in a new column in the combat abilities window. For spells, this information will now appear in the spell description window.

Uleat
12-08-2014, 08:21 PM
Some of the issues unique to this client are also unique to the RoF client.

Cursor buffer, for instance..and probably bazaar and hotkey as well.


I haven't tested the empty bag-in-bag feature yet..but, we probably need to treat it as using the old bandolier system until
the server has code in-place to block misuse of non-empty bags-in-bags. Otherwise, that will definitely lead to lost items.


EDIT: If a player thinks that they may have lost items due to a bag-in-bag situation, they can use the command #interrogateinv,
before camping or zoning, to determine if items are indeed going to be lost. This command is set to 0 status by default so that
players can 'interrogate' their own inventory.

(On servers where admins may have changed this option, only GM intervention can determine that status of these items.)

trevius
12-09-2014, 05:09 PM
If anyone has a packet capture from Live from between May 14th 2013 and June 19th 2013, please send them to me if possible. I need to examine the player profile packet from that time in order to determine the packet structure so I can finalize it for RoF2.

Otherwise, I may be able to find the struct information in the client itself, but I am not very familiar with that method and am not exactly sure of how to do it yet.

demonstar55
12-09-2014, 08:21 PM
Otherwise, I may be able to find the struct information in the client itself, but I am not very familiar with that method and am not exactly sure of how to do it yet.

Banging your head against the wall, that's what I've concluded!

Sk0rn
12-16-2014, 08:12 AM
Is RoF2 still available? I am looking on steam. However, I am seeing The Darkened Sea, not RoF.

Bohbo
12-16-2014, 10:05 AM
Is RoF2 still available? I am looking on steam. However, I am seeing The Darkened Sea, not RoF.

If you follow the link in the OP http://store.steampowered.com/app/205710/

and just click play it should be RoF2 from what i understand.

The DLC below is the darkened sea.

trevius
12-16-2014, 12:53 PM
Is RoF2 still available? I am looking on steam. However, I am seeing The Darkened Sea, not RoF.

Information is in the play-guide here:
http://wiki.eqemulator.org/p?Play_Guide:_Getting_Started

SOE does not update their Steam download for EQ very regularly. The current one is actually still the RoF client from May 10th 2013. Whether you get the F2P for free or purchase the latest expansion on Steam, you still get the same download (so get the free one unless you really want to pay for some reason). Since SOE has their patcher that will update your client to Live, it doesn't really matter what they put on Steam, or what they call it. It will get patched if you try to play Live, so it doesn't really matter. The only reason for them to update the Steam download is if they want to reduce the amount of files that their patcher has to update.

The download could be changed at any time, which is why I recommend everyone get it ASAP just in case.

Sk0rn
12-16-2014, 07:03 PM
Thanks got it!

Tabaluga_Dragon
12-18-2014, 01:19 AM
Hi BTW would you happen have a list the zones by number VOA and up ones so i add them my list test see if loads no issues?


EDIT


Also i found a issue it dont when in battle the rest thing dont say you in battle in client. It says not in battle can rest even when fighting stuff.

Tabaluga_Dragon
12-18-2014, 03:27 PM
Dont know if it OK post this here if not can move it:

ROF Zones By Number I Have Figured Out

#zone 752 Shard's Landing

#zone 753 Valley of King Xorbb

#zone 754 Kael Drakkel, The King's Madness

#zone 755 East Wastes, Zeixshi-Kar's Awakening

#zone 756 Crystal Caverns, Fragment of Fear

#zone 757 Breeding Grounds

#zone 758 Evantil, the Vile Oak

#zone 759 Grelleth's Palace, Chateau of Filth

#zone 760 Chapterhouse of the Fallen


Zones in Rain of Fear Ubable ID Or Find ATM



Chelsith Reborn
Chelsith Reborn: Champions of the People
Chelsith Reborn: Raid Instance
Chelsith Reborn: Unveiling the Mystery

Corrupted Temple of Veeshan


Heart of Fear: The Epicenter
Heart of Fear: The Epicenter: An End to Fear
Heart of Fear: The Epicenter: Raid Instance
Heart of Fear: The Rebirth
Heart of Fear: The Rebirth: Menace, Doom, and Horror
Heart of Fear: The Rebirth: Raid Instance
Heart of Fear: The Threshold
Heart of Fear: The Threshold: Raid Instance
House Interior: Setting the Mood

