Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Development

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old 12-19-2012, 10:04 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Quote:
Originally Posted by Derision View Post
I'm sitting here waiting for you to commit what you've done so I can have a go
/drool

I was hoping you might chime in! I had a pretty big grin on my face when I saw your post

Didn't want to directly bug you about it or make you feel obligated. There is only a small handful of people that could really help with this part of the process, and you are at the top of that list along with KLS and Secrets.

I haven't had this much trouble getting in game since SoF. That variable sized PP is really rough at the end of it. I am sure we can get it, but it is definitely a challenge at this point where the last few clients were trivial.

Once in game, I already have a few hurdles in mind from the work we did on VoA a few months back. Here is the list off the top of my head:

1. Spawn Struct - Looks like Derision may already have this figured out based on the EQExtractor update.
2. Position Updates - Looks like Derision may have this one figured out as well.
3. Tasks - From the last time I checked VoA task packets, it looked like they had changed a good amount, so it will probably take a bit to get those working and I haven't ever messed with those packets before.
4. Merchant Lists - I think I had merchant lists mostly functional for the VoA client, but there was definitely something wrong with it still that I am sure will need to be resolved. It was probably with the new preview feature and with the "show items I can use" feature.
5. Items - I am sure there will be some item struct changes, but hopefully they won't be too bad. I can start going through those once we are able to get in-game. The new slot schema already has a conversion function for it and I believe Uleat has plans to work on implementing the new slot schema across the board and have all other clients convert to/from the new system so we aren't trying to retro-fit and hack stuff into the old slot system.

Once most of the basics are working, I will populate the rest of the opcodes and put together a more complete list in the top post of this thread.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 12:34 PM.


 

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 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3