View Full Version : The Al'Kabor Project (PC/Mac) EQmac - EverQuest done right
Torven
12-08-2015, 06:08 AM
Half your users have no idea who actually does the work on your server, which is of course intentional. Cavedude, Rob, and myself each have done more work on your server than any of you have.
It's a shame the people who do know don't care who actually puts in the time to make the emus possible.
http://p2002.com/forums/viewtopic.php?f=6&t=148
Credit was given where credit is due. P2002 is very thankful for your work. Both work done in the past and work still being done. This is reflected in the team post and in every patch that uses your code.
If the current situation is unacceptable to you, just make the project closed source. The whole point of open source is so people can use that code for their own project - I really do not know what else to tell you.
I have contributed a lot to TAK, so have most other P2002 developers. None of your users have an idea about that, which is of course intentional. Boragar, Stairs, Furst, Darkonites and myself have each done more work on your server than most of your players have.
Edit: That being said, please let us know what we can do to make the situation better. Add a line to all our signatures saying we owe it all to you, make a daily thank you post. We are open to suggestions
Haynar
12-08-2015, 11:05 AM
I still think best way to get along better is still back to combining efforts, using a single login server (or dual to allow ppl to access either server) share work. And quit the bickering.
However. I dont think there will be common agreement on certain things as far as loot, npc stats, etc. so there will always be some redundancy.
As a minimum, agree to disagree on stuff, stop bickering, and set up a dual login server, so both servers are a choice, when u log in to either place.
Work together and come up with ways all servers, p2002 and takp, +more, show no matter where u log in, takp or p2002.
H
Swish
12-08-2015, 11:11 AM
Should TAKP and P2002 merge with one player base?
Probably impossible to do, but it reminds me of the dozens of companies trying to all rival eBay in the late 90s/early 2000s.
Personally if one axed boxing and banned anyone who tried to... I'd be very drawn to it.
Gaunja
12-08-2015, 11:26 AM
The Alkabor Project and P2002 are different servers? They should definitely collaborate on one super emulated server rather than splitting their resources and players. Just imo. I always thought it was the same thing for some reason.
It would be nice to combine the populations of both, but if the two dev teams have different plans for their servers, it's probably better they develop them differently.
Haynar
12-08-2015, 11:46 AM
A side project in progress is support for the trilogy client. The eqmac code base used for both servers had a trilogy branch. So I am working on support for login server to show a trilogy only server too. Its not even to what would be an alpha state yet. But I hope in next month or two to have it playable with a server ppl can get on and help.
As I have played with the loginserver more, and now that secrets is working on a dual login server solution for shards of dalaya 2.5, I thought why not a dual login for takp/p2002?
Gaunja
12-08-2015, 11:51 AM
I've been tempted to give P2002/Alkabor a shot, but just doesn't make sense that they are so similar in their end goals, but splitting their resources and population. The dev teams should really get together and figure something out to make a decent alternative to P99. One can dream.
A side project in progress is support for the trilogy client. The eqmac code base used for both servers had a trilogy branch. So I am working on support for login server to show a trilogy only server too. Its not even to what would be an alpha state yet. But I hope in next month or two to have it playable with a server ppl can get on and help.
As I have played with the loginserver more, and now that secrets is working on a dual login server solution for shards of dalaya 2.5, I thought why not a dual login for takp/p2002?
What is the difference between the trilogy client and the current TAKP/P02 client?
Swish
12-08-2015, 12:00 PM
A side project in progress is support for the trilogy client. The eqmac code base used for both servers had a trilogy branch. So I am working on support for login server to show a trilogy only server too. Its not even to what would be an alpha state yet. But I hope in next month or two to have it playable with a server ppl can get on and help.
As I have played with the loginserver more, and now that secrets is working on a dual login server solution for shards of dalaya 2.5, I thought why not a dual login for takp/p2002?
pras to Haynar for enchancing the wider EQ emulated community.
There is one big difference between the servers, one is FFA with no GM intervention and one is Forced Rotations with GM intervention. It is just a completely different vision of the game, and I think you can't really merge them into 1 big server.
It is the real reason for the existence of P2002, in the first place. People whose opinion weren't heard on TAK decided to make their own server, and the rule set of P2002 is a direct result of that conflict.
It is in the interest of both projects for both projects to be successful. I reckon if the P99 playerbase had the choice between 2 servers with those different rule sets, it would also be a more enjoyable experience for everyone. Having the biggest amount of players on your server doesn't matter if people aren't enjoying their time
Pokesan
12-08-2015, 12:30 PM
Right, you strangled mac-emu in the cradle over pixels.
Torven
12-08-2015, 12:49 PM
This is reflected in the team post and in every patch that uses your code.
That's a lie. The last patch note you posted had zero credit mention whatsoever, even though Wharhogg copied and pasted our git comments.
When you do credit us, it's typically something like "from eqmacemu:" instead of using developer names. You guys have never once put my name in any patch note.
Furthermore in a recent forum thread, Wharhogg said this:
"Also our upstream code from eqemulator has done many things which we will not include in our next patch....so do not be alarmed if you read other forums."
Laughably going out of his way to avoid mentioning where the code came from, if not outright lying, before arbitrarily deciding what 'makes sense' to omit.
If the current situation is unacceptable to you, just make the project closed source.
I have a better idea. I'll stop submitting server commits. I put in way more time than I had wanted anyway. You're in fact doing me a favor by demotivating me, so thanks.
I'm going to tie up some lose ends in the combat code and simply retire to only adjusting NPC stats for TAKP. I've had enough of people taking credit for my work.
I have contributed a lot to TAK, so have most other P2002 developers.
You seem to have an over-inflated sense of value in writing forum posts while your characters were meditating.
It is the real reason for the existence of P2002, in the first place. People whose opinion weren't heard on TAK decided to make their own server, and the rule set of P2002 is a direct result of that conflict.
Another lie. You made a sever because Speedz banned you. Armed leaders were in fact IN FAVOR of rotations, including Wharhogg who threatened to have his guild level up SKs to mass harm touch raid bosses.
Your basement sever exists solely to spite us.
sOurDieSel
12-08-2015, 12:57 PM
All the people calling for the servers to merge don't even play on them. As someone who plays on BOTH servers I can firmly say that them being separate servers is for the best and there is no way to merge them at this point and no desire by the devs to do so that boat has long sailed. The two servers might end up with the same content but they have a completely different feel to them.
As a GUILD A&H was AGAINST rotations until the end.
Secrets
12-08-2015, 01:02 PM
The Alkabor Project and P2002 are different servers? They should definitely collaborate on one super emulated server rather than splitting their resources and players. Just imo. I always thought it was the same thing for some reason.
Yes I wanted one server to realistically exist, but unfortunately that's not the case. The whole 'being nice and open sourcing the code+database' thing that I took pride in doing came back to hurt the game in the end.
I wish people could just get along but that's not going to happen apparently.
Secrets
12-08-2015, 01:04 PM
The two servers might end up with the same content but they have a completely different feel to them.
No, the servers are identical outside of a few mechanics and content changes. There is no 'feeling'; EverQuest isn't a complicated game.
The differences are the administration's attitude towards other staff members.
@ torven You just went full retard. This is going to be my last free bump for this thread. Keep up advertising our server by acting like you do!
@ secrets it didn't hurt the game, it just hurt TAK
Secrets
12-08-2015, 01:06 PM
@ torven You just went full retard. This is going to be my last free bump for this thread. Keep up advertising our server by acting like you do!
Yes because calling someone a retard when you're in a position of power is going to want to make players play on your server.
Secrets
12-08-2015, 01:07 PM
@ torven You just went full retard. This is going to be my last free bump for this thread. Keep up advertising our server by acting like you do!
@ secrets it didn't hurt the game, it just hurt TAK
We could have one 140 player server or two 70 player servers. You chose to splinter the community with your actions.
Pokesan
12-08-2015, 01:08 PM
*copypastes Torven's work*
Why are you upset that I'm flipping you shit Torven? You crazy bro!
ITT: people crying someone used their open source code (after telling them repeatedly to use their open source code to make their own server)
Pokesan
12-08-2015, 01:12 PM
You're running a server based nearly entirely on their work and you have the balls to call them crying retards
Eat a big bowl of butts apio
I'm not running any server. I am merely a player on P2002, mainly known for my epic (c) chain pulls
Tollen
12-08-2015, 01:35 PM
That's a lie. The last patch note you posted had zero credit mention whatsoever, even though Wharhogg copied and pasted our git comments.
When you do credit us, it's typically something like "from eqmacemu:" instead of using developer names. You guys have never once put my name in any patch note.
http://i298.photobucket.com/albums/mm247/combslbcm/github.png
Torven, your getting worked up over the littlest of details.
fryguy503
12-08-2015, 01:50 PM
My Thoughts on this. I am a player on P2002, but I contribute some minor things to both (Interface work).
I prefer the P2002 database and non-GM Intervention. There is a friendly player base. I assume TAKP also has a friendly player base as most smaller communities tend to have.