Plane of Shadow
Plane of Shadow: Breaking the Seal
Plane of Shadow: Dispelling the Shadows
Plane of Shadow: Raid Instance

Theater: The Puppet Show

West Freeport: The Arcane Fair

zerjz3
12-21-2014, 03:18 PM
I've downloaded this but all I get is a black screen after server select

Bohbo
12-21-2014, 03:22 PM
I've downloaded this but all I get is a black screen after server select

That is likely server side. If the server isn't patched it will fail, if you want to test try Stormhaven (tevius) or Macrqouest MQ2 (Mine) server both should be working with RoF2

Coenxai
12-30-2014, 11:13 AM
Dont know if it OK post this here if not can move it:

ROF Zones By Number I Have Figured Out

...

You can always use: http://wiki.eqemulator.org/p?Zones or access your database to find zones and their corresponding data.

Coenxai
12-30-2014, 11:21 AM
There's also an issue with monsters not finding an appropriate Z axis that isn't notated. Rats jumping in tutorialb is ridiculously amusing. Awesome work, Trevius.

trevius
12-30-2014, 11:34 AM
Jumping NPCs is most likely due to map file issues server-side. If a zone has been changed at all, it may require a new map to be created with azone2. I haven't seen any issues with NPCs jumping in RoF2 any more than in previous clients yet. Though, I think the new way maps are handled now in the server may have more issues for all clients than the older map system. I haven't really looked into that yet.

Have you compared how the rats appear in Tutorial on any older clients to make sure it is specific to just RoF2?

Coenxai
12-30-2014, 03:45 PM
Really? I suppose I naturally assumed it was an issue with animations in the steam download. I have absolutely flawless pathing on a month old unmodified source test server (UF+RoF1). There must have been changes to pathing/maps fairly recent.

trevius
12-30-2014, 04:05 PM
Really? I suppose I naturally assumed it was an issue with animations in the steam download. I have absolutely flawless pathing on a month old unmodified source test server (UF+RoF1). There must have been changes to pathing/maps fairly recent.

Do you see the issue in all zones, or just in Tutorial? If it works fine in other clients on the current source, and the jumping issue occurs just on RoF2 and in all zones, then the problem probably is with RoF2.

The only thing I can think of that might cause that would be in the OP_NewZone packet that gives all of the zone settings to the client. I checked it and it looks OK even compared to Live, but maybe I missed something still. My guess would be the gravity setting for the zone, but it looks correct for me so far.

It could also be that they changed how spawns and objects are spawned so they use the exact location provided instead of staying on the ground. This could be due to house item placement or something.

Though, it is also possible that we are missing something in the spawn struct that tells the client where to adjust the Z level of the mob/object from. I haven't found anything like that yet though.

Coenxai
12-30-2014, 06:01 PM
Sorry, I'm tired and I didn't clarify properly. It wasn't an issue with with RoF2; That was a bad assumption on my part. New client--you just have to throw the blame on it ;) Someone smashed something in pathing at some point recently and now mobs are bouncy. Checked PEQTGC and it has the same issue.

Coenxai
12-30-2014, 06:20 PM
SHA: 7742892377ba3a3370b34381e5b0cfedd462fe1c

Found it. Easier than explaining. :P Sorry about thinking it was a RoF2 issue and totally jumping the gun. Love your work, keep it up.

werebat
01-03-2015, 06:52 PM
Just built local server today with RoF2. Couple issues I have seen:

1) Berserker class right clicked on combat skill tome but the learned skill does not show up in combat ability screen.

2) Bots still have issue with their HP being huge number (like 9 digits or more)

demonstar55
01-03-2015, 10:11 PM
1) Berserker class right clicked on combat skill tome but the learned skill does not show up in combat ability screen.

That's not new, nor should it be limited to berserker. Unless it's not showing up even after zone, then it's new.

werebat
01-04-2015, 10:05 AM
That's not new, nor should it be limited to berserker. Unless it's not showing up even after zone, then it's new.

I was playing a zerker so thats why I listed it, just trying to give details. I have not tried it with other classes. As for "not new", do you mean not new to RoF2? Because it works just fine in RoF and previous clients. I purchase the tome, right click and it immediately shows up in the combat skill window [alt-C] so I can create a hot key for it. In RoF2 it doesnt show up in combat skill window.

