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  #1  
Old 07-05-2003, 03:54 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default To anyone who can compile the EQEmu CVS source..

if it's not too much trouble, would they mind sending me some compiled binaries? (world and zone server, emusharemem.dll) ?

This would help me out quite a bit with world building as the 4.4 release code has a few annoying problems.

Does the current CVS have AC mitigation and fixed loot code?
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  #2  
Old 07-05-2003, 09:04 AM
burthold
Sarnak
 
Join Date: Apr 2002
Posts: 46
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I've got the latest binaries as of 6/20 on my site.

http://www.rpg-forums.com/eqemu

if you have any problems let me know. I'm working on a script to compile binaries every so often now.

Wes
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  #3  
Old 07-05-2003, 11:07 AM
Bigpull
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Join Date: Feb 2003
Posts: 305
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Maybe, and uhm no.

Theres still a chance for your ac to turn a hit into a miss/block ect i believe, and mobs are still using the default hit chance.

There haven't been any loot changes, trump hasn't had the time. I did do some testing itemizing Vox, and just got more confused, because she did what i told her to.

Added 6 drops 100% chance
Scales set at 100%
Book set at 100%
Ice comet at 60%
The other 9 at 30%

Well she appears to be doing it correctly atleast, the 100's always drop, the spell usualy drops and the remaining slots get filled with whats left, i did wind up with quite a streak of scimtars but nothing too abnormal.
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  #4  
Old 07-05-2003, 02:31 PM
Trumpcard
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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i'll work on it soon drawde, my weddings coming up in a week, so as you can imagine i've been busy as heck....
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  #5  
Old 07-05-2003, 03:37 PM
burthold
Sarnak
 
Join Date: Apr 2002
Posts: 46
Default

I've actually figured out how to pull the nightlydumps via a windows box. I just need to finish up some way to automate nightly or weekly compiles using vc++ 6.0

Wes
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  #6  
Old 07-05-2003, 09:20 PM
tcsmyworld's Avatar
tcsmyworld
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Join Date: Feb 2002
Posts: 452
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I've been checking CVS daily for changes, no changes since the last set of exe's I sent you burthold.
If there has been changes , they haven't been posted to CVS yet.
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  #7  
Old 07-05-2003, 09:42 PM
daeken_bb
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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All of the changes to the current code that have been changed on the private server have been centered around getting the latest client to work, as far as I know.
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  #8  
Old 07-06-2003, 12:38 AM
tcsmyworld's Avatar
tcsmyworld
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Join Date: Feb 2002
Posts: 452
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I added the few fixes from this forum and compiled binaries.
Sent a copy to both Drawde and burthold.
Hope it helps
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  #9  
Old 07-06-2003, 03:37 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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I've found a way to get loot tables working in the same way that they were before - To make a random
number of items drop, just set the multiplier in loottable_entries to the maximum number of items you
want to drop, then set the chance in loottable_entries to the % chance of each item dropping. So a multiplier
of 6 and chance of 50 would give an average of 3 items per drop.
Now I've worked it out, I realise this is better than the old system, as you can set the percentage chance
of items seperately from the number of items dropping.
Another thing I didn't realise is that items with a 100% chance of dropping will only drop once.
I assumed (wrongly) that if you had an item with 100% chance in a loot table with a multiplier, you'd just get
that item over and over again. However as you said, this is not the case - I set the multiplier for Vox to 6
and got the scales, tooth, book, spell and 2 random other items, rather than 6 scales as I'd expected.
So, it looks like the loot system doesn't need changing - it was just that I misunderstood how the new system worked.

Anyway, thanks for the files, tcsmyworld and burthold - they seem to work OK.
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  #10  
Old 07-06-2003, 04:11 AM
burthold
Sarnak
 
Join Date: Apr 2002
Posts: 46
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Thanks for the build. I'll post them up today.

Wes
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