Some players will prefer TAKP, Some will Prefer P2002. There will never be a way to merge them, it just is not going to happen at the point. It will need to be accepted. There is no benefit to any of the Mud Slinging and E-Peen measuring that goes on.
P2002 Is Incredibly grateful for for all of the codework that TAKP and the associated developers do. Right now everyone in this thread tends to get defensive and say they have the best server, and guess what. They do... to themselves, which is perfectly acceptable.
Different Strokes, Different Strokes. Some People want P99 Red, Some want GM Managed TAKP, Some Want P2002 and some would rather the world burn and they can go play grab ass.
Haynar
12-08-2015, 01:52 PM
http://i298.photobucket.com/albums/mm247/combslbcm/github.png (http://s298.photobucket.com/user/combslbcm/media/github.png.html)
Torven, your getting worked up over the littlest of details.
Making it look like you are taking credit for someone elses work is not a little detail.
It is actually very significant. Its right up there with Plagiarism imho.
Some people don't see it as that important. I know I don't do that much anyways. But now I do less.
Tollen
12-08-2015, 01:59 PM
Making it look like you are taking credit for someone elses work is not a little detail.
It is actually very significant. Its right up there with Plagiarism imho.
Some people don't see it as that important. I know I don't do that much anyways. But now I do less.
I agree, my point is the p2002 devs credit the core of the project, torven is getting all worked up cause hes not getting his name put it, over the project he is apart of.
its like saying thanks p99. I don't need to name everyone involved.
Nobody ever claimed his work as their own. Torven is just angry that the P2002 Devs use the term EQMacEmu instead of his name. Plagiarism is a serious thing, and entirely different from using Open Source code and giving credit where credit is due.
The thing is, it doesn't matter. People on P2002 don't know Torven, he is not a part of our community, he doesn't post there. It doesn't really make a difference to the people playing there if the patch notes have his name in it or not. It is just easier to use the Term EQMACEmu to refer to the entire team (after all that is the GIT name of the project). I am sure Wharhogg would accommodate you and replace EQMACEmu with a full list of your developer's names if that was your wish.
Torven
12-08-2015, 02:08 PM
I'm not running any server. I am merely a player on P2002, mainly known for my epic (c) chain pulls
You were (and may still be) a developer for p2002. Wharhogg was publicly boasting about your enthusiastic use of the editor.
To claim to not be is just yet more dishonesty. The rest of your staff don't even use your usual forum names for your admin accounts.
To spam forum threads advertising your server while claiming to 'just be a user' is shilling.
I do support the project and wish them a lot of success. I am very happy to spread the word in my free time, even come to these forums and post on their behalf. But that is the extent of my involvement with the project. It is true that I have worked on the Database in the past and I was also initially involved in Velious development, but I basically left after Kunark was done.
There is no reason for me to lie but you are welcome to believe whatever you want. My "spam" usually consists of development updates, but more often than not I have to respond to slander and lies about our server.
It would serve you well to focus all that energy into getting people interested in your own server instead of talking about ours. Nobody here is posting anything negative about TAK
The notion that I am secretly working for P2002 is hilarious BTW. Made my day
Torven
12-08-2015, 02:23 PM
Torven is just angry that the P2002 Devs use the term EQMacEmu instead of his name.
I'll repeat myself.
Your post claimed that EVERY patch note credited EQMacEmu, which is incorrect. See http://p2002.com/forums/viewtopic.php?f=34&t=1094
Our dev comments were copied and pasted. No credit given.
The thing is, it doesn't matter. People on P2002 don't know Torven, he is not a part of our community, he doesn't post there. It doesn't really make a difference to the people playing there if the patch notes have his name in it or not.
That's a ridiculous excuse to not use somebody's name to credit their work. "nobody knows who they are"? really? I'm sure that would fly in a court of law.
Edit: nice ninja edit there. google cache: http://webcache.googleusercontent.com/search?q=cache:PCmYB9aZvwwJ:p2002.com/forums/viewtopic.php%3Ft%3D1094+&cd=1&hl=en&ct=clnk&gl=us
Gimlish
12-08-2015, 02:23 PM
It's really unfortunate and childish what has happened here. TAK came out first. People in A&H guild were butthurt and didn't like the rule set. So, out of spite - they decided to form another server (P2002), rip off other people's hard work, fracture the EQmac community and population into two servers, instead of one. This is not good in any way, imho.
I'm still pissed about this, it's really just too bad that it happened this way. I wish everyone could be happy in one community / on one server.
Imagine P99 is in it's infancy back in 2009/2010. And I'm sure there were many players who didn't like the ruleset here, or disagreed with the staff at the time (or still do). Were they able to go off and make another server with the same source code in their likeness and rip off the P99 dev's hard work? No. Did the P99 community get fractured from the start? No.
I'm sure if this had been allowed to happen, we all wouldn't have this huge wonderful community here on P99 to enjoy for the past 5 years. But instead, several little slightly different/redundant "classic" EQ servers, competing against each other for more players. And, no I certainly don't think that would have been a better outcome.
TAK is the true EQMac emulator in my opinion, it feels like it, it has the community and support behind it from a lot of the orginal Al'Kabor veterans. Yes, it would be great if we could bring together this splintered community into one server. I honestly have friends on both, and it sucks to have to chose one.
the post your'e linking does say
Code Changes: From PEQMAC
And once again, if you contacted wharhogg I am pretty sure you could get that replaced with all the Developer names on the project. They also include your names in the P2002 team post http://p2002.com/forums/viewtopic.php?f=6&t=148 at this point you are just grasping at straws
Sketched
12-08-2015, 02:36 PM
It would be really cool to have a single login server and then choose which server you could play on. I don't think the servers should necessarily merge though.
I can understand Torven's frustration. The amount of time and energy he has put into making high quality data sets, data analysis, and coding their implementation has been mind blowing. He has truly helped preserve the accuracy of EQMac's mechanics and database. All for free, for whoever wants to use it. To see another project attempt to devalue and disrespect his work has to be painful.
As to TAKPs server rotations, that was only for Naggy and Vox during classic. So far in Kunark there has been no need for a rotation. The server staff have been much more hands off in terms of raid management, and continue towards a more hands off approach. They have really been good recently in having more open communications with the server population. They are learning best management practices for the server, just as other projects have learned and changed over time.
I really hope that people who have strife with each-other can make progress towards better relationships for the benefit of both projects.
Torven
12-08-2015, 02:36 PM
the post your'e linking does say
And once again, if you contacted wharhogg I am pretty sure you could get that replaced with all the Developer names on the project. They also include your names in the P2002 team post http://p2002.com/forums/viewtopic.php?f=6&t=148 at this point you are just grasping at straws
You or one of you admins edited the post right after I made my post, so as to not show an 'edited' indicator, then sidestepped and attacked me for supposedly whining about using my name instead of eqmacemu.
Here is google cache proving Iance to be a liar. (as if you need more proof)
http://webcache.googleusercontent.com/search?q=cache:PCmYB9aZvwwJ:p2002.com/forums/viewtopic.php%3Ft%3D1094+&cd=1&hl=en&ct=clnk&gl=us
It's really unfortunate and childish what has happened here. TAK came out first. People in A&H guild were butthurt and didn't like the rule set. So, out of spite - they decided to form another server (P2002), rip off other people's hard work, fracture the EQmac community and population into two servers, instead of one. This is not good in any way, imho.
I'm still pissed about this, it should never have been allowed to happen.
Imagine P99 is in it's infancy back in 2009/2010. And I'm sure there were many players who didn't like the ruleset here, or disagreed with the staff at the time (or still do). Were they able to go off and make another server with the same source code in their likeness and rip off the P99 dev's hard work? No. Did the P99 community get fractured from the start? No.
I'm sure if this had been allowed to happen, we all wouldn't have this huge wonderful community here on P99 to enjoy for the past 5 years. But instead, several little slightly different/redundant "classic" EQ servers, competing against each other for more players. And, no I certainly don't think that would have been a better outcome.
TAK is the true EQMac emulator in my opinion, it feels like it, it has the community and support behind it from a lot of the orginal Al'Kabor veterans. Yes, it would be great if we could bring together this splintered community into one server. I honestly have friends on both, and it sucks to have to chose one.
I disagree. I was there when the split happened. It was pretty clear at that time that TAK would only support a specific way of playing the game. If you weren't interested in a forced rotation, you were told to go make your own server with the open source code.
Thats what happened.
I would also like to point out that a large part of the people who made up ANH at that moment are still playing on TAK. The majority of people left EQEmu altogether and are now playing TLP.
P2002 started out with a core of like 10 to 15 players. There was almost no influx from TAK at that point of time. Like I said most people started playing on Ragefire and Lockjaw. TAK definitely has the higher number of former ANH players than P2002. The majority of our community is made up of former P99 players and it has been like that for a while
maskedmelon
12-08-2015, 02:44 PM
Good to know there are 2 macemu. I had not realized this and was confused. I will not likely play either. If do though, I will roll TAKP because p2002 Apio dude seems douche-like.
Gaunja
12-08-2015, 02:46 PM
Good to know there are 2 macemu. I had not realized this and was confused. I will not likely play either. If do though, I will roll TAKP because p2002 Apio dude seems douche-like.