Riklin
01-04-2015, 01:46 PM
Riklin from Halls Havoc here. I've had the server running for a couple years now, on and off, but just recently upgraded the server hardware (really nice stuff). Anyway I have been testing all clients from Titanium through Rof2 (except SoF - cannot find this client). In doing that testing, I found an issue that I cannot explain or work around.

When the ROF2 client is loaded, with a character that is camped in the guild lobby, the client starts normally. All the other characters can be seen, then it blinks and gives the LOADING, PLEASE WAIT... message. Then it seems to reload the zone and pops you to the entry hall. The guild lobby is then loaded with a different instance with no one else in it, with a campfire and all the custom buff NPCs are gone. My server has a bunch of npcs standing around the chair, that buff you...

The error it is giving is this:
Invalid Zone(344:0): You will be redirected to the proper instance in 10 seconds.

I have tried copying the guild lobby stuff from the underfoot client, but that doesn't help at all. This ONLY happens with RoF2. Everything works fine with all the other clients.

Any suggestions?

bakajikara
01-04-2015, 07:46 PM
There is a issue purchasing LAA on ROF2 client as I had log on UF buy some the LAA when I got down last few and mark NPC was one caused issues for sure. I logged on UF was able purchase all them on your server Trev on Fievelzy my Pally.


EDIT

Just logged in Fievelzy and Mark NPC LAA shows I have 0 out 3 purchased in ROF2. In UF shows I have purchased all 3 as I have.

trevius
01-05-2015, 12:43 PM
Riklin from Halls Havoc here. I've had the server running for a couple years now, on and off, but just recently upgraded the server hardware (really nice stuff). Anyway I have been testing all clients from Titanium through Rof2 (except SoF - cannot find this client). In doing that testing, I found an issue that I cannot explain or work around.

When the ROF2 client is loaded, with a character that is camped in the guild lobby, the client starts normally. All the other characters can be seen, then it blinks and gives the LOADING, PLEASE WAIT... message. Then it seems to reload the zone and pops you to the entry hall. The guild lobby is then loaded with a different instance with no one else in it, with a campfire and all the custom buff NPCs are gone. My server has a bunch of npcs standing around the chair, that buff you...

The error it is giving is this:
Invalid Zone(344:0): You will be redirected to the proper instance in 10 seconds.

I have tried copying the guild lobby stuff from the underfoot client, but that doesn't help at all. This ONLY happens with RoF2. Everything works fine with all the other clients.

Any suggestions?

Sounds like something in the DB or Scripts to deal specifically with RoF2. Did you also update your DB with the latest from PEQ? I am not sure if they have done any special work related to Guild Lobby and RoF2, but I wouldn't be surprised if so.

I do not have any issues with RoF2 and Guild Lobby, so I am 99% certain that this is not a client issue.

There is a issue purchasing LAA on ROF2 client as I had log on UF buy some the LAA when I got down last few and mark NPC was one caused issues for sure. I logged on UF was able purchase all them on your server Trev on Fievelzy my Pally.


EDIT

Just logged in Fievelzy and Mark NPC LAA shows I have 0 out 3 purchased in ROF2. In UF shows I have purchased all 3 as I have.

I added this to the list of issue and that it needs further investigation. Thanks for the reports.

bakajikara
01-05-2015, 05:44 PM
Oh BTW wanted add this only way on ROF2 get LAA show working when make group is to give leader another and back you. If dont do that shows brown like you not leader but have points spent.

Riklin
01-06-2015, 12:10 AM
Sounds like something in the DB or Scripts to deal specifically with RoF2. Did you also update your DB with the latest from PEQ? I am not sure if they have done any special work related to Guild Lobby and RoF2, but I wouldn't be surprised if so.

I do not have any issues with RoF2 and Guild Lobby, so I am 99% certain that this is not a client issue.



I added this to the list of issue and that it needs further investigation. Thanks for the reports.



Rick's Reply: Yes our database version matches the current binary version - 9066. I can say for a fact there is no code that we added specifically regarding Rof2.

Rick

Nibiuno
01-21-2015, 09:39 PM
Riklin from Halls Havoc here. I've had the server running for a couple years now, on and off, but just recently upgraded the server hardware (really nice stuff). Anyway I have been testing all clients from Titanium through Rof2 (except SoF - cannot find this client). In doing that testing, I found an issue that I cannot explain or work around.

