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Search: Posts Made By: realityincarnate
Forum: Development::Development 05-09-2009, 02:27 PM
Replies: 0
Views: 6,782
Posted By realityincarnate
Quest::say with languages

I added the ability to have npcs speak in different languages to the quest::say function. The original function is unchanged, but a language number can now be added as a second parameter.

I also...
Forum: Quests::Q&A 05-09-2009, 01:29 AM
Replies: 26
Views: 19,303
Posted By realityincarnate
I finally got a chance to work on the language...

I finally got a chance to work on the language stuff a bit. Here's what I've got at the moment, tell me if it seems like what you need:

quest::say() is modified to take an optional second...
Forum: Quests::Q&A 05-07-2009, 11:14 AM
Replies: 26
Views: 19,303
Posted By realityincarnate
If no one beats me to it, I'll take a look at...

If no one beats me to it, I'll take a look at this and try to get some functions in over the next day or two. It'll just depend on how much work interferes with life.
Forum: Development::Bug Reports 05-04-2009, 06:09 PM
Replies: 23
Views: 25,285
Posted By realityincarnate
I found the variable that is supposed to be the...

I found the variable that is supposed to be the instance no drop flag. It's currently labelled as unknown40 in the header. I'll rename it and merge it to the SVN later tonight, but for now the...
Forum: Development::Development 05-02-2009, 07:00 PM
Replies: 1
Views: 6,885
Posted By realityincarnate
Item quests and charms

I've been working on putting together an item extension to the quest system for use with intelligent and evolving items and things with scaling statistics (like a lot of the charms). Surprisingly...
Forum: Development::Server Code Submissions 05-02-2009, 11:54 AM
Replies: 4
Views: 8,057
Posted By realityincarnate
Ok, I see that... now. I saw that FastQueue...

Ok, I see that... now. I saw that FastQueue didn't make a copy of the data like QueuePacket did, but somehow missed that it cleared the pointer and freed the memory. Whenever there's a safe delete...
Forum: Development::Server Code Submissions 05-01-2009, 01:48 PM
Replies: 4
Views: 8,057
Posted By realityincarnate
Augment Item Info

This creates the "Item Info" message at the bottom of augments, telling which solvent can be used to remove them. It also (incidentally) enables a couple of other pieces of item info that previously...
Forum: Development::Development 04-26-2009, 01:00 PM
Replies: 48
Views: 64,281
Posted By realityincarnate
That's understandable, I'm not sure I know...

That's understandable, I'm not sure I know exactly what it's doing myself. But it does look like the client gets the information as text and sends it back to the server as integers.

For example,...
Forum: Development::Development 04-25-2009, 06:52 PM
Replies: 48
Views: 64,281
Posted By realityincarnate
The limitation is that the client wants the link...

The limitation is that the client wants the link sent as text. So, to send the letter "t", which is 74 in hex, you need to send the client the characters "7" and "4". So each character we want...
Forum: Development::Development 04-25-2009, 04:39 PM
Replies: 48
Views: 64,281
Posted By realityincarnate
I finally got another chance to look at forcing...

I finally got another chance to look at forcing another string into the link, and it's a lot more messed up than I thought.

For some reason, the client likes to receive a text representation of...
Forum: Development::Development 04-22-2009, 11:17 AM
Replies: 48
Views: 64,281
Posted By realityincarnate
Oh yeah, it looks like I used an int16 in the...

Oh yeah, it looks like I used an int16 in the perl XS part. I have no idea why I did that... I'm not sure this whole early morning/late night coding thing is such a great idea.

In...
Forum: Development::Server Code Submissions 04-21-2009, 07:34 PM
Replies: 7
Views: 11,120
Posted By realityincarnate
for real this time...

Ok, I think I've got the problems nailed down. The reason it only worked on my end is that I somehow missed a file in the diff the first time around. But I tinkered some more and it seems to be...
Forum: Development::Development 04-21-2009, 07:28 PM
Replies: 48
Views: 64,281
Posted By realityincarnate
Change anything you want, I just wasn't feeling...