Pokesan
12-08-2015, 02:48 PM
It's really unfortunate and childish what has happened here. TAK came out first. People in A&H guild were butthurt and didn't like the rule set. So, out of spite - they decided to form another server (P2002), rip off other people's hard work, fracture the EQmac community and population into two servers, instead of one. This is not good in any way, imho.
I'm still pissed about this, it's really just too bad that it happened this way. I wish everyone could be happy in one community / on one server.
Imagine P99 is in it's infancy back in 2009/2010. And I'm sure there were many players who didn't like the ruleset here, or disagreed with the staff at the time (or still do). Were they able to go off and make another server with the same source code in their likeness and rip off the P99 dev's hard work? No. Did the P99 community get fractured from the start? No.
I'm sure if this had been allowed to happen, we all wouldn't have this huge wonderful community here on P99 to enjoy for the past 5 years. But instead, several little slightly different/redundant "classic" EQ servers, competing against each other for more players. And, no I certainly don't think that would have been a better outcome.
TAK is the true EQMac emulator in my opinion, it feels like it, it has the community and support behind it from a lot of the orginal Al'Kabor veterans. Yes, it would be great if we could bring together this splintered community into one server. I honestly have friends on both, and it sucks to have to chose one.
the above is what a correct opinion looks like. /agree!
http://ares.cooltext.com/images/fe7/fe7daa5a2149fdeda186487eb931115b8e9171f0.gif
sOurDieSel
12-08-2015, 02:48 PM
No, the servers are identical outside of a few mechanics and content changes. There is no 'feeling'; EverQuest isn't a complicated game.
The differences are the administration's attitude towards other staff members.
How are the servers IDENTICAL if they have different mechanics/content? rofl
I like playing on both severs but they each have a different feel to them. Saying a server doesn't have a 'feeling' to it (aka atmosphere) is ridiculous. Anyone who has played on live vs p99 can tell you that is false.
I agree on the second part, mainly the differences are in the administration/staff.
A&H was practically kicked off the server and told to make their own if they didn't like it. They chose to make their own server and now everyone is crying about it.
If the post was indeed edited that's messed up. I had no part in it and simply followed your link and posted what I saw.
Contrary to what you say, it doesn't proof I am a liar, and it doesn't proof anything for that matter. For all we know this was an error that was corrected, and you are blowing it way out of proportion. I know for a fact that I have seen EQMACEmu mentioned in most patch notes, but you of course are welcome to believe whatever you like. It's all 1 big conspiracy to steal your intellectual property (which in turn you stole from Sony)
Torven
12-08-2015, 03:03 PM
If the post was indeed edited that's messed up. I had no part in it and simply followed your link and posted what I saw.
It was edited immediately after I wrote my post. I don't see any other p2002 devs posting here this morning.
I've seen politicians more honest than you.
Haynar
12-08-2015, 03:12 PM
EQEmu code was not stolen from Sony.
SWG code? Ya, I heard it was.
Torven
12-08-2015, 03:13 PM
How are the servers IDENTICAL if they have different mechanics/content? rofl
I spent as much time on one zone (hateplane) than half the time they spent on an entire expansion (Kunark), so of course the content is different. They forked after we completed most of classic, but before Kunark.
The reason why p2002 users were complaining about some kunark NPCs beating their ass after my combat system rewrite while classic zone NPCs were fine is because I adjusted all Kunark NPC stats after they forked. They are still using the Project EQ placeholder stats for NPCs that we put in.
That's just one of many reasons why we are different.
I just hope you make true on your promise and get out the EQEmu business. At the very least take a page out of Speedz's book and merge into the background. It would be the best for TAK. Right now your server only attracts cry babies, because that is what the TAK community looks like to an outside observer.
Pokesan
12-08-2015, 03:23 PM
How are the servers IDENTICAL if they have different mechanics/content? rofl
in this case the qualifier 'outside of' is used synonymously with 'except' or 'other than'
you are now slightly smarter SD!
sOurDieSel
12-08-2015, 03:24 PM
I just hope you make true on your promise and get out the EQEmu business.
Naw, don't do it.
God's Work must be done and EQ preserved in its greatest form for the benefit of all nerds:
Planes of Power AK-Style
Wharhog
12-08-2015, 03:46 PM
I spent as much time on one zone (hateplane) than half the time they spent on an entire expansion (Kunark), so of course the content is different. They forked after we completed most of classic, but before Kunark.
The reason why p2002 users were complaining about some kunark NPCs beating their ass after my combat system rewrite while classic zone NPCs were fine is because I adjusted all Kunark NPC stats after they forked. They are still using the Project EQ placeholder stats for NPCs that we put in.
That's just one of many reasons why we are different.
Just to clear a couple things up since Torven has decided to throw the gloves off and slander endlessly when he has literally 0 knowledge of our database.
P2002 completely revamped the database and loot once we forked. We went zone by zone ....npc by npc and fixed values. These values took on a different weight ...like AC when the upstream code was changed....so modification had to happen.
Our loot tables are consistent and each table has been created and hand-checked. The tables we inherited were magelo imports. This is a major difference.....especially once in Kunark where there were zone-wide drops that may only appear on 1-2 mobs in magelo because the drops themselves were so rare. If you use an import only those 1-2 mobs will have a tiny chance to drop the item...so the item becomes nearly impossible to attain.
I spend 4-8 hours a day 5 days a week on the P2002 database and we have multiple quest writers who spend hours a day working on the luas.....this is why we can release expansions rapidly with accurate content. We used what we learned in Kunark and applied it to Velious. We will use what we learned in Velious and apply it to Luclin and so on.
We get better at what we do by the day, and do it all with a smile.....because we love EQ and our growing playerbase!
Torven
12-08-2015, 04:02 PM
You have an allaclone. I looked at it, really I did.
Haynar
12-08-2015, 04:06 PM
Pizza Pizza!!!
AzzarTheGod
12-08-2015, 04:53 PM
EQEmu code was not stolen from Sony.
SWG code? Ya, I heard it was.
I always thought EQEmu was closed source?
If so, how would anyone know outside of taking the word of people who's best interest is in avoiding disclosure at all costs because it could get the project shut down?
Also, P99 has to be closed source as Image tried several times to cooperate with Rogean and was denied.
If its all closed source nobody can verify whether the Emu project was reverse engineered, or was a cut and paste job. Its all relying on someones word. Just saying.
The rumors that were referenced here stem from this fact I believe.
Secrets
12-08-2015, 08:28 PM
I always thought EQEmu was closed source?
If so, how would anyone know outside of taking the word of people who's best interest is in avoiding disclosure at all costs because it could get the project shut down?
Also, P99 has to be closed source as Image tried several times to cooperate with Rogean and was denied.
If its all closed source nobody can verify whether the Emu project was reverse engineered, or was a cut and paste job. Its all relying on someones word. Just saying.
The rumors that were referenced here stem from this fact I believe.
https://github.com/EQEmu/Server
https://github.com/EQMacEmu/Server
Nothing is closed source.
AzzarTheGod
12-08-2015, 08:45 PM
https://github.com/EQEmu/Server
https://github.com/EQMacEmu/Server
Nothing is closed source.
Ah ok I was confused. I think daddy 'Geans P99 is closed though maybe that's why other devs have made up these theories?
Secrets
12-08-2015, 09:10 PM
Ah ok I was confused. I think daddy 'Geans P99 is closed though maybe that's why other devs have made up these theories?
Yes correct.
surron
12-09-2015, 12:43 PM
No pvp, no mouse scroll wheel, not classic, boxing...
Nobody here cares about your game, for these reasons, we want nostalgic gameplay not your own version of EQ....
lol this kid is fucking stupid, "no mouse scroll wheel" and "not classic"
Mouse scroll wheel came out in 2006... Playing p99 on Titanium (which includes 10 expansions) is super classic, u fuken boob
How could you even say TAKP is not classic? The client alone puts it light years behind p99 in terms of classic-ness, and alot of the game content is parsed from a server that stopped receiving updates from Sony in 2002.
Why doesnt p2002 just fuck off already and create the PoP era server on the EQEmu Source Code and not EQMacEmu.
They obviously dont care about AK accuracy since they copy/paste PEQ data.
Seriously tho, p2002 fuck off to the EQEmu source.
PROS
- You'll be next to p99 server list
- You'll attract basement dwellers more easily
- You wont have to wait for TAKP to do your work for you
- All the whiny faggots wanting a better client will be able to use Titanium.