When the ROF2 client is loaded, with a character that is camped in the guild lobby, the client starts normally. All the other characters can be seen, then it blinks and gives the LOADING, PLEASE WAIT... message. Then it seems to reload the zone and pops you to the entry hall. The guild lobby is then loaded with a different instance with no one else in it, with a campfire and all the custom buff NPCs are gone. My server has a bunch of npcs standing around the chair, that buff you...

The error it is giving is this:
Invalid Zone(344:0): You will be redirected to the proper instance in 10 seconds.

I have tried copying the guild lobby stuff from the underfoot client, but that doesn't help at all. This ONLY happens with RoF2. Everything works fine with all the other clients.

Any suggestions?

This is due to the player.pl script in your guildlobby folder. There is a line there that detects the client version, and moves that player to a new instance if it matches.

Just comment that part out.

Uleat
01-22-2015, 12:15 AM
Might need to do the same thing with the 'Guild Hall' and 'Plane of Knowledge' player.pl files as well.

I recommended a change for a fix to RoF+ issues..but, not sure if it's in the current quest repo.

provocating
01-30-2015, 12:29 PM
How is the number of players per account being handled? I noticed the struct had changed and is different in the RoF clients. I normally let the players have more characters per account.

trevius
01-30-2015, 06:24 PM
How is the number of players per account being handled? I noticed the struct had changed and is different in the RoF clients. I normally let the players have more characters per account.

Do you mean the maximum number of characters you can create on an account, or are you referring to IP limiting?

The maximum number of players that RoF2 supports is higher than EQEmu supports. So, it is hard set to 10 max limit for character select. This is because max characters is currently hard coded everywhere to 10 instead of being something that can be defined based on client version. At some point, this may change to allow more than 10, but since 10 is a fairly reasonable number and you can have unlimited free accounts on EQEmu, it is not a high priority.

As for IP Limiting, that has nothing to do with client. That is dealt with in the server code and works the same for all.

provocating
01-30-2015, 07:36 PM
I meant character select, I have my SoF, SoD and UF clients all at 26 characters per account. I am just trying to figure out how to do RoF2

granier
02-04-2015, 10:30 PM
Cross client guild invites involving RoF2 do not seem to be working properly. When I do a /guildinvite from a UF client to a RoF2 client or vice versa the invite accept dialog does not show up for the invited individual. The server recognizes the guild invite for if I do a /guildinvite a second time, I get the message that the toon is already contemplating a guild invite. RoF2 to RoF2 and UF to UF /guildinvites are working properly for me. All this was tried on the PEQ server.

demonstar55
02-04-2015, 10:43 PM
I think normal RoF has that issue as well, I know they changed a bit of the guild stuff, so could be related to that.

Nibiuno
02-05-2015, 11:08 PM
Has anyone run into an issue upgrading to RoF2 and having all characters show naked after the database is upgraded from the perl script when you start the server? Just upgraded my test server and everyones gear is missing.

Edit: nevermind, restarted it again and now the gear is back but getting a new error message for SQL errors Ill work on fixing:

"Unknown column c.timelaston in 'field list' SELECT c.id, c.name c.class, c.level, c.timelaston, c.zoneid, g.guild_id....FROM vwBotCharacterMobs

Bohbo
02-06-2015, 01:40 AM
Has anyone run into an issue upgrading to RoF2 and having all characters show naked after the database is upgraded from the perl script when you start the server? Just upgraded my test server and everyones gear is missing.

Edit: nevermind, restarted it again and now the gear is back but getting a new error message for SQL errors Ill work on fixing:

"Unknown column c.timelaston in 'field list' SELECT c.id, c.name c.class, c.level, c.timelaston, c.zoneid, g.guild_id....FROM vwBotCharacterMobs

I started seeing some similar sql errors and really long #repop and zone times. At least first zone (i think its waiting on popping). I posted about it in Windows Server Support.

EDIT:: One of my logs was showing it couldn't find plugins.pl yet plugins seem to load fine.

trevius
02-06-2015, 01:06 PM
Has anyone run into an issue upgrading to RoF2 and having all characters show naked after the database is upgraded from the perl script when you start the server? Just upgraded my test server and everyones gear is missing.

