Fun times.
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Check out my poorly written Animator script.
http://pastebin.com/iaaWFRZp New Build live tho. Did a bunch of optimizations, loads a million times faster. |
Hey guys, is there any place I can download the character model files & textures, so that I can do custom animations?
thanks! |
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Cool! I am using wine under Fedora 22 and Chrome browser, I was unable to walk around. Really liked the new sky!
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hey tyen05, i'm having some real trouble exporting the player models animations
everything else works fine in unity but i am stuck at the SPH files it generates for animations did you write a convert for these or find some other way? |
http://unityeq.com/play
Quick register, login, char select, char create, char delete, quit. View javascript console for server/client packet logs. Stop @ OP_ZoneServerInfo, currently doesn't transition into zone yet, still have to implement OP_ZoneEntry. http://i.imgur.com/qYYVmYw.png This is where the magic happens: https://github.com/UnityEQ/UnityEQCl...essages.cs#L66 I believe the next step is below via this struct: https://github.com/UnityEQ/UnityEQSe...structs.h#L357 Code:
public void DoZoneEntry()Anyway, still fiddling with this and that's where I'm at. Steaming server desktop @ http://twitch.tv/eqbrowser |
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Server: OP_Weather -> Client: OP_ReqNewZone (no data) Server: OP_NewZone -> Client: OP_ReqClientSpawn (no data) Server: OP_SendExpZonein with a length of zero (?!) -> Client: OP_ClientReady (no data) At that point you're in the zone as far as the server is concerned. I can't remember if that covers all the expansions, since there is some variation in how things go... pretty sure I've used that to masquerade as Titanium to Underfoot, at least. |
below~~~~~~~~~~~~~~~~~~
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OP_ZoneUnavailable woes
World Log: http://i.imgur.com/dZWqjC4.png Zoneserver Logs: http://pastebin.com/WZiKCrx0 Quote:
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Comparing with Titanium logs to get a better feel of the flow, and see if I'm missing anything that could be causing OP_ZoneUnavailable in web_interface server
UnityEQ Packets: http://pastebin.com/WZiKCrx0 Code:
[04-19-2016 :: 10:20:21] [Packet :: Client -> Server] [OP_ZoneEntry - 0x021d] [Size: 70]Code:
[04-20-2016 :: 01:20:55] [Packet :: Client -> Server] [OP_AckPacket - 0x0007] [Size: 6] |
If you're talking to the zone at all, it's clearly available...
Are you just not disconnecting from world? I send world a session disconnect before starting a session with the zone. I think world keeps its zone bootup timeout timer for the client running until they destroy themselves by disconnecting. |
Yep, you were dead on.
OP_WorldComplete made it all better, thanks~ Zone doesn't shut down on me anymore. |
OP_ChannelMessage (Client->Server), work in progress.
Main Bottleneck is at the very bottom. //TODO: Reading ChannelMessage string is suppose to be variable sized and not a 64 FixedLengthString. Client->Server Packet logs Quote:
Quote:
Code:
public void DoChannelMessage()Client Read Chat message Code:
public void HandleWorldMessage_ChannelMessage(byte[] data, int datasize)Fixed Length String reference Code:
public string ReadFixedLengthString(byte[] data, ref Int32 position, Int32 count) |
Easy fix, this advice solved it.
Quote:
Code:
public void HandleWorldMessage_ChannelMessage(byte[] data, int datasize) |
Revamping inputs with system below, working on chat stuffs, and also spawns.
https://youtu.be/KVbxemkOWew |
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Cool. One day at a time!
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Changed how spawns work. Instead of creating (instantiating) mobs as they pop (runtime), i instantiate prefabs to an object pool on start and then activate/deactivate individual prefabs from the pool as i need.
This increases performance by a huge margin. Right now the pool is global but the pools will eventually be zone specific at some point. I tossed in beetle prefab only just for testing purposes. http://youtu.be/KnS1MeQ9VkA |
PunchQuest. Stuff below for my reference
Code:
478-OP_TargetMouse |
Targeting in https://youtu.be/ePc4FeqV-VU
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hardcoded x,y,z,h to the /loc infront of priest of discord in nqeynos, but my packet doesnt seem right
Client: Code:
public void DoClientUpdate()Code:
struct PlayerPositionUpdateClient_StructCode:
[05-18-2016 :: 15:15:22] [Packet :: Client -> Server (Dump)] [OP_ClientUpdate - 0x0057] [Size: 40] Code:
[05-18-2016 :: 02:37:22] [Packet :: Client -> Server] [OP_ClientUpdate - 0x0057] [Size: 38] |
solved. Died to priest of discord. Pras
Code:
[05-18-2016 :: 15:44:47] [Packet :: Client -> Server (Dump)] [OP_ClientUpdate - 0x0057] [Size: 40] |
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Rotation good now, mob pathing is not very good at all. Had a tough rotation problem, posting mafs incase someone else needs to do the same type of mafs.
In Eqemu: Rotation is counter clockwise. A full rotation is 255 (not 360). //calculate server->client heading for client float h = Mathf.Lerp(360,0,[heading-from-op_zonespawns]/255f); //calculate client->server heading for server float h = Mathf.Lerp(255,0,[player-current-heading]/360f); |
Just wanted to say this is phenomenal. I wish I had time to work on something like this. Huge hats off!
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If you fall underneath world, it'll toss you to safe spot. Also tossed some more pathing stuff for debug purposes. Bunch of other stuff not listed, but this was kinda neat.
My step distance (currently set to 1) is wrong. So the wandering speed/steps in between the two points is not correct. https://youtu.be/WpsF61JyttM Code:
Vector3 targetPosition = new Vector3 (movetoX,movetoY,movetoZ); |
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This is looking really good so far .. congrats on all of your work !
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Thank you for continuing to share! Very interesting project.
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I post a bunch of videos to youtube at: https://www.youtube.com/channel/UCvR...lMeWxrP2JXvdFg
Ran into incomplete itempackets, weird. Server logs below. Flow: OP_LootRequest OP_MoneyOnCorpse OP_ItemPacket OP_EndLootRequest OP_LootComplete UnityServer: https://github.com/UnityEQ/UnityEQSe...anium.cpp#L732 TitaniumServer: https://github.com/EQEmu/Server/blob...anium.cpp#L740 Unity Client: Code:
[06-18-2016 :: 03:46:52] [Packet :: Client -> Server] [OP_LootRequest - 0x012c] [Size: 6]Code:
[06-18-2016 :: 03:31:40] [Packet :: Client -> Server] [OP_LootRequest - 0x012e] [Size: 6] |
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