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)

Reply
 
Thread Tools Display Modes
  #1  
Old 04-30-2009, 08:45 AM
So_1337
Dragon
 
Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
Default

That's a really good idea, actually, if it could be worked out in the code. Everyone's well aware that most of the EQEmu project is a work in progress, it'd be nice to save them the trouble of buying non-working AAs or at least be able to warn them of them if possible. At worst (though it wouldn't be quite Live-like), the AA's description could have a note added to explain that it isn't functional yet.

EDIT: On second thought, I suppose a note like that couldn't be added. The actually descriptions aren't loaded from the database, are they? Sorry, I still have a lot to learn.
Reply With Quote
  #2  
Old 04-30-2009, 05:03 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Well, I am sure we could make a standard setting to either disable them in game or to warn about them. Actually, we could just set a bogus prereq_skill skill for any we want to disable. That is probably the easiest and best way to deal with this. Then, as AAs are coded, we just remove that prereq_skill or set it to whatever it is supposed to be set to. I didn't really think about doing it that way before, but it would be simple and require no extra coding.

I think once the issue with consolidated AAs is figured out, I should be able to collect the rest of the class' AAs and get them all added. Then, it would just mean some clean up to make sure everything is set properly.

Once the tables are ready, we would just need to get it coded to be able to handle separate tables for SoF AAs. I am not exactly sure how to do that, but I am sure it is possible.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #3  
Old 05-01-2009, 06:19 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by trevius
1. Chat Channels - Chat Channels are not functioning in SoF. It appears that in SoF, the Chat Server and Mail Server are combined. This would probably require a rewrite of the mail and chat servers unfortunately.
I've just started incorporating the mail server functionality into the chatserver (it will be a new program called UCS).

It's complicated a bit by the fact that Titanium clients establish two connections to it, one for mail and one for chat. I've added an extra character to the Mailkey, M = Mail connection, C = Chat Connection, S = (SoF) Combined connection. This is set by world, since it can determine what version the client is.

I should add that in SoF, the friends list is now maintained by the server. If you add or remove a friend it sends a command to the UCS which must be responded to for the friend to be added or removed. The friends list is also sent to the client when a connection to the UCS is established.

Last edited by Derision; 05-01-2009 at 05:10 PM..
Reply With Quote
  #4  
Old 05-26-2009, 12:10 PM
provocating's Avatar
provocating
Demi-God
 
Join Date: Nov 2007
Posts: 2,175
Default

Has there been a release of UCS yet ?
Reply With Quote
  #5  
Old 05-26-2009, 01:02 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by provocating View Post
Has there been a release of UCS yet ?
Not yet. I have it working, but I need to clean the code up a bit before releasing it. It will probably be a couple of weeks.
Reply With Quote
  #6  
Old 05-26-2009, 01:05 PM
provocating's Avatar
provocating
Demi-God
 
Join Date: Nov 2007
Posts: 2,175
Default

Your code still has to look cleaner than mine.
Reply With Quote
  #7  
Old 06-04-2009, 03:23 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Was actually trying to get the opcodes for ldon objects today.

-On character select my characters hold their items in the opposite hands. Looks kinda odd with shields.

-I can confirm raids don't work; the initial raid create packet does seem to but the add players to raid packet does not.

-Something is off about LDoN objects they can't be sensed/disarmed/picked. On titanium to do this you needed a certain bodytype set but this doesn't appear to be the case. You can cast ldon spells on any target now so I assume this has moved from body type to some other field in the spawn structure.
Reply With Quote
Reply

Thread Tools
Display Modes

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 04:25 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