- All of your content will be done since PEQ has already done it.
surron is one of those former ANH players that stayed on TAK, btw. The bad name the guild got is mostly built on the reputation of people like him who stayed behind.
surron
12-09-2015, 01:49 PM
I dont think AnH has a bad name anywhere so don't know why you said that. its common for you to address no ones point in your posts and to just spew bullshit.
everyone knows the core of AnH (you and other p99 rejects) are now the devs on p2002. thats the bad reputation you're talking about, which you yourself keep building upon... Good to know there are 2 macemu. I had not realized this and was confused. I will not likely play either. If do though, I will roll TAKP because p2002 Apio dude seems douche-like.
just fork off of EQEmu already so this drama can be done with, but I guess you guys wont because that's probably more work than just typing "git merge TorvensWork master"
The whole point of the open source project is so other people can host their own server with the code. It should be simple enough to understand :)
surron
12-09-2015, 02:06 PM
but EQEmu is open source too and its already completed with PoP, so why isnt p2002 using that? why are they using EQMacEmu?
i'll answer that for you... its because Speedz said if you didn't like his rules to create your own server which you guys did out of spite, none of your devs before that day had any plans on running a server. if they did then they would realize that EQEmu is an open source project that would better fit their needs
do you fork from EQMacEmu because you like Secret's old school client and Torven's attention to detail of server logic? probably since that is the only difference between the two code bases (well and the fact that mac can connect natively)...
So give credit where credit is due or fuck off and join the other 100 servers on the EQEmu code base.
its because Speedz said if you didn't like his rules to create your own server which you guys did out of spite
quoted for stupidity
The rest of your post is just a bunch of unfounded speculation that you are trying to sell as facts. Everyone who knows anything about EQEmu is laughing his ass off at you right now, including TAK devs.
surron
12-09-2015, 02:32 PM
what the fuck does your post even mean???
You've stated numerous times you are not a dev, so how could you make the claim that im speculating on the differences between EQEmu and EQMacEmu?
EQMacEmu is a fucking fork off of EQEmu lol just shut up and go away, I'm laughing my ass off at you.
Merge branch 'master' of https://github.com/EQEmu/Server.git
mackal committed on Feb 16, 2013
https://github.com/EQMacEmu/Server/commits/master?page=213
you fuken chub
edit*
incase you're too dumb to know what chub means
CHUB
a universal nickname that can be used to describe someone who is pudgy, overweight, or in other words "FAT"
http://www.urbandictionary.com/define.php?term=chub
Doesn't take a dev to see that you have no idea what you're talking about, which was my point.
Edit: congrats, you know how to copy and paste from GIT. Still 0 clue how to run a server
the reason P2002 exists is Speedz, so why don't you whine at him :)
surron
12-09-2015, 03:05 PM
lol yea... I have no idea what I'm talking about, you probably just have no idea what the link means that I provided. Which is ok I understand.
You've compounded that stupidness by saying I have 0 clue how to run a server, no where in any of my posts would indicate that is what I was saying. If you go up a couple posts I state its common for you to not address points and to spew bullshit, this is another one of those examples. And for the record its really fucking simple running a server.
I'm done though, but knowing you apio you ALWAYS have to get the last word, so I'll let you don't worry.
Pokesan
12-09-2015, 03:08 PM
if memory serves, surron is a computer wizard
and apio is a spaniard
wizards are stronger than spaniards
I'm not a Spaniard, I'm actually an Austrian living in Spain :)
The only competition surron would beat me in, fair and square, is a crying competition. In this thread for example he's already ahead by like 500 points
Pokesan
12-09-2015, 04:11 PM
well you know who else was from austria
KagatobLuvsAnimu
12-09-2015, 04:19 PM
well you know who else was from austria
Franz Ferdinand
Sketched
12-10-2015, 04:24 PM
New tool that Speedz made! It handles players in a guild, so you can see all guild members lost log in time, AC, HP, class, etc. Its feature rich so there is a lot more then what I am explaining here. Another great addition to the server that will improve over time.
Not a dev at all on the server btw, just a player who really agrees with the vision of the server and impressed by the dedication to correct mechanics.
surron
12-13-2015, 08:56 PM
1 click download and you're ready to go
http://wiki.takp.info/index.php?title=Getting_Started#Obtaining_the_Clie nt
Added optional guide on how to use Secret's updated client
Flamewraith
12-14-2015, 05:54 AM
Please feel free to send me a tell in-game for some free gear or plat or pleveling.
Swish
12-14-2015, 07:06 AM
1 click download and you're ready to go
http://wiki.takp.info/index.php?title=Getting_Started#Obtaining_the_Clie nt
Added optional guide on how to use Secret's updated client
it would be great if a mod could paste that in to the OP
Sketched
12-18-2015, 03:36 PM
Yes it would be great if the TaKP-Wiki could be included in the first post. Much easier for people to find the correct clients that way. I could write something up for a first post and send it to the mods but I am not sure if this is something that would be allowed here on the forums?
Population numbers go up and down between the servers depending on content releases and planned raids, holidays. TAKP has really high server up-time thanks to the dev team and also because it is at the same service center as p99, its proven stability. For the most part hahah, always going to be a small amount of downtime.
I dunno, I prefer to play on a server not because of the population, but because what the server means, what it is trying to accomplish, and the skills of the server team on making code changes and just keeping the thing running. TAKP excels at all these.
Sketched
12-20-2015, 03:44 PM
Exp bump over Christmas, come join the exp train!
We will be doing an Experience bonus (1.5) starting on Christmas Day lasting through January 3rd to help celebrate the 1 year anniversary coming up on January 1st. - Robregen
Wharhog
12-20-2015, 06:23 PM
Sketched and Surron if you puckered up to Torven's blowhole any harder we would need the jaws of life to release you. Your opinion is tainted.
surron
12-21-2015, 09:21 AM
I should probably just change my name like you and the rest of the staff over at p2002.
p.s. you sound pretty faggy
Congrats on the anniversary!
Sketched
12-25-2015, 12:19 AM
lol pretty unnecessary Warhog, but funny. Smells like accurate mechanics, good code, high server up time, double exp and a great player base up here.
sOurDieSel
12-25-2015, 01:26 PM
Come join us at TAKP, where you are guilty by association and guilty until proven innocent! We don't care what you did or didn't do but we KNOW you are guilty anyways.
Could TAKP GMs please reign in their devs and players whom have maliciously slandered my outstanding moral character with blatantly false lies and accusations.
Sincerely Yours,
Concerned Everquest Player and Defender of Norrath from the forces of Cultural Marxism.
Elroz
12-25-2015, 02:06 PM
Come join us at TAKP, where you are guilty by association and guilty until proven innocent! We don't care what you did or didn't do but we KNOW you are guilty anyways.
Could TAKP GMs please reign in their devs and players whom have maliciously slandered my outstanding moral character with blatantly false lies and accusations.
Sincerely Yours,
Concerned Everquest Player and Defender of Norrath from the forces of Cultural Marxism.
http://i.imgur.com/Vm2Numz.jpg
KagatobLuvsAnimu
12-25-2015, 04:58 PM
Come join us at TAKP, where you are guilty by association and guilty until proven innocent! We don't care what you did or didn't do but we KNOW you are guilty anyways.
Could TAKP GMs please reign in their devs and players whom have maliciously slandered my outstanding moral character with blatantly false lies and accusations.
Sincerely Yours,
Concerned Everquest Player and Defender of Norrath from the forces of Cultural Marxism.
>Speedz
>Culturally Marxist
Pick one.
sOurDieSel
12-26-2015, 11:59 AM
Naw, Speedz had nuffins to do with this.
Wait, why do you care didn't you get banned from takp already for stealing pixels?
KagatobLuvsAnimu
12-26-2015, 02:46 PM
lolno
Babayaaga
12-28-2015, 02:37 AM
XP Bonus on now through Jan 3rd.
Cigarmug
12-29-2015, 10:57 PM
Is this worth playing?
Tollen
12-30-2015, 02:01 AM
yes!
Happy
01-05-2016, 07:01 PM
Great place. having a ton of fun here now. Really do recommend it for a genuine EQ circa 2002 experience!
ghakim
01-12-2016, 04:36 PM
Takp is a great place to play!
Takp has a very helpful and healthy community. The devs are solid and the community is growing daily.
Having an end goal for the sever being Planes of Power means that on this box you will have plenty of progression goals for a long time.
Being able to 3-box (without any automation) makes the Everquest experience much more enjoyable for me. The whole game world opens up and you have the power to take it on but there is still room to group and raid with other people.
To me having 3-boxes is a perfect compromise for my need to have more to do while playing the game and balance with the over all world.
Playing 1 box is simply boring to me. On a cleric box you: stand, hit complete heal wait 10 seconds, sit, wait, wait, wait, wait, stand, hit complete heal wait 10 seconds. not enough for me to do!!! This is true of any single box for me (especially a cleric though). 3 boxing is much more fun! Lot more buttons to push, lot more things to manage, lot more interaction with the game itself and let's be honest the game portion of EQ is great.
On top of this the community is awesome on takp!
Come try it out!
www.takproject.net
Sketched
01-28-2016, 10:25 AM
Velious officially started, though no release date yet. The following zones are up on the Dev server; The Warrons, Stonebrunt, Great Divide, Velks. Trakanon was killed for another time, and all epics have been completed. If numbers are important for you, Sunday night was hitting around 120-140 clients. Here are one of the most recent patch notes so people can have idea on the amount of work still being done.
Notice the challenging method of attributing code to their specific coders!
Code:
Haynar
* Changed attempting to pick up duplicate lore items, to totally block the client from picking it up. Added prevention of picking up bags which contain lore items you already possess.
