Go Back   EQEmulator Home > EQEmulator Forums > Search Forums

Showing results 251 to 275 of 435
Search took 0.01 seconds; generated 89 minute(s) ago.
Search: Posts Made By: gaeorn
Forum: Support::General Support 07-02-2009, 11:06 AM
Replies: 3
Views: 6,390
Posted By gaeorn
Check your actor clip plane in the game options.

Check your actor clip plane in the game options.
Forum: Development::Bug Reports 07-01-2009, 08:30 PM
Replies: 2
Views: 8,768
Posted By gaeorn
This is on my todo list to look into, but it may...

This is on my todo list to look into, but it may be a while.
Forum: Development::Server Code Submissions 07-01-2009, 02:42 PM
Replies: 12
Views: 11,976
Posted By gaeorn
It's not ending up with no target. You end up...

It's not ending up with no target. You end up with the target you had before the /assist. In any case, I wasn't sure if it would confuse people if the change happened unexpectedly so I took the safer...
Forum: Development::Development 07-01-2009, 01:38 PM
Replies: 30
Views: 41,923
Posted By gaeorn
I'm suspect what he meant is if the other two...

I'm suspect what he meant is if the other two were set that way, DeathItemLossLevel is ignored. If it is not behaving that way, it is likely a bug.

In any case, you did not answer either of my...
Forum: Development::Development 07-01-2009, 01:11 PM
Replies: 30
Views: 41,923
Posted By gaeorn
Which other rule? And how does that improve...

Which other rule?

And how does that improve anything? It gives two different behaviors in the same rule which is likely to be confusing to many. Plus, it works now so why fix what isn't broken?
...
Forum: Development::Server Code Submissions 07-01-2009, 11:35 AM
Replies: 12
Views: 11,976
Posted By gaeorn
It was made a sticky so a dev would remember to...

It was made a sticky so a dev would remember to commit it. I just recently got access to the SVN so committed it myself. However, I have no way to remove the sticky on this post so I'm waiting on...
Forum: Development::Server Code Submissions 07-01-2009, 02:58 AM
Replies: 12
Views: 11,976
Posted By gaeorn
This has been committed to svn.

This has been committed to svn.
Forum: Development::Server Code Submissions 07-01-2009, 02:50 AM
Replies: 3
Views: 8,103
Posted By gaeorn
This has been committed.

This has been committed.
Forum: Development::Server Code Submissions 06-30-2009, 11:14 PM
Replies: 3
Views: 8,103
Posted By gaeorn
No problem KLS. This was submitted after you did...

No problem KLS. This was submitted after you did a bunch the other day. Thanks tho.
Forum: Development::Development 06-30-2009, 01:50 PM
Replies: 17
Views: 21,530
Posted By gaeorn
Wow, GetFearpeed()... so now they pee their pants...

Wow, GetFearpeed()... so now they pee their pants when feared? I know I would! lol
Forum: Support::General Support 06-27-2009, 09:45 PM
Replies: 4
Views: 7,343
Posted By gaeorn
That's not entirely true. Some routers will...

That's not entirely true. Some routers will behave the way you describe, but that is generally newer, more advanced, routers. Older ones typically will not do a dynamic port forward if there is a...
Forum: Development::Development 06-27-2009, 03:50 AM
Replies: 17
Views: 27,215
Posted By gaeorn
which leads to: Reaction Radius = ASSIST RANGE...

which leads to: Reaction Radius = ASSIST RANGE

which means Frenzy = Presonal Agro


PS.
what I don't understand why they needed as much as 4 diffirent effects (reaction, frenzy, pacify and...
Forum: Development::Development 06-26-2009, 10:03 PM
Replies: 17
Views: 27,215
Posted By gaeorn
You simply are not understanding me. I KNOW what...

You simply are not understanding me. I KNOW what it does in the emulator. I've read the c++ code for it already.

What I DON'T know is:
On live, is reaction radius the aggro radius or the assist...
Forum: Development::Development 06-26-2009, 09:35 PM
Replies: 17
Views: 27,215
Posted By gaeorn
I don't see how this tells us what the effects...

I don't see how this tells us what the effects actually are on live, which is all we need to know. In any case, I am already pretty sure the two effects are reversed on the emulator.



I'm going...
Forum: Development::Development 06-26-2009, 09:00 PM
Replies: 17
Views: 27,215
Posted By gaeorn
Great, except which one is supposed to do what on...

Great, except which one is supposed to do what on live? The problem isn't knowing which does what on the emulator. One can look at the code and see that reaction radius = harmony = aggro radius and...
Forum: Development::Development 06-26-2009, 08:28 PM
Replies: 17
Views: 27,215
Posted By gaeorn
I see. Still, I think the frenzy and reaction...

I see. Still, I think the frenzy and reaction radius effects are reversed.



In answer to your first question, yes the code does different effects for both. In answer to the second, the...
Forum: Development::Development 06-26-2009, 07:41 PM
Replies: 17
Views: 27,215
Posted By gaeorn
Although I still do not know why the range value...

Although I still do not know why the range value in my first post was being squared, I believe I may have found out why the monk phantom disciplines don't work as desired. I'm using a version that is...
Forum: Development::Development 06-26-2009, 07:23 PM
Replies: 17
Views: 27,215
Posted By gaeorn
I don't understand what you are talking about....

I don't understand what you are talking about. And not all spells have all 3 types of effects. The spells underlying the higher level monk phantom discs only have the harmony effect.
Forum: General::Server Discussion 06-26-2009, 07:04 PM
Replies: 6
Views: 7,307
Posted By gaeorn
Go Andrew80k!

Go Andrew80k!
Forum: Development::Development 06-26-2009, 07:03 PM
Replies: 17
Views: 27,215
Posted By gaeorn
aggro radius

I've been noticing that lull/harmony effects do not appear to have the expected effect. In particular, the monk phantom line of disciplines do not appear to reduce assist range. Looking through code,...
Forum: Support::Linux Servers 06-26-2009, 04:30 PM
Replies: 17
Views: 12,410
Posted By gaeorn
They very well may have. I have not seen any...

They very well may have. I have not seen any indications of people running 64bit servers on a regular basis. I think I'm the first to be stubborn enough to try to fix the 64bit bugs rather than going...
Forum: Development::Server Code Submissions 06-26-2009, 02:03 AM
Replies: 3
Views: 8,103
Posted By gaeorn
New rule NPC SmartLastFightingDelayMoving

This rule is the follow up to these rules (http://www.eqemulator.net/forums/showthread.php?t=28549) to make FD pulling more live like.

With this rule set true, if a mob is already wandering home...
Forum: Support::Windows Servers 06-25-2009, 07:08 PM
Replies: 37
Views: 22,353
Posted By gaeorn
Thats rev 642. Current rev is 713.

Thats rev 642. Current rev is 713.
Forum: General::General Discussion 06-25-2009, 07:05 PM
Replies: 8
Views: 7,539
Posted By gaeorn
On live, you couldn't sit when stunned.

On live, you couldn't sit when stunned.
Forum: Development::GeorgeS's Tools 06-25-2009, 07:02 PM
Replies: 46
Views: 36,308
Posted By gaeorn
path environment variable is not set correctly.

path environment variable is not set correctly.
Showing results 251 to 275 of 435

 
Forum Jump
   

All times are GMT -4. The time now is 07:59 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3