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 01-18-2007, 11:54 AM
creiss
Fire Beetle
 
Join Date: Jul 2006
Posts: 20
Default

I spent 7 hours straight now playing with eq.

I am really surprised how advanxed this server is.
At parts I would not be able to tell original from emulator. Kudos!

-Chris.
Reply With Quote
  #2  
Old 01-18-2007, 07:24 PM
WildcardX
Developer
 
Join Date: Apr 2003
Posts: 589
Default

Mattmeck is correct. As of EQEmu version 0.7.0-944 (our current build for all you n00bz), the server has no significant support for LDoN and no support at all for zone instancing. At one point I heard a rumor that FNW may be working on adding this system to the code, but I could be wrong. Right now we are PEQ are focused on finishing Luclin and then the Epic v1.0. After that, we will complete PoP and LoY. Once we get PoP going and if no one else has implemented zone instancing and the other features required to support LDoN, then I will take it on this coming summer.

I for one, loved the LDoN expansion so I have a lot of personal interest in seeing this getting implemented, but I also think it is a great expansion for our community since all our servers have smaller populations and LDoN really did a great job or providing quality content to smaller groups of players.
__________________
Read my developer notes at my blog.

Quote:
If it's not on IRC, it ain't l33t!
Reply With Quote
  #3  
Old 01-19-2007, 05:25 AM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
Default

Was thinking of the instancing problem, and figured I might chime in.... I'm not a C++ Programer, I just do database work, but I was thinking, what if we make duplications of the zones(Note) and have a dynamic zoneline, for example...

(This is all changed starting with step 1, but this idea may be more viable for non LDoN quest related instances)

You have Guk1, Guk2, Guk 3,..., Guk'X'.

When a player hits the zoneline there is a script, be it quest or hardcoded that says something along the lines of a checklevel,

If level < 5 goto Guk1, Else
If level <10 goto Guk2, Else
If level <15 Goto Guk3, Else
...
If level <5X goto GukX

This is obviously just an idea, For LDoN's specifically you could tie the dynamic zone to a tag on a dynamic quest, example;

Step 1:

you get an adventure quest and it essentially just flags you with a 2 piece code, for simplicity say it is 4A (obviously you'd need to figure out how many combinations to see if you really need, say, a 6 character string for this idea)

Step 2:

The character runs to where the script code told him to when it assigned his flag (goto guk young grasshoppa!), and hits the zoneline;

Script goes off saying...

If "First_string_code" < 1, goto Guk1, Else
If "First_string_code" < 2, goto Guk2, Else
If "First_string_code" < 3, goto Guk3, Else
...
If "First_string_code" < X, goto GukX, Else

This will say which of the unique zones to go into...

Step 3:

Ok, now (in theory) You're in the correct zone, now to pop the right type of quest and the right level (collection, kill all, boss kill)

If "Second_String_Code" = A, spawn "Collection_Quest_Instance"
If "Second_String_Code" = B, spawn "Kill_Everything_Instance"
If "Second_String_Code" = C, spawn "Kill_Boss_Instance"


That way the first string pops you into the right Zone, the second one pops the right kind of quest and the right level of zone in terms of LDoN specifically... I'd imagine allowing a dynamic quest-script based zone-line would have unimaginable possibilities, especially for those that want to put together truely customizable servers, so doesn't seem like the work would be wasted on just a few instanced zones throughout the game... But like I said, I'm not a C++ Programmer so I don't know how hard this would be to integrate, so I just thought I'd throw it out there as brain candy.


(Note) I know there are already duplicate zones for all the LDoN zone's but I'm under the impression that these are actually unique zones in terms of physical design and setup, not duplications of one another... a true 'duplication' may not be necessary, I suppose you could tie the two strings together to spawn both the right kind of quest as well as the right level, Like I said I am just kind of brain dumping to get some ideas out there.
Reply With Quote
Reply


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 06:22 AM.


 

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