Edit: nevermind, restarted it again and now the gear is back but getting a new error message for SQL errors Ill work on fixing:

"Unknown column c.timelaston in 'field list' SELECT c.id, c.name c.class, c.level, c.timelaston, c.zoneid, g.guild_id....FROM vwBotCharacterMobs

That is a bots issue, not RoF2. Unrelated to this thread and there is already a post about this in another thread.

I started seeing some similar sql errors and really long #repop and zone times. At least first zone (i think its waiting on popping). I posted about it in Windows Server Support.

EDIT:: One of my logs was showing it couldn't find plugins.pl yet plugins seem to load fine.

Unrelated to RoF2 Development as well unless you are only having this issue on the RoF2 client and you have tried other clients and the problem doesn't occur on them.

trevius
02-06-2015, 01:09 PM
Cross client guild invites involving RoF2 do not seem to be working properly. When I do a /guildinvite from a UF client to a RoF2 client or vice versa the invite accept dialog does not show up for the invited individual. The server recognizes the guild invite for if I do a /guildinvite a second time, I get the message that the toon is already contemplating a guild invite. RoF2 to RoF2 and UF to UF /guildinvites are working properly for me. All this was tried on the PEQ server.

I will have to test this out and take a look at it. It is almost certainly related to the new guild role/permission stuff. In older clients, there were only 3 membership levels (member, officer, and leader). In the RoF+ clients, there are now 8 levels. The last changes I made for this did a case switch to convert the membership levels to use the old system for now. Eventually, we will want to flip that implementation so that the server uses the new 8 tier membership system with permissions, and then do conversions for the older clients to use the new system. That is probably a considerable task and may take a while to complete.

Toony
02-07-2015, 10:15 AM
I upgraded my server to RoF2 last night and I'm testing the RoF2 client. Seems pretty solid except item shortcuts placed on the hotbar are all the 1st item slot and don't activate the effect, anyone else seen this?

Bohbo
02-07-2015, 10:18 AM
I upgraded my server to RoF2 last night and I'm testing the RoF2 client. Seems pretty solid except item shortcuts placed on the hotbar are all the 1st item slot and don't activate the effect, anyone else seen this?

Low Priority Work:
3. Item Hotkeys - Slot based hotkeys can still be created by holding ALT+Click on a slot. The new Item Hotkeys which are created by holding Click on an item do not function yet. This was moved to low priority due to it being a new feature even though it is accessed in the same way as the old feature was (but old feature is still available).

Toony
02-08-2015, 12:59 PM
Low Priority Work:
3. Item Hotkeys - Slot based hotkeys can still be created by holding ALT+Click on a slot. The new Item Hotkeys which are created by holding Click on an item do not function yet. This was moved to low priority due to it being a new feature even though it is accessed in the same way as the old feature was (but old feature is still available).

Thanks, that worked, appreciate it.

demonstar55
02-09-2015, 04:04 AM
Well, the normal item hotkeys should work now ... Didn't do much testing, so I could of broken something ....

Nibiuno
02-10-2015, 11:10 PM
Money is disappearing that is being put into the shared bank after upgrading to RoF2, code from 02/05. Testing items next. It's only disappearing with RoF2 clients.

dagulus2
02-10-2015, 11:17 PM
Money is disappearing that is being put into the shared bank after upgrading to RoF2, code from 02/05. Testing items next. It's only disappearing with RoF2 clients.

From what I can see, it's still recorded on the server that the plat has been put in the shared bank. It's just not showing up in the client so you can't access it.

trevius
02-11-2015, 11:03 AM
Money is disappearing that is being put into the shared bank after upgrading to RoF2, code from 02/05. Testing items next. It's only disappearing with RoF2 clients.

Most likely, this line:

https://github.com/EQEmu/Server/blob/master/common/patches/rof2.cpp#L2340

Need to be changed to this:

outapp->WriteUInt32(emu->platinum_shared);

Should be pretty easy to test and get that implemented.

demonstar55
02-11-2015, 01:26 PM
Most likely, this line:

https://github.com/EQEmu/Server/blob/master/common/patches/rof2.cpp#L2340

Need to be changed to this:

outapp->WriteUInt32(emu->platinum_shared);

Should be pretty easy to test and get that implemented.

