View Full Version : To anyone who can compile the EQEmu CVS source..
Drawde
07-05-2003, 03:54 AM
if it's not too much trouble, would they mind sending me some compiled binaries? (world and zone server, emusharemem.dll) ?
This would help me out quite a bit with world building as the 4.4 release code has a few annoying problems.
Does the current CVS have AC mitigation and fixed loot code?
burthold
07-05-2003, 09:04 AM
I've got the latest binaries as of 6/20 on my site.
http://www.rpg-forums.com/eqemu
if you have any problems let me know. I'm working on a script to compile binaries every so often now.
Wes
Bigpull
07-05-2003, 11:07 AM
Maybe, and uhm no.
Theres still a chance for your ac to turn a hit into a miss/block ect i believe, and mobs are still using the default hit chance.
There haven't been any loot changes, trump hasn't had the time. I did do some testing itemizing Vox, and just got more confused, because she did what i told her to.
Added 6 drops 100% chance
Scales set at 100%
Book set at 100%
Ice comet at 60%
The other 9 at 30%
Well she appears to be doing it correctly atleast, the 100's always drop, the spell usualy drops and the remaining slots get filled with whats left, i did wind up with quite a streak of scimtars but nothing too abnormal.
Trumpcard
07-05-2003, 02:31 PM
i'll work on it soon drawde, my weddings coming up in a week, so as you can imagine i've been busy as heck....
burthold
07-05-2003, 03:37 PM
I've actually figured out how to pull the nightlydumps via a windows box. I just need to finish up some way to automate nightly or weekly compiles using vc++ 6.0
Wes
tcsmyworld
07-05-2003, 09:20 PM
I've been checking CVS daily for changes, no changes since the last set of exe's I sent you burthold.
If there has been changes , they haven't been posted to CVS yet.
daeken_bb
07-05-2003, 09:42 PM
All of the changes to the current code that have been changed on the private server have been centered around getting the latest client to work, as far as I know.
tcsmyworld
07-06-2003, 12:38 AM
I added the few fixes from this forum and compiled binaries.
Sent a copy to both Drawde and burthold.
Hope it helps :)
Drawde
07-06-2003, 03:37 AM
I've found a way to get loot tables working in the same way that they were before - To make a random
number of items drop, just set the multiplier in loottable_entries to the maximum number of items you
want to drop, then set the chance in loottable_entries to the % chance of each item dropping. So a multiplier
of 6 and chance of 50 would give an average of 3 items per drop.
Now I've worked it out, I realise this is better than the old system, as you can set the percentage chance
of items seperately from the number of items dropping.
Another thing I didn't realise is that items with a 100% chance of dropping will only drop once.
I assumed (wrongly) that if you had an item with 100% chance in a loot table with a multiplier, you'd just get
that item over and over again. However as you said, this is not the case - I set the multiplier for Vox to 6
and got the scales, tooth, book, spell and 2 random other items, rather than 6 scales as I'd expected.
So, it looks like the loot system doesn't need changing - it was just that I misunderstood how the new system worked.
Anyway, thanks for the files, tcsmyworld and burthold - they seem to work OK.
burthold
07-06-2003, 04:11 AM
Thanks for the build. I'll post them up today.
Wes
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