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Search: Posts Made By: quester
Forum: Archive::Tools 11-07-2002, 11:48 AM
Replies: 5
Views: 4,460
Posted By quester
HM.. 65k huh? Thats a magic number in...

HM.. 65k huh? Thats a magic number in programing.. 65535 actually.. max signed int. The var type might be too smal lin the code. I'll see if I can fidna chance t o check that tonight.
Forum: Archive::Database/World Building 11-07-2002, 08:44 AM
Replies: 24
Views: 11,090
Posted By quester
Well.. haven't seen any comments against this, so...

Well.. haven't seen any comments against this, so that is what i'm going to do this weekend unless someone comes up and says no :)
Forum: Archive::Tools 11-07-2002, 08:42 AM
Replies: 5
Views: 4,460
Posted By quester
Perhaps you are duplicating an already existing...

Perhaps you are duplicating an already existing id?
Forum: Archive::General Discussion 11-07-2002, 08:41 AM
Replies: 4
Views: 3,820
Posted By quester
No it isn't a spell. As I Recalll, all we had to...

No it isn't a spell. As I Recalll, all we had to do was go anon to be invis. Or maybe it was /hide

I honestly can't remember :(

Either way.. guides can do it as well, which means its in the...
Forum: Archive::Development 11-06-2002, 02:02 PM
Replies: 16
Views: 9,081
Posted By quester
One slow, but relativly accurate way to get...

One slow, but relativly accurate way to get hitpoints is to duel a pet, and log the fight.

Another way is to do a known amount of dmg to a pet or heal a known amount, and do the numbers from...
Forum: Archive::Development 11-06-2002, 09:41 AM
Replies: 61
Views: 39,281
Posted By quester
It is really just this simple... A mob can only...

It is really just this simple... A mob can only move from one ppoint to an adjacent ppoint. Those ppoints are placed, in such a way to avoid obstacles in a zone. Those ppoints are placed in 3...
Forum: Archive::Development 11-06-2002, 09:35 AM
Replies: 61
Views: 39,281
Posted By quester
All it follows is the path points as defined. ...

All it follows is the path points as defined. The map of the zone structures, gemoetry, is NOT used. Or at least, never used to be used.

It just isn't needed.

If a hallway goes straight, then...
Forum: Archive::Development 11-06-2002, 07:41 AM
Replies: 61
Views: 39,281
Posted By quester
It doesn't know it walked into a wall, and keeps...

It doesn't know it walked into a wall, and keeps going. Let me try to explain what happens from both points of view.


|
a | b
|


You are going from point A to point B. ...
Forum: Archive::Database/World Building 11-06-2002, 07:33 AM
Replies: 24
Views: 11,090
Posted By quester
I think it sounds good. Some stuff, as you...

I think it sounds good. Some stuff, as you pointed out, that is currently in npc_types should be moved over to the profiles.

I'll do what I can to make the code work with the different database...
Forum: Archive::Development 11-06-2002, 04:45 AM
Replies: 16
Views: 9,081
Posted By quester
Yeah, I ran into that but it isn't all that...

Yeah, I ran into that but it isn't all that helpfull. That table has a LOT of blank spots on it. More blank spots than filled in spots I think :(
Forum: Archive::Development 11-06-2002, 04:44 AM
Replies: 61
Views: 39,281
Posted By quester
Which is why I suggested we do it the same way...

Which is why I suggested we do it the same way Live EQ does it.

That is WHY Live EQ uses such a simple and pathetic pathing algorithm. Because it is less overhead. Live EQ doesn't even CARE...
Forum: Archive::Database/World Building 11-05-2002, 10:03 AM
Replies: 24
Views: 11,090
Posted By quester
Stop folliwng me! :p Yes and no. The npc...

Stop folliwng me! :p

Yes and no. The npc defintions include the stats. If eqlive was eqemu, then the stats would be in the npc_types table. Whenever a designer wants to make, sya a new type of...
Forum: Archive::Development 11-05-2002, 10:00 AM
Replies: 61
Views: 39,281
Posted By quester
As a side note.. in case someone gets to this...