Nope, didn't work :(

trevius
02-11-2015, 04:42 PM
Nope, didn't work :(

Oops, my bad, try here instead:

https://github.com/EQEmu/Server/blob/master/common/patches/rof2.cpp#L2496

Compared to UF, this should almost certainly work. If it works, feel free to commit it and save me the time :)

demonstar55
02-11-2015, 05:23 PM
Works, commited.

trevius
02-12-2015, 01:43 PM
I cannot test this right now, but I believe this may resolve some of the discipline update and combat skills window issues on RoF2:


Change this line:
https://github.com/EQEmu/Server/blob/45e7ff91935de1eece1b6cfceb8931a6606b0f54/common/patches/rof2_structs.h#L117

To this:
static const uint32 MAX_PP_DISCIPLINES = 300; // was 200

That is just based off of a Live PP, which has 300 Disciplines. It could be that sending only 200 is causing the client to reference 400 bytes of random memory when doing discipline updates, which might explain why the combat skills window displays a bunch of unknown spells with level 255 until you zone (and the issue gets corrected by the Player Profile).

I will test this later and see what it does. It could be that they increased it from 200 to 300 sometime after RoF2 and this may not work. Might be nice to add a #untraindiscs command as well since the only way to untrain them currently is using quest commands in scripts.

It would also probably be good to get MAX_PP_DISCIPLINES moved into eqdictionary at some point. And, switching to use the RoF2 MAX_PP_DISCIPLINES for our internal rep at some point would be good too.

demonstar55
02-12-2015, 02:53 PM
Tested and commited.

trevius
02-12-2015, 04:19 PM
Tested and committed.

Sweet, thanks! So, I take it that the test prevented the extra unknown 255 spells from showing up in the combat abilities window after training discs on a character that didn't have any before?

Did it also allow for updating the skills list without having to zone first?

If yes to both, we can probably stick the same change on RoF1 if anyone cares to do so. Or, just have Uleat add them to eqdictionary and update the values to the new one :)

demonstar55
02-12-2015, 05:01 PM
Yep. And some more characters.

Coenxai
02-13-2015, 01:52 AM
Edit: Fixed. Weird issue.

KLS
02-27-2015, 09:21 PM
Something I've been noticing while working on the new inventory system and logging in/out frequently.

The character I'm testing with is a monk and mend is often on cooldown when I initially zone into a zone and with seemingly random times (from 1-5 minutes).

Incidentally one time I went and used it and then next time I zoned in it was off cooldown instead!

demonstar55
02-27-2015, 11:02 PM
Its on cool down on live as well on log in

KLS
02-28-2015, 01:47 AM
Seems odd since it's never on CD the same amount and sometimes not on CD.

trevius
03-02-2015, 11:08 AM
I don't know offhand if we track it anywhere yet or why it would be randomly refreshed after logging in, but here is a note which I think is from Derision back from RoF1 (which I just copied to RoF2):

https://github.com/EQEmu/Server/blob/master/common/patches/rof2.cpp#L2344

If we start passing a timestamp there, we can probably prevent the random refresh timers client-side for Mend. Since it currently sends 0, I am not sure why it is randomly working. Unless, maybe that is incorrectly identified in the PP and it is actually picking up a value from a mis-identified field somewhere.

vsab
03-10-2015, 05:10 AM
One thing I've noticed on PEQ is the mushrooms in the tutorial are floating in the air with ROF2, but are on the ground using the UF client. Not sure if other ground spawns are affected. Mobs are ok.

demonstar55
03-10-2015, 12:03 PM
I think they removed the clients code for stuff to find the ground, probably for player housing so the players could place stuff floating, as a side effect, anything on eqemu that is off, will be floating.

Warking
03-15-2015, 10:38 PM
Can someone point me to how I can upgrade my Windows SQL DB for the RoF content in the RoF client?

demonstar55
03-16-2015, 01:30 AM
Can someone point me to how I can upgrade my Windows SQL DB for the RoF content in the RoF client?

Manually develop the content yourself.

Warking
03-16-2015, 01:05 PM
Manually develop the content yourself.

I know that but the download link to the new PEQ database files is not coming up.

vsab
03-16-2015, 03:47 PM
Http://peqtgc.com/releases

Tricyclethief
04-25-2015, 12:49 PM
I've been watching this thread for while seeing everything that's being fixed , great job btw getting everything thats been done so far. Just curious what the status is for guild bank and how progress is coming.

vsab
05-04-2015, 03:45 AM
Been playing with this for a while and noticed two main issues:

1. Characters in group sometimes appear as out of zone. When this is the case they cannot be seen. This can be a real pain, occasionally relogging the character that appears ooz sometimes works, but usually you have to relog the affected character too. When you have multiple characters with this issue, you just have to relog them all.