* Fixed an issue with Race 63 (Vah Shir beastlord pets) z_offset, which is calculated different than other mobs. This will fix the problem with them bouncing.
* Pets guarding will only send position updates now, when their heading changes. They were sending some unneeded updates.
* Vah Shir Beastlord pets, will no longer bounce rapidly when guarding.
* Updated Z_Offsets.
* Shaman pets and Barbarian Beastlord pets, will no longer jump while guarding.
* Updated bestz when a pet is set to guard, so it will not bounce. This happened if pet was set to guard, right where it was spawned.
* Fixed an item desync issue associated with forage.
* Adjusted fizzle rate to lower fizzle chances.
* Fixed a potential item desync, associated with summoning items utilizing spells
* Reduced fizzle chance for hybrids.
* Added message handling to give the proper trade request reply, when someone has their client set to accept trades from nobody, or only accepting trades from their group.
* Updated mob position updates at a distance to help with data spikes and LDs. Sorry this messes up tracking distance sorts, but will have to do until I put something better in place.
* Added more adjustments to ranged attacks.
* Updated Z calculations for mobs while pathing, and when they reach nodes, using their z-offsets.
* Changed some logic in pathing, where sometimes a node could be reached, but it would not update position to that node.
* Updated min z range for mob updates, to use a minimum value of 200.
* Updated pathing code to work better for kedge.
* Fixed an issue where spell gems would flicker after a spell is finished, causing spells to sometimes be interrupted or certain spell gems to end up getting locked out for longer durations.
* Added additional commands to allow better management of doors associated with pathing node neighbors.
* Fixed a possible item loss associated with spells that summon items. This prevents items being consumed, such as during gem imbues, or enchanting ore, but not giving you the end result item.
* Moved LoS checks server side before the fizzle checks.
* Fixed an issue with checks for items cast from inventory slots, to be treated the same as procs for applying hate. The check was being performed too early, causing unexpected results.
* The Greenmist Recourse from Greenmist should now work correctly.
Cavedude
* Weaponshield will now correctly last 20 seconds (Thanks Torven for confirming with logs!) instead of 15.
* Corrected an issue with looting 2H items.
Surron
* Beneficial str buffs will now say 'your spell did not hold' instead of landing without a buff icon on targets affected by rez effects
* str spells wont stack with rez if the str modifier is in slot 1
* fixed bug where HOWLERS (seb/HS portals) would not allow subsequent clients to click using keyring
* doors with opentype 58 were not being closed, now they are... no longer have to specify name = 'HOWLER' like previous commit
Database:
Robregen
* Readjust Epic Mage pet size.
* changed the respawntime for bloodgill maruader to 8 hours in lake of ill omen
* changed the respawntime for an ancient jarsath to 8 hours in FV.
* fixed shroud of undeath to proc the appropiate lifetap instead of a root.
* spectral type NPC and Failed Crypt Raider in Kaesora should now flee at low health.
* Thunder Salmon should be fishable at lower skills.
* The Storm Mistriss in plane of sky is now disabled until later expansion.
* Hate mini boss will now spawn instantly at server reset.
* fixed recipe for Bag Of Shark Remains to use correct shark skin component for the banacle BP quest (Thanks Harakari from eqc)
KagatobLuvsAnimu
01-28-2016, 04:13 PM
all epics have been completed.
Bard not done yet.
Lenas
01-29-2016, 12:21 AM
Yeah regular trak killed twice but no udb yet afaik
Villide
01-29-2016, 04:56 PM
Just loaded this last night and hopped on early this morning. Not much population, but not like I needed groups on a level 1 char. Looking forward to trying it out.
Big_Japan
02-11-2016, 07:59 AM
I finally got this box running this morning. Where the free pixels at?
surron
02-12-2016, 08:36 AM
I'm sure you'll find people here and there offering items up in /ooc
Kevynne
02-12-2016, 08:42 AM
confirmed boxing allowed?
burkemi5
02-12-2016, 08:54 AM
confirmed boxing allowed?
Three boxing allowed.
Kevynne
02-12-2016, 08:57 AM
Three boxing allowed.
affirmative
vilesid
02-12-2016, 11:52 AM
Is there any Multiboxing software that is allowed and works with the TAKP client?
ghakim
02-12-2016, 11:58 AM
There is software to help you switch screens between boxes but software that automates the character in any way is banable offence.
vilesid
02-12-2016, 11:59 AM
There is software to help you switch screens between boxing but software that automates the character in any way is ban-able offence.
There's a huge difference between boxing software, and automation. So you tab between screens to perform actions on each character?
Tollen
02-12-2016, 12:09 PM
There's a huge difference between boxing software, and automation. So you tab between screens to perform actions on each character?
alt tab with this client often causes the "alt" bug.
so they allow software that allows you to set up virtual desktops so you can instantly switch to each window and perform actions on your own. no actions in game are automated only the process of switching to the window you want.
or hotkeynet is used to rename the window and you can script a macro to switch to that window by name with single key press.
http://www.takproject.net/forums/index.php?threads/hotkeynet-101.4369/
is a example of that.
vilesid
02-12-2016, 12:16 PM
alt tab with this client often causes the "alt" bug.
so they allow software that allows you to set up virtual desktops so you can instantly switch to each window and perform actions on your own. no actions in game are automated only the process of switching to the window you want.
or hotkeynet is used to rename the window and you can script a macro to switch to that window by name with single key press.
http://www.takproject.net/forums/index.php?threads/hotkeynet-101.4369/
is a example of that.
So something like ISBoxer, where I have a Hotkey that I press while playing my Tank, that My healer casts "heal", is not okay? I am physically pressing the button for my healer to cast, so not automation. The only thing this takes out of the equation is a clunky window switch. This is not allowed? Is it possible?
ghakim
02-12-2016, 12:25 PM
From my understanding of the server rules your example would not be okay. You would need to switch to the screen and then heal.
Tollen
02-12-2016, 07:02 PM
So something like ISBoxer, where I have a Hotkey that I press while playing my Tank, that My healer casts "heal", is not okay? I am physically pressing the button for my healer to cast, so not automation. The only thing this takes out of the equation is a clunky window switch. This is not allowed? Is it possible?
Not allowed, not even sure the client will work with ISboxer
pharmakos
02-14-2016, 11:46 AM
yeah this is a mac client from 2002, hard to get any third party software to work for it.
Taryth
02-14-2016, 11:55 AM
This whole split situation with P2002 and TAKP makes me sad. It reminds me of PEQ:TGC. When Titan split off, the community never recovered those numbers. Titan hasn't really grown much, and now both servers are left impoverished.
Open Source is great, but these two situations really exemplify the downsides of it.
When I first started looking into the EQMacEmu scene, I thought they were the same server, and started on P2002. Thank goodness, at that time the client was extremely buggy for me and I could barely get it to run in the right resolution- I stopped trying. Recently, I came back to check things out and found that TAKP is actually the original, with more dedication to getting it right than rushing for more content.
I now have a lvl 15 trio (Mnk/Shm/Dru) on TAKP. The clumsiness of F9, combined with no tab-targeting, really makes boxing a fun challenge.
Secrets
03-08-2016, 07:58 PM
Bazaar* is opening alongside the Nexus tomorrow. It's gonna rock.
Raid window and various fixes to code are going in as well.
Alliance chat channel is going to be restored to its former state. Global OOC and auction going off. Chat channels are being stress tested over the next few days to replace them.
Now would be a good time to start; tons of cheap gear going in the bazaar in addition to the normal new player handouts.
*horses and mage pet merchants not included.
Leontius
03-09-2016, 09:14 PM
This is not the external RNF forum for other emu servers. Please keep this in mind in the future, thanks.
sektolzer
03-15-2016, 06:47 PM
This server is so awesome. It's really a great community and the gameplay is so much like the way Al'Kabor was. With Bazaar and Nexus opened, lot of places to go, I couldn't ask for more.
The Developers there are outstanding with code fixes as well as database / quest fixes every 2 weeks.. I noticed the Developers are from PEQ / P1999 namely Cavedude and Haynar, a long time veterans of the eqemu community. If you haven't checked out http://www.takproject.net/forums/index.php
Now it's the time to try.
Haynar
03-16-2016, 11:32 AM
For those that want to see what is going on over at takp. We have very active code and content development happening.
Here are the notes from the patch last week:
Patch 3/09/2016
*** Patch Highlights ***
Raid Windows has been implemented, Bazaar and Nexus is now open.
*NOTE* Pok books and Stone has been disabled to zones that has Nexus Spires.
/ooc and /auction is being disabled to stress test Universal Chat Server.
See notes at bottom for Raid Information
Code:
Cavedude
* Moved Nexus portal functionality from lua to server code. This has proven to be faster and more reliable.
* The NPCIDs of the various Nexus NPCs (A_Mystic_Voice, The_Norrath_Spires, the Scions, etc.) are all hardcoded in the code, so that we can access them to cast spells or send signals. They cannot be changed in the DB, or the system will break!
* Rule Zone:EnableNexusPortals can be used to disable the Nexus portals (defaults to true.)
