|  |  | 
 
  |  |  |  |  
  |  |  |  |  
  |  |  |  |  
  |  |  |  |  
  |  | 
	
		
   
   
      | Archive::Bugs Archive area for Bugs's posts that were moved here after an inactivity period of 90 days. |  
	
	
		
	
	
	| 
			
			 
			
				01-07-2003, 12:42 PM
			
			
			
		 |  
	| 
		
			|  | Dragon |  | 
					Join Date: Jan 2002 
						Posts: 708
					      |  |  
	| 
				 EQEMu 0.4.1+ Wishlist. 
 Since 0.4.1 was a major release, some of the requested features have been added in, so please post any features you would like added in future versions. 
Note: This post is NOT for bug reports, it is only for feature requests.
 
Note 2: WE KNOW THAT YOU WANT HORSES.  WAIT FOR 0.4.2    |  
	
		
	
	
	| 
			
			 
			
				01-07-2003, 12:47 PM
			
			
			
		 |  
	| 
		
			
			| Hill Giant |  | 
					Join Date: Mar 2002 Location: //say $network 
						Posts: 138
					      |  |  
	| 
 Read this first---
 
 PoP items/spawns - Must be Packet Collected by users
 Bows/throwing/Archery - Already in
 Boats - Run by the DB (so do it yourself)
 AA -  Must be Packet collected!
 Disciplines - Must be Packet collected!
 Wandering mobs- In 0.4.1, check main forum for a guide to using this
 Mobs hitting for correct damge - this is done by a formula, go fix it
 
 Also *MAKE SURE* to check if something already in the emu before asking for it.
 
 DO NOT ASK FOR ANY OF THESE, REPEAT ANY. I'm not kidding
 |  
	
		
	
	
	| 
			
			 
			
				01-07-2003, 12:48 PM
			
			
			
		 |  
	| 
		
			|  | Dragon |  | 
					Join Date: Jan 2002 
						Posts: 708
					      |  |  
	| 
 Disciplines - Need to be packet captured also if you want them in. |  
	
		
	
	
	| 
			
			 
			
				01-07-2003, 02:26 PM
			
			
			
		 |  
	| 
		
			
			| Hill Giant |  | 
					Join Date: Feb 2002 
						Posts: 206
					      |  |  
	| 
 Partical Objects (ie particals found in D1 falling from red part or on exit pads in sebilis)
 Hide / Sneak
 
 Better Z Axis handling for wandering mobs
 
 (not sure if in there)
 NPC to attack another NPC cause of type (guard attacks animals)
 
				__________________   mByte    |  
	
		
	
	
	| 
			
			 
			
				01-07-2003, 04:02 PM
			
			
			
		 |  
	| 
		
			
			| Fire Beetle |  | 
					Join Date: Oct 2002 
						Posts: 2
					      |  |  
	| 
 Combat Lag?
 I'm not sure if this should be posted as a feature but I have jumped on eqemu from time to time and always there has been extreme lag in combat.  I have no idea if it's the server, the code, the connection, or all of the above but it's something i'm sure your aware of.  I just wanted to see if this is something that could be fixed or added like anything else or would it have to wait till the project neared completion to rat out all the problems.
 |  
	
		
	
	
 
  |  |  |  |  
	| 
			
			 
			
				01-07-2003, 06:19 PM
			
			
			
		 |  
	| 
		
			
			| Sarnak |  | 
					Join Date: Jan 2003 
						Posts: 59
					      |  |  
	| 
				 wishlist 
 #unsummon <name> <zone> sends name to zone; maybe make them have to be targetted and zone has to be up, or something, i don't know.
 #reversesummon <name> zone to where name is, at his location when you type command
 
 privileged log in.  if i have 200 status and all my zone servers are full i'd like the server to do a shutdown on the zone with the lowest total number of status points so i can log in.  failing that maybe make it so that if all zone servers are occupied you zone into a random non-empty one?
 
 perhaps a server mode so that only those in your accounts table can log in, or only those with status x?
 
 ability to log #actions to a file, chats to a file, zone changes and that stuff?
 
 a unix top clone interface would be a wonderful touch to zone/world, but it seems inappropriate.  Instead perhaps make it so that you can query stats from the zones via telnetting to world and logging in and issuing commands, so that you could write your own plugin to report stats on the servers, allowing you to direct output to >/dev/null on unix so that you don't need 5 terminals to run a server =)  If this is already possible perhaps detail the commands to query various things via the console you can achieve by telnetting to world?
 
 An extension to this would be making sure that all chat is reported through world, rather than in the individual zones (if it isn't already), so that that can be captured in one central place.
 
 That's all for now..
 
 EDIT:
 Ability to have various levels of speed between normal and gm speed, say 5 levels of it, where 0 is normal, 5 is current gmspeed.
 
 When you die have it pop you up at zonein of current zone with full equip, instead of how it is now, where you die, get booted to login, then log back in with full gear.
 
 Change #goto x y z to the format #goto (xyz|pc) (x y z | pc name).  So for instance you type #goto xyz 5 10 -300 to use goto like before, and you type #goto pc joebob to do an intra-zone teleport to joebob's character.  If you wanted you you could replace #reversesummon's functionality by #goto by either adding an intrazone tag, or by making going to a pc go to their zone whether they are in the current zone or not, if that makes sense.
 