Pretty sure it's not a group issue, but more generic, it's just that when you 6 box you're always in a group.

To clarify: A and B are in zone. A doesn't think B is in zone. B can see A, A cannot see B. When they are grouped B shows as OOZ to A, but A looks like they are in zone to B. A cannot /target B either, it's like their spawn hasn't been sent.

2. Characters are sometimes unable to trade with other characters (or pets), you just get the single click message rather than opening a trade. Relogging works. Possibly related to #1, will check when it happens again.

demonstar55
05-04-2015, 11:54 AM
Number 1 isn't a rof2 issue.

vsab
05-05-2015, 01:46 AM
I see... OK so I looked at the fix/revert. Do we know what version PEQ uses, since the breaking code was reverted one day later on Feb 10th (cos otherwise the revert didn't fix the issue)?

vsab
05-12-2015, 04:26 AM
Ok, so unsure about whether this is general or just ROF2. When I select the chat window filter Spells>Mine, other peoples spells also go into that window too.

I'm not sure which other filter types are affected but I suspect it's not the only one. I've been trying to emulate my setup from live and it definitely doesn't separate out as discreetly.

epilz
05-19-2015, 08:04 PM
With ROF2 client, I have noticed that berserkers using 2-handed piercing do not show skill ups with with 2hP, they show it with 1HP.

Uleat
05-19-2015, 08:15 PM
The emu code is not setup to handle the 2hpiercing skill, as yet.

epilz
05-19-2015, 09:21 PM
ok thanks Uleat

Uleat
05-19-2015, 09:40 PM
Someone will eventually get around to it.

I did some clean-up and prep work on skills some time ago..but, there's more than just adding the skill to the list with implementation.
(All of the combat code has to be gone through :( )

mgellan
05-20-2015, 11:06 AM
Hi there:

Setting up a new server, latest emu code and PEQ database, testing with RoF2 and Titanium. I've noticed that in RoF2 hateplane is no longer available - #zone hateplane is ignored, and #cast 666 takes you to hateplaneb (even if the spell is targeted to hateplane.) In Titanium #zone hateplane and #cast 666 work fine. Another hard coded zone like HPH or something we can change in the emu code? Thought I'd ask before digging into the code to look for it...

The only other wierdness is the extra two inventory slots don't work properly and throw a bunch of errors, but I need to spend some time testing them and document exactly how they are behaving.

Pretty happy with the RoF2 client otherwise, pretty sure when my server goes beta in Sept I'll recommend using it. Nice job guys :)

Regards,
Mg

Shendare
05-20-2015, 11:14 AM
It appears that the hateplane.s3d and hateplane_obj.s3d files were removed by SOE by the time of the RoF2 client, which would prevent anyone from zoning into it. The Emu code was likely tweaked to redirect those users to hateplaneb to avoid the crash, similar to spawning the old version of Nektulos for Titanium clients, with the instructions to delete/rename the broken/placeholder nektulos.eqg that came with that client.

epilz
05-20-2015, 11:36 AM
yes, there are several other zones that are not in the ROF2 client. There is a list in a thread on the forums here

N0ctrnl
05-20-2015, 03:30 PM
The only other wierdness is the extra two inventory slots don't work properly and throw a bunch of errors, but I need to spend some time testing them and document exactly how they are behaving.


Plenty of info here about the bag slots, so don't tear your hair our trying to figure those out. :)

Uleat
05-20-2015, 06:43 PM
The two extra inventory slots shouldn't show up unless you have #gm on.

lordnivek1
05-25-2015, 05:37 PM
I am wondering if anyone else is having a problem with bow animations looking like throw/punch animations? When I log into my server with my underfoot install my bow animations work fine, but when I log in with my RoF install they look like a throw or punch animation as well as the sound not being the bow sound.

demonstar55
05-25-2015, 05:48 PM
That has been fixed for a while, update your server.

lordnivek1
05-25-2015, 06:33 PM
This fixed it. Thank you.

demonstar55
06-12-2015, 05:36 PM
https://steamdb.info/app/205710/history/

Steam updated.