* Zones that use the Nexus portal system will not idle when empty when the rule is enabled.
* Player corpses will now retain any illusion the player had on them at the time of death.
* Implemented raid XP.
* Updated special bind area rules to use coords found in the client. Thanks demonstar55 for the decompile!
* Implemented lua methods eq.pause_timer("timername") and eq.resume_timer("timername"). This allows developers to pause and resume the given timer on the current NPC.
* Fixed an issue with clicky items using the wrong level for their formulas.
* Fixed an issue where some skills could incorrectly appear on a trainer's list.
* Shadowknight and Paladin epics will now do bash damage.
*** Bazaar Trader rewrite:
~~ Rewrote much of the trader code to work more efficiently and clear up some minor bugs I found.
~~ Moved all functionality from encode/decode to native code.
~~ Fixed a few structs that were a bit off.
~~ Traders will now receive a message in their window when a player browses their wares. (Thanks Haynar for figuring out the struct!)
~~ The buyer's client will now correctly update when a seller changes the price or adds an item.
~~ Added a new rule AlKabor:AllowPriceIncWhileBrowsing. When false, a trader cannot increase the price of an item while another player is browsing their wares. (Defaults to true.)
~~ Updated the bazaar.map. PVP will now work in the arena area (DB change also made for this fix.)
~~ Removed bazaar.path as it is meant for the newer version of the zone.
~~ Bazaar traders can now be used by multiple players simultaneously.
~~ Trader mode will now end if the trader goes LD.
Haynar
* Added support for raids. (see bottom of this note for functionality)
* Using guildmotd by itself will return the current guild motd.
* The guild motd will only be sent when intially logging in, not every time you zone.
* Fixed an issue where players will move slightly on logging in, when their x or y coordinates are negative.
* Changed how zoneinpacket_timer is handled. Changes are to prevent skipping spawn packets, between sending of bulk spawns and completion of client connecting process. This will help ensure spawn packets are all sent, before mob position updates start.
* Fixed a minor pathing issue, used for culling end of route, when target moves closer. The end node to be culled, was not being trimmed correctly.
* Fixed an issue where moving mobs would pause and warp forward.
* Improved some of the mob movement code by removing some redundanct code pieces and sending through a common function.
* Reduced the bulk packets sent when zoning in for npc movements.
Robregen/Speedz
* removed an extra safe_delete that was crashing queryserv
Database:
Robregen
* removed charges from summoned: wisp stone
* reduced the max hit on wraithbone champion in Dreadland.
* add Sarnak Courier to another spawngroup so to give better chance to spawn.
* reduced the spawntimer to the standard 6 minutes to the area near the ruins where Sarnak Courier and its PH spawns.
* Shovel of Ponz should be clickable (reclaim energy) from inventory by any classes.
Script:
Robregen
* fixed the faction requirement for Shaman Epic for those are doing in order.
Hakarri
* Furtog Ogrebane: Fixed Faction Rewards for Ogre War Maul, Randomized Coin Reward
* Garuc Anehm: Fix message trigger
* Added missing dialogs for the following NPC: Brohan Ironforge, Belyea K'Jartan, Dren Ironforge, Haggle Baron Klok, Hurrieta Ironforge, Lanhern Firepride, * Ratraz, Svenia Ironforge, Ton Firepride, Suuspa Clanim, Joffrey Clay, Crow, Shenro Kazpur
* Mare X'Lottl: Added missing turn in quest
* Guard Weleth / Lieutenant Dagarok / Nesiff Tallaherd: Reduced XP Reward for Crate Quest because it was too high. Additionally, the Quest now requires at least indifferent faction
* Chesgard Sydwen: Lowered XP Reward for Bandit Sash Quest
* Gharin: Reduced XP Gain from turn in
* Hanns Krieghor: Added correct turnin message for Stanos Head and correct Faction Rewards
* Added missing dialog regarding donation quest for the following NPCs: Largon Welsh, Danaria Hollin, Solani Dayadil, Gahna Salbeen, Moran Smith, Bassanio Weekin, Barthal, Rabley Trumend, Ton Firepride, Iala Lenard, Cassius Messus, Bait Masterson, Gerault Takenmaul, Rodgar the Tall
* Lashun Novashine: Added missing dialogs, Fixed spell being cast when turning in gold, Fixed spell being cast when turning in bone chips, Now requires at least 2 bone chips to complete
* Serna Tasknon: Fixed Faction Reward for Shark Powder Quest
* Tonmerk Plorsin: Added missing Dialogs, Added faction check to start shark powder quest, and Fixed Faction Rewards for shark powder quest
* Chesgard Sydwen: Added missing dialogs and Added missing faction checks for blanket quest
* Daedet Losaren: Added missing dialogs, Added missing faction checks for specific trigger messages, and Added Cash Reward for Beetle Eye Chest Quest
* Priestress Caulria: Fixed Faction Rewards for Rabid Grizzlies and Fleshy Orbs Quest
* Lempeck Hargrin: Added alternate quest ending for turning in a bad Prime Healer Potion and Added missing dialogs
* Astaed Wemor: Added missing faction checks for trigger messages, Added missing dialog, and Added possibility to return a bad cure for Lempeck Hargrin
* Whysia Flock: Added Quest and Dialog for "Recharging" the Shining Star of Life
* Cassius Messus: Added missing faction check for starting Lisera Lute Quest and Added missing dialog
* Flynn Merrington & Moodoro Finharn: Added missing dialog trigger
* Anson McBale: Adjusted Faction Check to spawn Stanos and Made sure Stanos is a unique spawn upon handing in the pouch
* Lomarc: Added missing Quest Package from Lomarc
* Renux Herkanor: Added missing Quest Package from Lomarc and Added missing message triggers
* Den Magason: Added missing Quest Ghil's Package and Fixed Faction rewards for Package for Den turn in
* Ghil Starn: Added missing Quest Ghil's Package and Added faction checks for starting Package of Dan Quest
* Raz The Rat Misk: Added faction checks for turnin Quests
* Phin Esrinap: Fixed message dialogs regarding Konem and Fixed Faction Reward for Note from Konem
* Konem Matse: Fixed faction rewards for Phin's Message and Added Dialog
* Seta Bakindo: Added faction check for starting Tomer Quest
** Raids ** source from http://www.eqinterface.com/forums/showthread.php?t=3194
The Raid functionality has been added. Here is a brief overview of the Raid system.
In the past, experience on raids would generally go to a single group or a few groups. The group doing the most damage would get the experience on any given kill. But, that has been changed by a new Raid feature.
The Raid system is intended to aid in the formation and organizing raids and make looting on raids a little more manageable. It allows a certain amount of experience to be shared among all members of a raid. The basics of the system work very much like grouping has always worked. The Raid Leader is the leader of all the raid groups and the group leaders remain leaders of their individual groups.
Alt-R or /raidwindow will toggle the new Raid Window. This window works much like the group window. You can invite people to the raid (if you are the raid leader) and see a list of the folks in your raid, along with the status of those members (Raid Leader, Group Leader or raid member - which shows with no rank). It also shows you the group number of the individual members.
Only Raid Leaders and Raid Group Leaders can invite people to a raid. This is done with the Invite button on the raid window.
If a Raid Leader invites an individual (someone not in a group), that person joins the raid as a Raid Group Leader. If the Raid Leader invites a member of a group, the entire group joins the raid, and their group leader becomes a Raid Group Leader.
A Raid Group Leader can invite people to their group, thus inviting them to join the raid group as well.
Only a Raid Leader can remove someone from the raid. He or she does so simply by clicking on the character's name in the raid window and clicking the Disband button (also in the raid window).
Being removed from your group (using the normal grouping features) will not remove you from the raid.
You can remove yourself from the raid just by clicking the Disband button in the raid window.
Just like groups, raids have their own chat channel. /rsay works for the raid just as /gsay does for groups. Just like group chat, you can set this to be your default channel for a given chat window by choosing it from the right-click Default Channel context menu.
Experience for killing NPCs will be distributed to all members of the raid that are within range. However, the experience given will be smaller than the experience that would be earned by a single group. Generally, unless you are fighting NPCs that require a raid, you will still be better off earning experience with the old fashioned six-person group.
Raids will definitely allow for larger than traditional groups, however, much of EverQuest is designed with the six-person group in mind. Adding a small number of people to a given group will allow this "oversized" group to gain experience. However, we recommend that once a "raid" of ten or more people forms, a second, traditional group split off and adventure on their own.
The Raid Leader determines the looting permissions for any NPC killed by the raid. There are three types of looting that the leader can choose from (though the Raid Leader can always loot NPCs killed by the raid).
1. Only the raid leader can loot until the corpse opens up for all
2. Only the raid leader and raid group leaders can loot until the corpse opens up
3. Raid leader chooses up to 9 other raid members that can loot until the corpse opens up
Please note that altering loot permissions only applies to NPCs that are killed after changing this setting. See the command list below for more information about setting raid loot permissions.
When an item is looted by a raid member, a loot message is sent to all members of the raid.