			
			
			
			
				  |  
 
  |  |  |  |  
	
		
	
	
	| 
			
			 
			
				01-07-2003, 08:52 PM
			
			
			
		 |  
	| 
		
			
			| Fire Beetle |  | 
					Join Date: Jan 2003 
						Posts: 13
					      |  |  
	| 
				 regarding #goto 
 As far as #goto stands, it seems the Guide+ command of /goto works, since it's part of the client.  Also, /find works, but the mobs are named differently than on a "live" server (i.e. a_large_rat00 on live and a_large_rat000 on eqemu).  I use these all the time to get to a specific spawn or PC (so this would also work in place of the #reversesummon asked for above).
 [edit: On a side note, /find and /goto DO work INTER-zone, so it is possible to /goto a player who is in another zone.]
 |  
	
		
	
	
	| 
			
			 
			
				01-07-2003, 11:42 PM
			
			
			
		 |  
	| 
		
			
			| Demi-God |  | 
					Join Date: Jan 2002 
						Posts: 2,073
					      |  |  
	| 
 
	Quote: 
	
		| #unsummon <name> <zone> sends name to zone; maybe make them have to be targetted and zone has to be up, or something, i don't know. |  How about #banish instead? 
 
nice idea...
				__________________Shawn319
 Semi-Retired EQ Addict
 
 (Retired)EQEmu Lead Tester
 (Retired)EQEmu Tech Support
 
 (Retired)Host/ServerOP - [LIVE] Official EQEmu Test Server
 (Retired)Host/ServerOP - Shawn319's All-GM Dev Test Server
 (Retired)ServerOP - EQEmu Beta Server
 (Retired)ServerOP - GuildWars Server
 (Retired)ServerOP - Raid Addicts
 --------------------------
 |  
	
		
	
	
	| 
			
			 
			
				01-08-2003, 12:35 AM
			
			
			
		 |  
	| 
		
			
			| Fire Beetle |  | 
					Join Date: May 2002 
						Posts: 7
					      |  |  
	| 
				 Chat 
 Perhaps a way to connect the chat on the server screen in EQ to the IRC channel.Would be handy i think...
 Not really something thats important though... *shrug*
 |  
	
		
	
	
	| 
			
			 
			
				01-08-2003, 02:51 AM
			
			
			
		 |  
	| 
		
			
			| Senior MemberFormer EQEmu Developer
 Current EQ2Emu Lead Developer
 |  | 
					Join Date: Dec 2002 
						Posts: 1,065
					      |  |  
	| 
 Just a note about your npc name post, npc names will go back to the eq standard of 2 digits to determine the mobs uniqueness.  Ie a_large_rat00 on live eq will be the same on the emu. 
				__________________Lethal Encounter
 |  
	
		
	
	
	| 
			
			 
			
				01-08-2003, 03:05 AM
			
			
			
		 |  
	| 
		
			
			| Sarnak |  | 
					Join Date: Jun 2002 
						Posts: 30
					      |  |  
	| 
   hows about a xml ui set up for gms and server ops to let them know which zones are down or where the chars in the zone are stuck. |  
	
		
	
	
	| 
			
			 
			
				01-08-2003, 07:53 AM
			
			
			
		 |  
	| 
		
			
			| Sarnak |  | 
					Join Date: Jan 2003 
						Posts: 59
					      |  |  
	| 
				 xml ui 
 some kind of ui is what i was thinking of when i mentioned it above, but it seems inappropriate to put something like that on the dev team.  better to make an extensible system that is open and documentated which we can query with an application, so that the community could make its own server monitor with various features.
 it seems like the functionality is already partially there via the console (maybe more, haven't looked into the console much).
 |  
	
		
	
	
	| 
			
			 
			
				01-08-2003, 07:59 AM
			
			
			
		 |  
	| 
		
			
			| Fire Beetle |  | 
					Join Date: Oct 2002 
						Posts: 14
					      |  |  
	| 
 how about a working minilogin that supports multiple accounts, creatable through a webpage & php |  
	
		
	
	
	| 
			
			 
			
				01-08-2003, 09:12 AM
			
			
			
		 |  
	| 
		
			
			| Fire Beetle |  | 
					Join Date: Dec 2002 
						Posts: 6
					      |  |  
	| 
 Trade skillzBeing able to combine items in boxes <for quests>
 Factions
 Mobs hitting for what they should... IE tunare quad fo 1500 instead of doubles for 400
 |  
	
		
	
	
	| 
			
			 
			
				01-08-2003, 09:36 AM
			
			
			
		 |  
	| 
		
			
			| Demi-God |  | 
					Join Date: Jan 2002 Location: Charlotte, NC 
						Posts: 2,614
					      |  |  
	| 
 Why would you want mobs to hit exactly like they do in live?
 On a mob that requires 50 people to take down the mob, and a server that is going to have a max of 20, isnt this just a recipe for creating an 'unkillable' mob?
 
 On the low end, mobs should be fairly close to live, but as you go higher, mobs requiring multiple players to kill need to be scaled down to stay consistant with the number of players..
 
 Make sense?
 
				__________________Quitters never win, and winners never quit, but those who never win and never quit are idiots.
 |  
	
		
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		
		 Hybrid Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is Off 
 |  |  |  All times are GMT -4. The time now is 03:45 PM.
 
 |  |  
    |  |  |  |  
    |  |  |  |  
     |  |  |  |  
 |  |