Time to work on TDS?

Shendare
06-12-2015, 05:37 PM
Up by a gigabyte. Looks like it.

demonstar55
06-12-2015, 05:42 PM
Up by a gigabyte. Looks like it.

Clearly just a bunch of new ornaments, they didn't add that much content.

Shendare
06-12-2015, 05:51 PM
Heh heh. Next time they decide storage space is cheap, but processor power is precious, so nothing will be compressed anymore. BMP and WAV files all around.

Xaeyr
10-07-2015, 09:43 AM
Recently got my server working with RoF2 and I noticed something odd. The GM commands #heal and #mana don't work on any level character above 85. In fact, when I #level 100, I don't seem to regen naturally either. I haven't seen anything related in the forums unless I just looked over it.

Xaeyr
10-07-2015, 03:43 PM
Another bug that I've noticed and read about happening is that mobs in some zones seem to drop from the sky and then when they are walking they'll jump up in the air and come back down. That happens in Nektulos and Commonlands (the only 2 zones I checked for it). In North Karana the mobs stick on the ground but seem to glitch backward every few steps before continueing on their path. I haven't found a solution to the jumping mobs that I can understand, sadly.

provocating
10-07-2015, 03:45 PM
Another bug that I've noticed and read about happening is that mobs in some zones seem to drop from the sky and then when they are walking they'll jump up in the air and come back down. That happens in Nektulos and Commonlands (the only 2 zones I checked for it). In North Karana the mobs stick on the ground but seem to glitch backward every few steps before continueing on their path. I haven't found a solution to the jumping mobs that I can understand, sadly.

More than likely that is either missing or bad server map files.

Xaeyr
10-07-2015, 03:54 PM
Hmmm, looks like they may be missing. Could have sworn I downloaded them...nope, there they are. Maybe bad files. Will download again and give it a try.

Xaeyr
10-07-2015, 04:12 PM
More than likely that is either missing or bad server map files.

Redownloaded maps from http://eqemu-maps.googlecode.com/svn/trunk/ in case I had a bad map file. Still having issues with mob/npc pathing. Is there a more recent source for map files? Or is there something else I can take a look at that may be causing it? Sorry, I know this isn't a support forum, but I figured this had to do with development and am still learning my way around the forums :)

Uleat
10-07-2015, 04:15 PM
Do the revamped zones have maps?

Shendare
10-07-2015, 04:16 PM
The two zones you mentioned are zones that went through a revamp with the PoR expansion, which came between the Titanium and SoF client releases. Most likely you have a mismatch between the server map file and the client zone file.

provocating
10-07-2015, 04:43 PM
You could always use azone2.exe and create your own server map files.

http://wiki.eqemulator.org/p?Azone_Main

Xaeyr
10-07-2015, 06:28 PM
You could always use azone2.exe and create your own server map files.

http://wiki.eqemulator.org/p?Azone_Main

Yeah, tried azone2 and had no luck. But, I'm pretty new to the server side of things, so who knows if I even did it right lol.

demonstar55
11-16-2015, 11:40 PM
http://i.imgur.com/mzGv6Mq.png?1

Still WIP

starblight
11-17-2015, 01:49 PM
Very cool thank you for working on it.

bakajikara
11-17-2015, 03:32 PM
WOW that awesome if you got bank working in it YAY.

demonstar55
11-17-2015, 07:15 PM
Guild banks should finally work on RoF and RoF2 now.

bakajikara
11-17-2015, 08:47 PM
This is amazing that was only big issue it had and hope all servers update who allow clients so it works now,

Shendare
11-18-2015, 05:15 PM
All augmentation actions implemented through RoF2.

https://youtu.be/ly0G2NxZp7o

Akkadius
11-18-2015, 05:36 PM
WOW that awesome if you got bank working in it YAY.

http://cdn.meme.am/instances/500x/60771126.jpg

gibroni
11-19-2015, 03:48 PM
shendare, is the augmentation implemented now or just you have this working?

Shendare
11-19-2015, 06:55 PM
Pull request is up, awaiting testing by other devs and merging into the master code repository.

Jahar_LoA
07-02-2016, 08:17 AM
Has there been any new updates to this? Are we getting ready to move onto another expansion?

N0ctrnl
07-04-2016, 11:17 AM
This is the client thread. Doesn't have much to do with expansions and everything to do with client features.