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Archive::General Discussion Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days. |
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03-27-2002, 09:55 AM
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Fire Beetle
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Join Date: Sep 2002
Posts: 0
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FYI about EQEmu v0.2.7 Release
Well, we thought we would give you guys a heads up on the next release. When we release 0.2.7, the database will be new for 3 tables (atleast, maybe more).
We are adding a GM Speed "hack" into the source so status 100+ can #gmspeed 1-5 and get to run superfast without spells (but you would need to zone). Doing this is causing us to change the account table to add a column. With this, we can do a simple ALTER TABLE to upgrade it for later (part of the upgrade.sql we will have).
We are also changing the players_ table up a little. We will be adding an x/y/z & zonename column that are where the player will be in the world. This allows people to change the zone and/or loc of a stuck character easily.
Finally, we are adding a few columns to NPC_Types which will let everyone configure mobs more (what spells they can cast, can they summon, flurry, enrage, etc). Hopefully these will be changes everyone will love, but it means old databases will be incompatiable with these features and newer eqemu versions.
Let us know how you feel about these types of changes.
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03-27-2002, 12:17 PM
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Sarnak
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Join Date: Jan 2002
Posts: 44
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One word....Woot!
'nuff said!
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03-27-2002, 12:51 PM
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Sarnak
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Join Date: Jan 2002
Posts: 52
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Hear Hear (or is it here here?)
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03-27-2002, 04:37 PM
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Dragon
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Join Date: Mar 2002
Posts: 633
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OMG. LOL WOW.
Mob AI !!!!!!!!
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03-27-2002, 05:01 PM
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Dragon
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Join Date: Mar 2002
Posts: 633
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"but it means old databases will be incompatiable with these features and newer eqemu versions." - Does that mean we have to re-make DBs from scratch?
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03-27-2002, 05:46 PM
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Hill Giant
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Join Date: Feb 2002
Posts: 106
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Nah, the new database / structure will be included in the download of 0.2.7
Cheers to the Dev team once again 
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03-27-2002, 06:42 PM
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Discordant
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Join Date: Jan 2002
Posts: 276
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well i think there should be database convertor...
after all some people want to keep new uber items and charactor or whatever
im reasonable sure its easy to make version to new version convertor.
__________________
Hmm...
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03-27-2002, 10:17 PM
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Fire Beetle
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Join Date: Mar 2002
Posts: 2
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Suggestion
If you plan to change the db model, I think it would be a good idea to migrate some rules that are coded (skills per class, hp regen, class per race and so on) to the database as relation. It would allow for more flexibility (ie. in case of patch nr 2394).
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03-27-2002, 10:18 PM
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Fire Beetle
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Join Date: Mar 2002
Posts: 0
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We're currently deciding how we're going to do the character conversion process if it goes through. We're pretty sure we can do it with a mySQL script, but not promises. If we can't do it that way I'll try and make a convertor.exe type thing if worst comes to worst =P
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03-27-2002, 10:37 PM
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Sarnak
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Join Date: Jan 2002
Posts: 44
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I think that would be great if its not a whole lot of work.
I think sometimes folks forget though, that the project is still in alpha/early beta.
Personally, I'd much rather have valuable time spent working on coding additional enhancements or fixing existing bugs, over making it easy to convert existing items, chars to some new db format.
I'd be happy to have to use a clean DB with each release, if it would free up more time for further development. There'll be plenty of time down the road to get attached to chars and items.
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03-27-2002, 10:39 PM
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Fire Beetle
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Join Date: Mar 2002
Posts: 9
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Where i can download 0.2.7 version ?
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03-27-2002, 11:01 PM
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Sarnak
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Join Date: Jan 2002
Posts: 89
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2.7 is not out yet. I what it like no other though. NPC AI! I bet Shawn is testing it though! I want it =)
__________________
Developer of EQ Living World Project. My Project will bring EQEmu alive for a great single player experiance or low number LAN players. Planning on having AI players that act like there just a normal player hunting in newbie fields to planes and they grow!
More info on Project here Website Here
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03-28-2002, 01:50 AM
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Fire Beetle
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Join Date: Mar 2002
Posts: 7
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Sweet, you guys Rock!!
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03-28-2002, 04:47 AM
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Dragon
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Join Date: Jan 2002
Posts: 521
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Sounds great! Especially the configurable AI.
But I hope there'll be a character converter of some sort, if not though it'd probably be easy to re-create characters with the admin program.
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03-28-2002, 04:53 AM
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Dragon
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Join Date: Jan 2002
Posts: 521
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Just to clarify things - how does the AI spellcasting scripting in npc_types work?
Do you have to list each spell you want the NPC to use, or do you just specify what caster type/spell list (cleric, shaman, wizard etc) to use?
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