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, 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
  #2  
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
  #3  
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
  #4  
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
  #5  
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
  #6  
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
  #7  
Old 06-04-2009, 06:37 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Thanks KLS. The char select issue with primary/secondary should be really easy to correct by adjusting the struct and the encode and just reversing the order of those 2 fields. I hadn't noticed this, but I also don't have any chars I use that have shields.

Thanks for confirming raids don't work. I was just wondering if anyone had even tried it yet. Judging by the difference in group structs, I figured that raids were almost certainly going to have similar changes. Maybe we can review the group struct changes and use them to help figure out what might have been changed about raids. Otherwise, we will probably need to try to create a raid on Live and collect the packets from it with SEQ.

Judging by the other changes to the spawn struct to break down certain things like Bodytype into multiple categories so that it is easier to set an NPC to spawn exactly how you want, I figured that there are other new fields like that. It shouldn't be too hard to figure out which field is required for LDoN traps by just using spawn struct hacking code that Shendare wrote. It is already in the encode for the spawn struct and just needs to be uncommented to be able to use it. It really makes identifying fields very easy, though a bit tedious since you basically have to go through each unknown until you find the right one. It is still 100X better/faster than the old way I was using to identify fields!

If I have time tonight, I plan to try to finally get the encode working for inspecting players, so that will be 1 less thing on the list of stuff that needs to be fixed for SoF. I don't think that will take very long. I tried it before, but couldn't get the strings working properly. I think with the new encodes from Derision, I should now have enough examples to get the inspect encode working. And, if I have time after doing that, I really want to knock out the stamina/endurance update packets that should now be sent and probably the manachange packets need to be encoded since they should only be dealing with mana now, and not include stamina. That is of course if SoF handles the updates the same way Live does now, which I am pretty sure it does.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
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 10:48 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