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  #16  
Old 12-26-2002, 03:07 PM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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#repop mainly to check spawn rates, or to get a specific spawn to be the one that is up. An added idea for this is #repop radius to repop spawn points in a given radius. This gives a way to respawn stuff that is already killed.
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  #17  
Old 12-26-2002, 03:43 PM
Barnebarn
Fire Beetle
 
Join Date: Dec 2002
Posts: 21
Default wishlist

k, Trumpcard... I hear you on the items part :(

Just, I dont have EQlive anymore and to me the emulator rocks - but not for the "right" reasons... Its not really playable, yet... I see it "just" as a great tool to check out zones and have some fun at level 65 seeing how uber you can get your char...

Now, for playabillity I would need mobs to drop items so I can play from 1 - 65...

So, I gather its the task of entering these datas into the database thats keeping this from the emulator, since the mobs and items for all zones (besides PoP) is already there?

Then... How does this crazy idea sound... Someone make a nice easy to follow manual on how to enter loot drops on mobs in the database and how to alter the drop rate on these items (which are common, rare, very rare etc)... THEN... Here comes the fun part, haha... Make a huge list of each zone in the game and let people from the community volenteer to sign up for 1-n zones and gather and itemize the zones they signed up for (you can find all the info needed on different sites - depending on how old the zones are)... When people have gathered the data they submit it to some central figure - one of the developers, I guess - who then combines all the gathered zone data and vupti... We got itemized zones for the publich in an upcoming ADDON

Am I being crazy here or is it realistic...

On the features part....

- NPC/Mobs special attacks (AE's, procs, spells)
- Haste on items (only spell haste working?)
- Faction (know its being worked on)
- Respawn cycle
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  #18  
Old 12-26-2002, 05:45 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Barnebarn - your whole list beside PoP items are in..
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  #19  
Old 12-26-2002, 08:11 PM
Lilaminue
Fire Beetle
 
Join Date: Oct 2002
Posts: 8
Default POP Stuff

i'd like to see more PoP content added ... PoP mobs/ items/ quests/etc ...
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  #20  
Old 12-26-2002, 08:27 PM
Relaric
Fire Beetle
 
Join Date: Dec 2002
Posts: 10
Default Wish List Ideas

I think the emulator should be as close to the game as possible. Future things that would be nice to see would be aggro by npcs, and adds, trains and what not. Just more normal npc behavior. The emulator is too cool, it's great and I think something that would bring it to the next step would be to add something that would keep people interested. Some form of advancment, be it the ability to level past 65, quests would be great, something that would attract more people and keep people interested. Definately more stable connections, zoning, and all that stuff. I feel like I have to watch what I do cause I'm afraid of being kicked. But for the most part things are great. Good job guys
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  #21  
Old 12-26-2002, 08:34 PM
Relaric
Fire Beetle
 
Join Date: Dec 2002
Posts: 10
Default One more word from me...

Just wanted to mention the npc thing one more time. I'm pretty sure that you guys are working on it already, but I think it would improve the emulator so much to have normal npc behavior from the actual eq world. I know faction and pathing and all tie into this, but that's just something I think would improve the emu world a lot.
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  #22  
Old 12-26-2002, 08:57 PM
md2020
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
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Quote:
Originally Posted by Drawde
Ground item spawns (including forges, brew barrels, looms etc for tradeskills). Should be easy to implement in the DB, since you can now drop items and pick them up again - the difficulty would be getting the correct data for all the spawn locs.
This is one thing i would like to see if it can't be done already, so maybe tests and work can be done on more tradeskills and player created items.
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  #23  
Old 12-26-2002, 09:07 PM
astemus
Hill Giant
 
Join Date: May 2002
Posts: 176
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Is loot working? Because I know there is already a database for this floating around, loot was in the emu before, and something broke it a while ago.

Besides that, what we need to make this a playable game is

Guildmasters training (even if it lists all skills, it would be better than nothing)

Loot (already mentioned)

Refinement of combat code(I know it works, but it's hardly close to what it is on the real eq)

Refinement of casting code(interrupts on moving, concentration checks, etc)

Forget about horses(keep up the good work on this one)

Continue adding support for spells(many spells "work" but don't work, it seems they're based off a variable not in the emu, many spells still dont work like focus and other buff spells)

That's all i can think of, the rest of my wish list is all content based, so i won't bother stating it here I'll post more as i think of them
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  #24  
Old 12-26-2002, 11:34 PM
Barnebarn
Fire Beetle
 
Join Date: Dec 2002
Posts: 21
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Quote:
Originally Posted by Darkyth
Barnebarn - your whole list beside PoP items are in..
Well, it is and it isnt...

I havnt encountered any NPCs casting their spells, procs and AE's in 4.0.1 with 3.13 db - and AoW isnt hitting for 1200, but only 300 or so.

Item haste dosnt seem to affect anything (I could be wrong on this one) - but spell haste like eyepatch of plunder seems to work... I can see a difference using eyepatch which is alot less speed than when I equip shiny tinker of speed.

Faction is working if its normal that all mobs con indifferently (except from Tunare who cons way apprehensive?)... And mobs dont assist on agro.

