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

01-21-2009, 11:16 AM
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Fire Beetle
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Join Date: Oct 2004
Posts: 7
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WAY TO GO!
Well done Trev, that is so exciting!
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01-21-2009, 12:58 PM
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Dragon
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Join Date: Mar 2004
Location: England
Posts: 776
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All I can think of is this.....
" I think and think for months and years. Ninety-nine times, the conclusion is false. The hundredth time I am right. "
~ Albert Einstein
Way to go and a big round of applause 
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01-23-2009, 02:55 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Just as an update, I wanted to let you guys know that I am still working some stuff out before updating it to the SVN. So far, all I can do is log in. After that, my character is just hovering above the ground and cannot move at all. I do see spawns, but they are partially below ground. I was able to get the AA structure aligned well enough that it will load even with sending the AA table. But, for some reason, it doesn't show any AAs in the actual AA window yet.
Before I release it for people to start helping with and playing around with, I would like to get it so the character can at least walk around. So, that is my main focus. Other than that, I have been working on cleaning up and aligning some of the other packet structures so that things work properly.
My other priority is figuring out what a certain opcode that the client is sending me is. For some reason, it is sending 0x7580 to the server about 10X or more per second. I have no clue what the opcode is, but I am hoping that it is just some kind of error from the client that will be fixed by some of the other structure work I am doing. My guess is that it is some kind of underworld message, because the client probably thinks it is under the world.
The last thing I want to do before releasing it is to get the files separated into their own SoF files instead of using the Anniversary files. Then, I want to clean them up a bit so they aren't so sloppy.
So, it might be a few more days before I have anything on the SVN. But, I kinda doubt anyone else will be helping much with it yet at this point anyway. So, it doesn't really matter much when I release it, unless it is fully playable.
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01-23-2009, 09:37 PM
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Banned
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Join Date: Jan 2006
Location: /dev/null
Posts: 99
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They cmpletely revamped the ranking/ names of AA's in SoF as i recall, so that might have something to do with it. Keep up the good work Trev.
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01-24-2009, 09:44 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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I went ahead and stuck what I have so far on the SVN. It is pretty sloppy, but it is the point I am at. I made new SoF patch files for it in the common/patches directory. As I fix more things, I will just continue to add the updates to the SVN when I think something is pretty accurate and complete.
So, if anyone has a copy of SoF and a server, they can now check it out. Though, there isn't much they can do other than log in and float in the air at this point :P Hopefully it won't be long before they can do much more than that 
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01-26-2009, 01:42 AM
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Discordant
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Join Date: Apr 2004
Location: 127.0.0.1
Posts: 402
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You haven't found any snags yet where Sony went in and did major redesign? Sony's normal habbit would suggest they wouldn't redo anything already paid for but I can see a sneak attack on the client combat system or the likes.
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01-26-2009, 02:00 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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There will probably be a big issue with how death is handled since they changed EQ1 to use EQ2esque style release to respawn / wait to get rezed.
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01-28-2009, 05:31 PM
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Developer
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Quote:
Originally Posted by trevius
I went ahead and stuck what I have so far on the SVN. It is pretty sloppy, but it is the point I am at. I made new SoF patch files for it in the common/patches directory. As I fix more things, I will just continue to add the updates to the SVN when I think something is pretty accurate and complete.
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I would actually recommend creating a branch, like I did with loading the spells via the database. That way, you can upload changes that may sorta work so that others can work on it also, but won't affect the trunk ("stable", if you want to call it that). Then, once it's a little more stable/accurate, we can update the branch back into the trunk.
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01-28-2009, 11:28 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Given that the patch files are pretty much self contained I don't think it really needs a new branch. At least not unless you need to modify core parts of the server to make it all work, in which case yes I'd agree with a SoF branch.
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