0.3.1 Changelog
Here is the 0.3.1 new features/bug fixes:
- Bug fix that would cause zones to crash if they had more than ~300 spawns. - Fixed NPC interrupting, it should now be very difficult to interrupt a NPC. - Updated NPC_Types with some new fields. Backup your DB before sourcing anything..! - Basic NPC Casting through the databases usedspells column in npc_types. - NPC's cast spells on self that are considered "unharmful", and use attack spells also. - If NPC's spells are interrupted, they are now queued as long as they are unharmful spells and casting on self. - On top of npc.cpp there is now a #define SPELLQUEUE, this is defaulty commented out, if not commented, you will receive spell information about the NPC's action. - Added a NPC self spell queue of 20. (If you do #npccast repeatedly for a NPC and its casting, it should queue spells that it has not yet casted) - Zonespawnbulkpackets are fixed, this should reduce the traffic and lag while zoning. - Added a datarate limiting command, see #datarate in EQEmu. - TRIGGER_ITEM fixed (thanks to strychn) - %CHARCLASS%, %CHARRACE% added to the npc scripts (thanks to Malevolent) - Fixed sold items reappearing after zoning/camping/LD. - Fixed the wrong skill going up bug. - Fixed the #level bug with the beastlord class. - Added the 50+ names for classes in /who all. - Added number of zones and players in login server processing (and chat #listworlds command) - #level has been cleaned up, if you do not have a status above 100 you can only level to 60, anything over can go to 100. - Added the checkin for #title, only GM+ can set titles currently. - Added number of zones and number of clients to be sent to the login server for statistics. - Fixed login, world, and zone servers to compile for linux. - Fixed a bug in the login code so it will not break because of public login defines. - Fixed the client experience bar, It now will show the proper experience. - Implemented groups, following features are available for groups (limited to zonewide): - Basic group actions (create, disband, invite, etc.) - Group chat - Group spells - Group experience - Fixed SendInventoryBulk(), now send only one compressed packet instead of individually sending inventory. - New login server linking code added. - Unlimited charged items are fixed. - Added serverside item stacking support, you can now stack items and they will be properly saved, same with dropping. |
You guys didnt happen to include Coders NAT patch did you? Im guessing not, but just wondering..
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Is it up for DL yet??
-Ski |
Still working on a few things, just trying to make everyone anxious ;P
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BTW depending on your time zone, but being in the chat room eight hours from now (read the timestamp) might be worth your while *hint*
Well my timestamp is off a bit, but right now its 12PM MST my time, I live in Arizona. 3PM EST, 2PM CST. |
Nice changes the emu is getting to the point where playing in EQ is about to happen. When do you think GMs will work? I think thats the last thing that is major that would make it playable. Im pretty sure you already added questing. So just need GMS and Pets and its playable. =) woot!
Great work! GM=Guild Master |
Nice work! W00T to the Devs!!
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deadly kewl.
i can't wait...:) |
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