As a side note.. in case someone gets to this code before me..

In real eq, the pathing is stored in a seperate pathing file. Iwould recommened the same here. It just keeps thrings clean.
...
Forum: Archive::Database/World Building 11-05-2002, 09:58 AM
Replies: 24
Views: 11,090
Posted By quester
Not a bad idea at all. Here is what I would...

Not a bad idea at all. Here is what I would recommened:

Seperate the stats off into a PROFILE. Build default profies for main types "Ghoul", "mummy", "Giant", etc..

In the npc_types database,...
Forum: Archive::Development 11-05-2002, 09:56 AM
Replies: 61
Views: 39,281
Posted By quester
That's essentially how the ppoints are created in...

That's essentially how the ppoints are created in real eq. Although the client used is slightly different.. You use an overlay GM menu to set the type of ppoints being manipulated. Then you just...
Forum: Archive::Development 11-05-2002, 09:27 AM
Replies: 61
Views: 39,281
Posted By quester
I'm in the middle of doing pets at the monet, or...

I'm in the middle of doing pets at the monet, or I would jump over here and work on this. But only have time for one thing at a time :)

The best, and easiest thing to do, for now, would be tom...
Forum: Archive::Development 11-05-2002, 07:26 AM
Replies: 16
Views: 9,081
Posted By quester
Necro pets are just about done. I will be...

Necro pets are just about done. I will be finishing them up after work today.

HOPEFULLY, I will be able to put up a test server for a few people to come and test the pets out, and compare them...
Forum: Archive::General Discussion 11-05-2002, 06:09 AM
Replies: 15
Views: 5,634
Posted By quester
The code I added for procs is VERY small. ...

The code I added for procs is VERY small. Insignificant compared to the rest of the attack code.

Besides.. If you want an emulator even close to the "real" thing, it is going to be huge. Fact of...
Forum: Archive::Database/World Building 11-04-2002, 02:01 PM
Replies: 15
Views: 8,186
Posted By quester
Damn ironic, considering less specific crap has...

Damn ironic, considering less specific crap has been recently copyrighted that should never have been allowed.
Forum: Archive::Database/World Building 11-04-2002, 01:40 PM
Replies: 15
Views: 8,186
Posted By quester
You'd have to use your own models, artwork, etc. ...

You'd have to use your own models, artwork, etc.

Even then, if they really wanted to, they could probably nail you for using thier file format.
Forum: Archive::Windows Servers 11-04-2002, 01:39 PM
Replies: 2
Views: 3,908
Posted By quester
From the readme: "Hosting your own server on...

From the readme:

"Hosting your own server on your Minilogin server on Local Network (no internet | supports 1 account)"

That implies to me that you can only have one account.. no matter what.
Forum: Archive::Development 11-04-2002, 12:45 PM
Replies: 0
Views: 3,649
Posted By quester
Fix: Hand to Hand weapons

Small fix for players using hand to hand weapons..The skill used was wrong.

Fix:

zone/attack.cpp


136a143
> // quester: hand to hand weapon
138a146
Forum: Archive::Bugs 11-04-2002, 12:44 PM
Replies: 9
Views: 4,856
Posted By quester
Fix: zone/attack.cpp 136a143 > ...

Fix:

zone/attack.cpp


136a143
> // quester: hand to hand weapon
138a146
> // cout << "hth weapon in use" << endl;
140c148
Forum: Archive::Bugs 11-04-2002, 12:25 PM
Replies: 9
Views: 4,856
Posted By quester
I've found the problem here and will post a fix...

I've found the problem here and will post a fix shortly.
Forum: Archive::General Discussion 11-04-2002, 07:27 AM
Replies: 1
Views: 2,049
Posted By quester
PoP includes original EQ..That's it.

PoP includes original EQ..That's it.
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