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Search: Posts Made By: killspree
Forum: Archive::Tools 09-17-2004, 01:35 AM
Replies: 14
Views: 27,876
Posted By killspree
Ya, textures are right on walls of slaughter....

Ya, textures are right on walls of slaughter. Oddly enough the object textures are showing up perfectly(like they do on the live client), the terrain textures seem to be the only thing pixelated.
...
Forum: Archive::General Discussion 09-15-2004, 07:26 PM
Replies: 10
Views: 5,766
Posted By killspree
Well if you looked at the changelog you'd see...

Well if you looked at the changelog you'd see inspect was in.
Forum: Archive::General Discussion 09-15-2004, 10:05 AM
Replies: 10
Views: 5,766
Posted By killspree
I was talking about combat abilities..

I was talking about combat abilities..
Forum: General::News 09-15-2004, 06:18 AM
Replies: 21
Views: 22,900
Posted By killspree
You're out of luck until 5.9 but good news is...

You're out of luck until 5.9 but good news is most(if not all) opcodes seem to be the same, so it's mainly changes to item and playerprofile structs that I can see so far.
Forum: General::News 09-14-2004, 04:16 AM
Replies: 9
Views: 12,684
Posted By killspree
They more than likely changed quite a bit of...

They more than likely changed quite a bit of stuff today(9/14) with the patch so eqemu is broken.
Forum: Archive::General Discussion 09-14-2004, 02:35 AM
Replies: 11
Views: 5,904
Posted By killspree
The guys that left did so right around the time...

The guys that left did so right around the time of luclins release, basically leaving everything they designed half-finished and up to new guys that didn't know what to do with it. Then you had the...
Forum: Archive::General Discussion 09-14-2004, 01:40 AM
Replies: 11
Views: 5,904
Posted By killspree
Well...Brad did the design doc, and from what I...

Well...Brad did the design doc, and from what I can see much of that leaked doc is still the same as it was back then. But of course some things have probably changed for the worse.
Forum: Archive::Server Discussion 09-14-2004, 12:55 AM
Replies: 8
Views: 4,893
Posted By killspree
Evertorn update

I've started posting up some lore for the Evertorn server since it's nearing beta. You can find it here (http://evertorn.myikonboard.com/viewthread.php?threadid=75&nocache=uLfBE)

I'll post more...
Forum: Archive::General Discussion 09-14-2004, 12:07 AM
Replies: 10
Views: 5,766
Posted By killspree
I don't think they've been packet collected yet....

I don't think they've been packet collected yet. I talked with cofruben a bit about it and he wasn't sure either.
Forum: Archive::Bugs 09-13-2004, 08:29 PM
Replies: 0
Views: 15,599
Posted By killspree
5.8 Release bugs

Trading(with NPCs - haven't tested clients yet) causes a crash somewhere. It doesn't shut down the zone that I've seen, but the trade fails and the player loses the item.

After doing some digging...
Forum: Archive::General Discussion 09-13-2004, 08:27 PM
Replies: 10
Views: 5,766
Posted By killspree
By combat abilities I'm guessing you mean the new...

By combat abilities I'm guessing you mean the new stuff added for melees that uses endurance?
Forum: Archive::Quests 09-12-2004, 04:38 PM
Replies: 13
Views: 22,450
Posted By killspree
Well you could always try quest::moveto()...I...

Well you could always try quest::moveto()...I think that starts the NPC on a path to the loc, but it will at least move them there(if it's working...haven't really tested it). There's no MoveNPC that...
Forum: Archive::Quests 09-12-2004, 04:28 PM
Replies: 3
Views: 20,299
Posted By killspree
Try this: #Kaldra #zone - Kod`Taz #quest...

Try this:
#Kaldra
#zone - Kod`Taz
#quest - Final Event

sub EVENT_SPAWN {
quest::shout("WHO DARES CHALLENGE ME? I AM THE FINAL ARBITER OF MOLIMO, YOUR QUEST ENDS HERE, MORTALS!");
...
Forum: Archive::Development 09-12-2004, 04:03 PM
Replies: 6
Views: 22,545
Posted By killspree
Did you add any files to the project that deal...

Did you add any files to the project that deal with persistant timers?
Forum: Archive::Tools 09-12-2004, 06:05 AM
Replies: 28
Views: 47,849
Posted By killspree
Even in older zones? Should be interesting if so....

Even in older zones? Should be interesting if so. I saw shots of the water in Oow zones and it actually looked pretty nice.
Forum: Archive::General Discussion 09-11-2004, 05:56 AM
Replies: 10
Views: 5,644
Posted By killspree
Most of the people that have "left eqemu"...

Most of the people that have "left eqemu" recently(MOST - not all) seemed to have started showing up around the time guildwars(2.0 I think? the one right before image flipped out and released the...
Forum: Archive::Quests 09-10-2004, 05:09 PM
Replies: 21
Views: 35,450
Posted By killspree
Well I'm telling you exactly how I got it to...

Well I'm telling you exactly how I got it to work. Prior to that it gave compile errors, removing the # End of File made it work perfectly.

How about you try that. :P
Forum: Archive::Quests 09-10-2004, 04:08 PM
Replies: 21
Views: 35,450
Posted By killspree
I just tossed it up on my server to test it out...

I just tossed it up on my server to test it out and got this:



Edit: Removed the # End of File and it worked fine with $class eq "Rogue"
Forum: Archive::Quests 09-10-2004, 03:50 PM
Replies: 21
Views: 35,450
Posted By killspree
I can tell you one problem with it: it's...

I can tell you one problem with it:

it's quest::me not quest::emote - that may be the culprit.
Forum: Archive::Quests 09-10-2004, 03:47 PM
Replies: 19
Views: 33,378
Posted By killspree
castspell worked back when I was working on...

castspell worked back when I was working on Evertorn and had "mysticals"(basically NPCs that give out various buffs)...interesting to see it's broken now. Wonder how that happened.
Forum: Archive::Development 09-09-2004, 02:41 AM
Replies: 7
Views: 22,690
Posted By killspree
Honestly I'd just comment the code that involves...

Honestly I'd just comment the code that involves the merchant check for lastname out completely so you can load the merchant lastname from the db(allows for each specific merchant to have a different...
Forum: Archive::Server Discussion 09-08-2004, 01:33 PM
Replies: 15
Views: 15,338
Posted By killspree
Do the level ranges mean each zone will have...

Do the level ranges mean each zone will have stuff for 1-20 etc? Or will it be broken up so one has 1-10, one has 10-20, etc? 1-20 in each of the zones seems like it would make for very few...
Forum: Development::Database/World Building 09-08-2004, 01:25 PM
Replies: 20
Views: 23,774
Posted By killspree
box_chr is well...the box object race uni in...

box_chr is well...the box object race
uni in lfaydark_chr is a unicorn I would assume
coc in dreadlands_chr is most likely a cockatrice
yet in dreadlands_chr is a yeti
rap in dreadlands_chr is...
Forum: Archive::Quests 09-07-2004, 12:14 PM
Replies: 4
Views: 20,333
Posted By killspree
Try this: if($text=~/hail/i){ if($ulevel...

Try this:
if($text=~/hail/i){
if($ulevel >= 65){
quest::say("quest text");
}
else{
quest::say("turned away");
}
}
Forum: Archive::Database/World Building 09-06-2004, 07:53 PM
Replies: 4
Views: 6,761
Posted By killspree
Or just run the sql command update npc_types set...

Or just run the sql command update npc_types set walkspeed=0.67 runspeed=1.25;

Or whatever you want the values to be. Then you can manually edit in any NPCs you actually want to be permarooted by...
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