Summary of Raid Commands:
- /raidwindow - toggles the raid window
- /makeraidleader [name]- reassigns raid leadership - Optional argument, name of raid member to be new leader, or you can just target them. If you type a person's name, that name is used instead of your current raid window target.
- /raidinvite - invites the current target to the raid
- /raidaccept - accepts an invitation to a raid
- /raiddecline - declines an invitation to a raid.
- /raidremove - removed the current raid target from the raid
- /setloottype <#> - sets the raid loot type - Takes one number argument: 1, 2, 3.
- /addraidlooter - adds a raid member as an early looter to all future corpses - Target a raid member in raid window.
- /removeraidlooter - removes a raid member as a possible looter from all future corpses - Target a raid member in raid window.
- /rsay - Sends a message to all members of the raid
sektolzer
03-16-2016, 12:39 PM
Here's the latest:
Code:
Cavedude
* Greatly increased the hail range. This should help with hailing scions and other NPCs in general.
* Lowered the say and emote range slightly to reduce spam.
* Added IsUnTargetable() method to Mob, and changed several places to use that.
* Changes to the Nexus transport system to be more accurate visually.
* Fixed the issue causing NPCs to sometimes flee when they shouldn't.
* Players will now be stripped of levitation spells when entering trader mode. Levitation spells will now also be blocked when cast on a Trader.
* Fixed an erroneous double packet sent when a player buys an item from a trader.
* Fixed an issue with damage shield stacking between a spell and a song.
* Made the character creation process a bit cleaner and cleaned up the world logs a bit.
* Added encounter column to npc_types. This forces the NPC to skip the internal check done when an item is handed to them and either eats the item, or lets lua handle it.This column should be set to 1 for any NPC that accepts a hand-in as part of an encounter script. It is not needed for normal quest NPCs.
Haynar
* Fixed an issue with raids, where if a person leaves a group, the raid is not updated correctly.
* Fixed an issue with re-assigning raid group leaders, if they leave the raid.
* Removed some extra messages (not all) when changes are made to raids.
* Fixed an issue with someone leaving a group, that required in sending extra packets to the client, to allow them to be invited to other groups.
* Added support for /makeleader in raids, so group leaders can be changed.
* Raid group leaders can no longer ungroup people from different groups within their raid.
* Summon spells will no longer say you are distracted if you have an item on the cursor. The client cursor will not allow summoning multiple items that are the same, so mana and any needed reagents will be consumed. You have been warned.
* Bard Group songs in a raid, will now have a range check to group members.
* Pathing fix for mobs cutting corners.
Robregen
* Removed mail related code from UCS since client don't use it.
Database:
Robregen
* Enabled Pok stone and books that has zone with Spires.
* Enabled levitation for Nexus and Bazaar.
* Enabled binding for Nexus and Bazaar.
* Fixed world containters (Forge, Ovens, Looms, Pottery) in Bazaar.
* Fixed recipe for potion of greater rejuvenation.
* Skeletal Crusader should now drop one of the main loots.
* Added a missing NPC "a pickclaw visionary" to highkeep.
* Adjust spawnrates for warriors and raiders room in Highkeep.
* Adjust loottables for fine steel and bronze armors from warriors and raiders in highkeep.
Sketched
03-23-2016, 12:23 PM
New patch update. Lots of great netcode and bazaar work in this one. Major velious quests are being implemented, such as Coldain Ring 1-8 and Shawls 1-6 currently completed.
The following zones are open on the dev server; The Warrens, Stonebrunt Mountain, The Great Divide, Velketor's Labyrinth, Thurgadin, Icewell Keep, Eastern Wastes, Crystal Caverns, and Iceclad.
No giveaways or gimmicks, just a solid well maintained server. Remember to join the /alliance channel now that serverwide /ooc is no more.
Code:
Cavedude
* Rewrote how trader items are loaded. Changed the logic performed in the initial loop and added some additional sanity checks. This should help to prevent bogus or no drop items from being added to a trader's item list erroneously especially in the last couple of slots. This will also help to keep better track of items when they are moved around in the satchel while the trader window is up.
* Traders will no longer need to price all their items or remove no drop items from their satchels before starting trader mode. The server will simply skip over those items, if the client sends them.
* Fixed an issue that would sometimes cause the item in the last slot to not show to buyers, or to display as a bogus item.
* Rewrote the logic for adding a item while trader mode is running. This was required since we no longer require all items to have a price beforehand. This also fixed a bug that would allow a trader to put a no drop or bogus item up for sale.
* Replaced references of SerialNumber which our client doesn't use with inventory SlotID. This will help to ensure the proper item is being worked with across the board in the bazaar system, particularly stackable items.
* Changed the item number variable to int16 in bazaar searches, in case a buyer has more than 255 of a given stackable item.
* Fixed an issue where the bazaaar search would occasional "split" a stackable item into several items.
* Lots of general cleanup and adding/changes to bazaar logging.
* Fixed a bug with moving items to a corpse that created issues with soulbound bags. (GM only)
* Changed the error handling of the above situation to attempt to correct the problem on the fly, instead of giving up. (GM only)
* NPCs will now try to flee at regular intervals once they are below the HP threshold.
* Bazaar search for All Effects, Haste, and Flowing Thought will now work properly.
* +mana items will no longer update current mana when equipped or removed.
Haynar
* Fixed the range check for bard group spells in raids.
* Netcode updates.
* Added special handling to prevent going into packet loss.
* Rewrote how resend of dropped packets are handled.
* Changed arq responses to use a moving window for deleting ack'd packets.
* Netcode updates to limit burst packet data rate sent.
* Fixed pathing in HHK and Unrest basement.
Database:
Robregen
* Change Quillmane spawn mechanic in South Karana removing the need for scripting.
* Change Brother Qwinn and Grizzleknot spawn mechanic.
* change respawntimer on sister island to 6 minutes.
* added Wans undead frogloks in with Zols types near Frenzy room in lower guk.
* Bazaar is now an outdoor zone.
* wolf form should now be kos in FV.
Robregen/Torven
* Add a missing spell proc to "The Golem Master" in The Howling Stone.
Swish
03-23-2016, 12:26 PM
Did they manage to fix the boxing problem there yet? :p
Pokesan
03-23-2016, 12:35 PM
Whatever was done to the netcode(or whatever) is a massive improvement on my end. Clients load, zoning works, awesome patch!
sOurDieSel
03-23-2016, 01:05 PM
I just started up a few new lvl 1 chars but I couldn't find anyone to group with. Is the population dwindling still?
sektolzer
03-23-2016, 02:23 PM
we been having a lot of new players in the last couple of weeks and the population has been growing. I think the server is so stable and I hardly ever LD.
sOurDieSel
03-24-2016, 11:33 AM
Woot. Hit lvl 10 but still haven't manged to find a group. Not a lot of low levels currently.
Haynar
03-24-2016, 12:25 PM
Woot. Hit lvl 10 but still haven't manged to find a group. Not a lot of low levels currently.
I am sure if you apologize, quit trolling the server, and bashing the staff, you could maybe get unbanned. No need to level up again needlessly.
But thanks for promoting takp, by showing after all you have gone through, you would reroll there and level up again.
There are low levels in some newbie zones.
If you are looking for groups, dont use /ooc, its not global. When you get on /join Alliance, and ask in there.
Many nice people ready to help out new players.
The patch this week fixed many of the lag and LD issues.
There are some works in progress to fix some of the pc client crashes. Stability is beginning to approach that of titanium client.
H
Lenas
03-24-2016, 04:24 PM
The patch this week fixed many of the lag and LD issues.
There are some works in progress to fix some of the pc client crashes. Stability is beginning to approach that of titanium client.
H
Stability has really been on point since the patch yesterday. I haven't had a single crash.
Uuruk
03-24-2016, 04:39 PM
Tried playing yesterday but there was only 8 people online.
Yikes
sektolzer
03-24-2016, 08:12 PM
Tried playing yesterday but there was only 8 people online.
Yikes
hmm there's been like over 40 player online at the minimum. maybe you did a /who in a particular zone. perhaps in pok?
Haynar
03-26-2016, 03:41 PM
Reports on latest netcode updates are very positive. Little to no LDs during raids. Almost never going LD zoning. Some people who had to VPN to play, are reporting they no longer need to VPN up to play.
If you got frustrated with connectivity before, thats pretty much resolved now.
Good times.
H
radda
03-29-2016, 02:53 PM
p2002 or takproject?
i already have a lvl 10 trio on p2002 but with two options., (tak vs p2002) idk how to weigh the longevity out.
i dont want to wish 2 years from now that i should have been on tak.
i need a small and easy comparison to cement my judgement.
surron
03-29-2016, 02:58 PM
p2002 or takproject?
i already have a lvl 10 trio on p2002 but with two options., (tak vs p2002) idk how to weigh the longevity out.
i dont want to wish 2 years from now that i should have been on tak.
i need a small and easy comparison to cement my judgement.
p2002 wouldn't exist without takp
takp devs are the ones responsible for the original pc hack to connect to eqmac, the takp devs are the ones responsible for capturing packet dumps on all the zones to recreate data precisely, takp devs are the ones responsible for researching the complexities of eq's resist, AC, attack, etc... systems through logs provided by eqmac players.
takp source is now closed so p2002 isn't receiving all these nice netcode updates and other complexity system updates.