Change anything you want, I just wasn't feeling especially creative when I tried to think of what to call it. Definitely give it some real testing; all I did was try with a couple of newbie items...
Forum: Development::Bug Reports 04-21-2009, 03:27 PM
Replies: 4
Views: 7,197
Posted By realityincarnate
I had noticed this at well with a couple of bard...

I had noticed this at well with a couple of bard skills. I believe it also happens with dual wield at higher levels. The reason is that the skill caps in the database are set higher than the...
Forum: Development::Server Code Submissions 04-21-2009, 03:14 PM
Replies: 7
Views: 11,120
Posted By realityincarnate
Hmmm, the actual helmet option seems to work fine...

Hmmm, the actual helmet option seems to work fine on my end (although it does default to off until turned on the first time). I don't have any idea why that would be.

But I did just notice the...
Forum: Development::Development 04-21-2009, 11:04 AM
Replies: 48
Views: 64,281
Posted By realityincarnate
I haven't gotten a chance to look at using the...

I haven't gotten a chance to look at using the augments section to store anything yet, but I did come up with some code for storing a link as a perl variable. The syntax is just $var =...
Forum: Development::Development 04-20-2009, 12:04 PM
Replies: 48
Views: 64,281
Posted By realityincarnate
Ok, that's a good point. You could also probably...

Ok, that's a good point. You could also probably cram a second string into the space that's normally used for augments and that sort of thing. It would mean you're limited to just under 40...
Forum: Development::Development 04-20-2009, 01:44 AM
Replies: 48
Views: 64,281
Posted By realityincarnate
I played around with the idea a little bit...

I played around with the idea a little bit tonight, and here's what I've come up with as a first attempt.

Index: zone/client_packet.cpp...
Forum: Development::Server Code Submissions 04-19-2009, 11:34 PM
Replies: 4
Views: 9,821
Posted By realityincarnate
The boat targeting was fairly simple because the...

The boat targeting was fairly simple because the client sends a couple of different op codes when it enters or leaves boats, so I used those to trigger the changes.

I can think of a couple of...
Forum: Development::Server Code Submissions 04-19-2009, 11:28 PM
Replies: 7
Views: 11,120
Posted By realityincarnate
Show helmet option

These are a couple of small changes to the structure and encoding files that fix the option to show or not show helmet graphics. With these changes, the client's selection will persist through...
Forum: Development::Development 04-19-2009, 09:33 PM
Replies: 48
Views: 64,281
Posted By realityincarnate
I might be missing something, but why mess with...

I might be missing something, but why mess with the database at all? What about structuring it something like:

quest::saylink(text,value)

and have the function return a link to a fictitious...
Forum: Development::Server Code Submissions 04-18-2009, 12:34 AM
Replies: 4
Views: 9,821
Posted By realityincarnate
Controllable boats

It took a bit of messing with, but I finally got the player controllable boats to work (more or less) properly. The biggest issue is that the boats seem to be really picky about their starting...
Forum: Quests::Q&A 04-16-2009, 11:35 PM
Replies: 3
Views: 7,956
Posted By realityincarnate
For a little bit more background: I've been...

For a little bit more background: I've been trying to get the controllable boats to work for a little while now, and I think I finally got it (I'll post the code after a little bit more testing). I...
Forum: Quests::Q&A 04-16-2009, 08:40 PM
Replies: 3
Views: 7,956
Posted By realityincarnate
Return to spawn location

I feel like I must be missing something, but I can't seem to find the appropriate quest command and was wondering if there is one that I overlooked. I'm trying to get an npc to disappear and...
Forum: Development::Server Code Submissions 04-14-2009, 12:07 PM
Replies: 0
Views: 6,997
Posted By realityincarnate
safe fall

Currently, safe fall skill ups are only checked when fall damage is actually taken. I changed it so that the server makes a check whenever it receives the safe fall opcode from the client. It looks...
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