Mobs respawns, yes - but they respawn faster than the best dungeon crawl xp-grind group would wish for

But yes, all those things are in and to me its not as important to be fixed as having mobs drop their loot - that is, to me, the most important matter to make the game feel more real playable and not just being an awesome tool to check out zones, make uber magelo profiles become true etc.
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  #25  
Old 12-27-2002, 01:00 AM
Grudye
Fire Beetle
 
Join Date: Dec 2002
Posts: 2
Default

AA (all of them and including being able to make them into hotkeys)

horses

slam

roaming mobs

the lifts working

quests

mobs dropping the propper loot (even the rare of rare drops)

and that's about all i can think of for right now
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  #26  
Old 12-27-2002, 01:08 AM
fnemo's Avatar
fnemo
Discordant
 
Join Date: Dec 2002
Posts: 354
Default

random loot on the mobs (?)
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  #27  
Old 12-27-2002, 01:20 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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My DB includes loot for most old-world and Kunark mobs. I was planning to update the loot tables to incorporate all the new items (many of the unique loot tables in particular are missing items) however Trumpcard mentioned that a new loot system for the DB was being worked on, so I'm waiting to see what happens with that before I do any more.
Currently I'm working on quests and merchant lists.
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  #28  
Old 12-27-2002, 01:58 AM
Syntaks
Sarnak
 
Join Date: Nov 2002
Posts: 78
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As soon as the holiday crunch is over (my work schedule is FUBAR) I'm going to get back to work on the zone points, so that wil be less of a worry. No worrying about crashing when moving to a zone who's points are all wrong..
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  #29  
Old 12-27-2002, 02:25 AM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Wiz's new loot system is in the code, but currently you have to recompile to enable it. I'm going to see about making a database variable switch to cut it on or off. The bulk of the problem is that the addon database isnt really set up with multiple lists in mind, it's collected based on frequency of drops all on a single list, rather than several different lists that you roll on. The new code is the way to do things, but it's going to require a new loot database to go along with it.

This is what I propose. At this point, I say we drop collecting spawn/loot data from other sources and actually form a database team as suggested above. Me and Bob have been discussing tools we need to integrate into eqemu to allow for better spawn management ingame. I'd like to see a developer come onboard who could just work on management tools/editor functions to allow for better content creation.

We should take the database that we have, clean it properly, then zone by zone start cleaning it by hand / updating loot tables, and put it under version control. I know this was discussed before , but nothing ever came out of it. The 1st cleaned database would form version 1, then all updates would be made to it from that point forward, the trick is to find a common starting place. The addon database converted from HQ is just too dirty in my opinion, but a stripped down version of it would make a great starting place. The items can still be gathered from them (assuming they release any more).

It would require someone to head it up (my votes with Drawde, Lurker or Bob) , and several people interested in keeping a database up to date.

1st, start an irc room for #eqemudatabase, get a few people interested in working on it together, then lay out zone assignments. Start with a few cities, flesh out the newbie areas around them, trying to balance along the way. Guild trainers are working now btw, so #setallskills shouldnt be necessary for long.
If someone takes the time to pick a newbie zone and starting city, make the quests for it, and balance out the area, I'm betting you could level normally and naturally, especially with the work thats been done. With all of the changes with eqemu recently, I think now's a good time to start focusing on actually creating some good game worlds, and developing the tools necessary to design them. Leaps and bounds have been made in the last month, I really think now's the right time to pull in the troops and start really making some cool servers.

In my mind, there should be 3 coexisting teams that work together and pass ideas around.

Coding Team
Database Design team
Testing Team

The coding team is primarily responsible for implementing new features, fixing bugs, and keeping the emulator working. ie, the existing dev team.

The Database design team would develop the content and communicate improvement ideas to the coding team (or work on them themselves) for better tools, architecture, etc. needed to support content creation.

The testing team would test new functionality, and help regression test releases to ensure nothing has been broken. Jaw is currently heading this up, but I dont know that he's gotten anyone else on board yet.


To really make big gains at this point, someone needs to step forward and take charge of getting the folks together to start building the worlds. Let me know what I can do to help, and I'll be happy to be involved as much as possible and help massage the code to assist in the efforts.

Let me know what everyone's thoughts are, and if anyone is willing to start working on it. I agree though, there does need to be a clearly laid out set of documents for how to create the content, or we need better tools to handle it.
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  #30  
Old 12-27-2002, 03:47 AM
a_Guest03
Demi-God
 
Join Date: Jun 2002
Posts: 1,693
Default

.... Almost all requests are database related... Guys, ask for features - content is slowly on the way through several distributors.

I haven't tested bards, but I heard they were a bit weird with their songs.

I would like a capping ability for serverops for special commands (time-based or amount-based) Example #summonitem 2447 would decrease the amount of #summonitem's available at a later date. You could have it freshen over time when the server is up, or whatever. I think being able to summon only a limited amount would be helpful, but not so close to cheating.

I haven't played much on the new DR releases, so I don't know exactly what's been implemented.

For database designers, I'd like to see something like what Drawde wants - stats for races. We could use those stats in an equation to get HP/MP/etc. etc.

I would also like to see a database option where you can choose whether to use those stats for determining HP (like a regular mob), or use another special set like for Gods or undercons, etc. But it would make database compilation easy as pie if we could just have an equation figure it out based on common stats assigned to each race.

As for a database team, that sounds great. I know there are several factions, however. Some people are of the "OLD WORLD R0XX0rs!" group and others want to implement everything. Should we form two groups for the two tasks or just make one huge conglomerate for everything and have a second set of people branch the complete database and hack it down to a Classic feel once the complete one is done?

The database team would require the following people/skills/updates:

Content collection (basically someone with ties to
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