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

01-16-2013, 02:23 PM
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Discordant
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Join Date: Dec 2005
Posts: 435
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I see the other thread was bumped thanks. I searched the SOD,UF and ROF dev threads for extended target reports and it came up negative, only reason I posted here.
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01-21-2013, 05:13 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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FYI, I rebuilt the RoF test server I have been running to help with the testing for RoF. I ran into some issues with cmake and the old Debian Etch build I was running for that test server, so I rebuilt it on Debian Squeeze fro scratch. This means that anyone that was playing/testing on that server had their characters wiped.
I have the new build mostly done, but I still need to enable all of the GM commands again. I will try to get that all finished later this morning.
With the latest updates, the RoF client is getting very close to being finished. There are still a few big things left to work out, but it is already very playable for most stuff.
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01-21-2013, 11:36 AM
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Hill Giant
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Join Date: Sep 2009
Posts: 147
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I was playing around last night w/ Rev2434 and noticed that buffs were 10x on RoF clients (but normal on UF clients). For example, my ranger's HP buff was giving me 700HP instead of 70 and my cleric's HP buff was giving 8000 instead of 800. However, the health would not heal past what it should be. So, for example, when my cleric buffed me, my HPs displayed went from 3500 to 11500, but I would not heal past 4300. If I zone, the max HP displayed drops down to the proper level (i.e. 4300).
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01-21-2013, 08:32 PM
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Discordant
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Join Date: Jan 2005
Posts: 488
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I got this working today
wow that is so awesome- the post effects in the graphics engine look amazing! I really would love to only use the RoF client!
anyways, a question: is there a plan to extend the item table / npc_types table and questmanager so that we can play with the hero forge textures as part of server design? I'd love to retroactively change graphics in the game for items and npcs
also are hero forge armors tintable?
__________________
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Demon Overlord of Alakamin
skype @ davoodinator
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01-21-2013, 10:36 PM
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Hill Giant
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Join Date: Sep 2009
Posts: 147
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Tracking doesn't work w/ RoF clients.
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01-21-2013, 11:11 PM
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Hill Giant
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Join Date: Jan 2004
Posts: 140
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another thiing dont work I have noticed is /hidecorpse all and /hidecorpse none do not work but /hidecorpse looted works as should. Be nice see them fixed if possible also down road as not able show what looted if miss item if use hidecorpse looted.
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01-22-2013, 05:46 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Tracking and /hidecorpse should now work.
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01-25-2013, 01:43 AM
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Hill Giant
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Join Date: Jan 2004
Posts: 140
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I seen 2 other things it seems weird when die it says all kinds weird stuff when goign back bind point but not a issue to me but thought I say so. The other seems no rez spells do anything and not played on a server allows to rez but on this client they do nothing. And one other I thought this client when die isnt supposed unscribe spells mem in spell bar it did when I died on test server.
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01-25-2013, 02:20 AM
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Hill Giant
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Join Date: Sep 2008
Location: So. California
Posts: 219
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Run speed is faster when casting from ROF client as opposed to UF, used #cast 278 from both clients..clicked off between client cast...
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01-25-2013, 07:23 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Quote:
Originally Posted by FievelMousey
I seen 2 other things it seems weird when die it says all kinds weird stuff when goign back bind point but not a issue to me but thought I say so. The other seems no rez spells do anything and not played on a server allows to rez but on this client they do nothing. And one other I thought this client when die isnt supposed unscribe spells mem in spell bar it did when I died on test server.
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I am not aware of any weird messages when dying, but can look into it later.
Death causing you not to unmem spells from the spell bar on Live is a new feature. That is something that is not handled by the client, so it isn't something that is required to be fixed in this development thread. That feature is something we can probably add at some point as an optional rule that server admin's could enable/disable, which I think would work the same on all clients. It isn't a bug, it is just a new way of dealing with death similar to how Live no longer leaves items on corpses like they used to. We already have the option to leave items on player corpses or not, but we don't have the option to unmem spells yet.
Quote:
Originally Posted by rencro
Run speed is faster when casting from ROF client as opposed to UF, used #cast 278 from both clients..clicked off between client cast...
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I haven't really noticed this difference with run speed yet, but I am so used to #gmspeed that it is hard for me to tell lol. If there is an issue, it may be related to a similar issue with buffs where they are giving much bigger bonuses to HPs and such than they should. That is something we still need to look into further to figure out what is going on.
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01-25-2013, 05:46 PM
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Hill Giant
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Join Date: Sep 2009
Posts: 147
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it's crazy fast compared to normal SoW, but it goes back to normal SoW speed after you zone or relog.
I think it's related to the 10x buff thing I mentioned earlier. It ~seems~ like all beneficial buffs are 10x greater than they should be. I was getting 8kHP cleric buffs that should have been only 800HP.
oh... that's what you just said... lol
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01-25-2013, 05:56 PM
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Demi-God
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Join Date: Apr 2008
Location: MA
Posts: 1,164
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Are the buffs getting bard mods applied or something?
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01-25-2013, 06:20 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by demonstar55
Are the buffs getting bard mods applied or something?
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Yes, that is the problem, the default x10 instrument_mod in the OP_Action packet is being applied to normal spells. Live has a 1.0f here for normal spells. Needs a bit more investigation as to how it works now for bards.
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01-26-2013, 12:02 PM
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Opcode Ninja
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Join Date: Mar 2009
Location: San francisco
Posts: 426
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could this be the reason for quild having problems or just a type O see the 2 dd's in uint32 to_guilddbid or is that normal coding? i also seen Guildbank=False in the code i didn't see it listed in Zone client_packet.h or the other file as well. World console.h void SendEmoteMessageRaw(const char* to, uint32 to_guilddbid, int16 to_minstatus, uint32 type, const char* message);
Code:
you might start by removing
# New Opcodes
OP_SpawnPositionUpdate=0x0000 Ref already added OP_MobUpdate=0x6b5a
needs corrected in Op_Rof.conf
OP_GuildBank=0x1cbf 12/12/12
OP_UIUpdate=0x71f5 12/12/12 Eqemu it's OP_BuffCreate=0x71f5 ???
you also have Op_UIupdate listed in Zone client_packet.h i'm kind of confused
with both been listed and using the same opcode?
add them if you want too Op_RoF.conf
# New Opcodes 12/12/12
all opcodes below are not added in yet!
OP_Shroud=0x0747
OP_ShroudProgression=0x7251
OP_GroupMemberList2=0x1aae
OP_VoiceChat=0x3bcc
OP_PollQuestions=0x6e6c
OP_PollResponses=0x17ee
OP_Fellowship=0x40fd
OP_HouseAddress=0x6786
OP_HouseContents=0x7cda
OP_FTPNags=0x63ae
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01-29-2013, 11:54 PM
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Opcode Ninja
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Join Date: Mar 2009
Location: San francisco
Posts: 426
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extended targets needs fixed as it removes the npc that was killed it needs to keep moving the other npc's up the list. no agro meter showing up on the list this only applys to RoF. on Trevius server i noticed in ew no star portal showing up in zone? i also seen the mecr timer was 0mins 0sec and wouldn't change until after zoning.
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