Haynar
03-29-2016, 03:03 PM
p2002 or takproject?
i already have a lvl 10 trio on p2002 but with two options., (tak vs p2002) idk how to weigh the longevity out.
i dont want to wish 2 years from now that i should have been on tak.
i need a small and easy comparison to cement my judgement.
Takp is where myself, cavedude, robregen, torven, speedz, secrets and others in the eqemu community provide support.
P2002 is their own entity/small community.
Which will last longer? No clue.
H
Happy
03-29-2016, 03:15 PM
TAK is the no-brainer choice. P2002 was formed by members of an angry guild who left TAK and ripped off all of the TAK dev's hard work. They split the community. Glad they won't be able to freeload off of TAK dev's hard work any further.
Spyder73
03-29-2016, 03:55 PM
I just wish people would stop bumping this thread and let it die
Villide
03-29-2016, 04:01 PM
p2002 or takproject?
i already have a lvl 10 trio on p2002 but with two options., (tak vs p2002) idk how to weigh the longevity out.
i dont want to wish 2 years from now that i should have been on tak.
i need a small and easy comparison to cement my judgement.
I just recently started a Dwarf Pally on both to compare, have them both up to level 10 as well. I've stopped playing at p2002, although the XP rate seems to be significantly higher. The server's just been too laggy of late.
Both servers are pretty light on population during my playtime (early mornings on the west coast), so that's a draw on the grouping side.
I've met nice people on both, although I've had more people "check up" on me as a newb player on TAKP, to see if I needed anything, give buffs, etc.
I'm not sure one is better than the other, but I'll be sticking to TAKP, at least for now.
burkemi5
03-29-2016, 04:57 PM
TAKP seems to release content slower, but with more attention to detail. P2002 seems to push stuff out but requires more patching afterwards. Right now TAKP is in Kunark, P2002 is in velious and is eyeing a summer to fall 2016 Luclin. Not sure about TAKP's timeline. I think TAKP rotates raid content and P2002 is "FFA," but the raid guilds play nice with one another.
I personally play on P2002 and don't really know or care about the drama between the servers. As long as you're having fun, you're doing something right. Population wise, look at the pages of the servers. http://www.takproject.net/forums/index.php and p2002.com. Make your own choice.
Lenas
03-29-2016, 07:55 PM
I think TAKP rotates raid content
Nothing on TAKP is rotated any longer. It was only Naggy / Vox and people have outgrown them for the most part.
Lorian
04-02-2016, 02:30 AM
Takp is much more stable, p2002 has much more content at rhe mo, and what feels like a higher pop. Id say Takp feels more like p99 and p2002 like a bedroom server. If the content were on the same expansion then Takp would be a no brainer, but having more content will always attract a larger pop.
Sketched
04-02-2016, 12:57 PM
One day P2002 will follow TAKPs lead and release stability, netcode, and mechanic updates. Oh wait....
Lenas
04-02-2016, 06:04 PM
First VP raid went well today, Kunark will be down soon and on to Velious before too long I'm sure.
Lorian
04-04-2016, 05:08 AM
After a few days trying Takp out I'd say the active pop seems to be almost exclusively in the end-game levels, most zones are dead and most of the people online during US offpeak are afk bazaar mules. Its a shame, because it is a really stable server, never had a single crash. Feels pretty much like p99 in those terms. However, the *other server* has a very nice pop these day with new people constantly joining so I wish you would kiss and make up and merge the servers to a really good one with both stability, content and population. Kumbaya!
Swish
04-04-2016, 05:51 AM
wipe both, ban boxing and I'd start tomorrow <3
Rick Sanchez
04-04-2016, 08:37 AM
wipe both, ban boxing and I'd start tomorrow <3
burkemi5
04-04-2016, 09:09 AM
Sorry to say it fellers, but being able to box is a huge draw for many people. There are some people who dual or single box though.
Haynar
04-04-2016, 09:40 AM
After a few days trying Takp out I'd say the active pop seems to be almost exclusively in the end-game levels, most zones are dead and most of the people online during US offpeak are afk bazaar mules. Its a shame, because it is a really stable server, never had a single crash. Feels pretty much like p99 in those terms. However, the *other server* has a very nice pop these day with new people constantly joining so I wish you would kiss and make up and merge the servers to a really good one with both stability, content and population. Kumbaya!
If the servers were combined it would have a very nice population.
Takp was created to preserve the Al'Kabor server. That is still the purpose of the project. Including getting the mac ppc based client running someday too.
P2002 has the goal of being a PoP era eqemu server. P2002 advertises a lot (its actually one person, who used to spend most of his time griefing the takp devs). Has double exp weekends. Hotzones. Faster content (which may or may not be completely finished). These attract people. They like "easy mode" EQ. The majority playing on an EQEmu dont care if its polished. They dont care if some quests are not quite perfect. And they for sure don't care if its like AK, since most didnt play on AK.
Those that want to relive the AK server experience. Play on takp. Its as simple as that.
P2002 does look like they want to change their image. They got Eunomia leading that effort. But bridges got burnt. They put out new policies to stop harassing of other servers/admins. But they don't enforce them. Its just boiler plating. With GGs new efforts to try and help people do RMTs on p99, he should be banned on p2002. They ignore it, because why?
H
SamwiseRed
04-04-2016, 09:45 AM
i tried this server a few weeks back. really really nice. for some reason i zone in like 1-2 seconds on this server whereas it takes 5-7 seconds on red99. not sure why the big difference but pras. one thing I had a problem with though is i would crash every couple of hours, usually while zoning. i am guessing this is due to the pc client. other than that good shit and if i were to ever play a blue eq emu it would be this one.
Haynar
04-04-2016, 10:05 AM
One thing with the old client, gotta run windowed using eqw.exe or secrets mods. If anything in windows takes control in full screen, you crash. Even a popup on the status bar crashes in full screen. If UAC dims screen (or anything changes gamma) you crash. So need to change UAC settings to not dim screen.
Working on a fix for the gamma change crash still and an all in one windows/full screen option.
Most of the causes of crashing while zoning got fixed like two weeks ago. People are reporting that they havent crashed zoning in over a week, since that patch.
wtb pvp server (with dev support) that goes up to PoP
wipe both, ban boxing and I'd start tomorrow <3
why ban boxing? are they 12 boxing mages? or are you just another baby that gets mad when he sees someone boxing a single druid with his melee?
SamwiseRed
04-04-2016, 10:14 AM
i dont think the red population could handle no mouse scroll out, no strafe hotkeys, ect. eqmac in someways is more classic than p99 as far as mechanics. would be cool tho.
Sketched
04-04-2016, 11:16 AM
Yup client is more classic and it is great that way. There is a 3 box limit which allows people to be independent, but still promotes grouping up to take on anything harder. You can log in and grind some exp for an hour instead of soloing a single char, or waiting around to join up in a group. It is a little more casual friendly in that regard. But this isn't like PEQ:TGC with box armies running around taking out raid targets. And boxing isn't always easy without macro programs that dont work with the older client.
Kileras
04-04-2016, 11:40 AM
no zoom out? come on....
surron
04-04-2016, 01:53 PM
wtb pvp server (with dev support) that goes up to PoP
TAKP has stated that when they are finished dev'ing (up to PoP) they will open the source once again. That will be a couple years. However, I would love to make a RZ server at that time. I have experience running TAKP server, and probably the only person who can that is also interested in pvp. The 2002 client would sure make a lot of the people on r99 realize how nice they have it.
no zoom out? come on....
people don't realize they play on p99 that is in the 2nd expansion of EQ with a client built for the 10th expansion... zoom out didn't come until Omens of War... that's lvl 70 capped btw.
Come to TAKP and play EQ in first person, the way EQ was meant to be played.
Lenas
04-04-2016, 01:58 PM
If you think you need mouse scroll camera controls you're a non-classic, legit bad player.
Torven
04-04-2016, 06:00 PM
Takp is much more stable, p2002 has much more content at rhe mo, and what feels like a higher pop. Id say Takp feels more like p99 and p2002 like a bedroom server. If the content were on the same expansion then Takp would be a no brainer, but having more content will always attract a larger pop.
If more content attracted more population, then the PoP era servers that already exist would have more users. The default EQEmu database (Project EQ) goes up through GoD and I believe has significant Omens content. People who don't care about database accuracy, missing quests, broken AAs, or where the server is hosted can get their PoP enjoyment right now if they wish, on one of the PoP era locked emus using PEQ's database.
When a server is named Project <year>, people immediately recognize what it is because of Project 1999. People see 'Al'Kabor' and have no idea what it is, or worse see 'EQMac' and might think Macs only. TAKP staff don't spam advertise the server on every EverQuest forum while pretending to be mere users, either.
Lorian
04-05-2016, 06:40 AM
Those that want to relive the AK server experience. Play on takp. Its as simple as that.
I see what you mean but without the AK content you are essentially competing against P99, which is tough since its the most successful eqemu server in history.
Kileras
04-05-2016, 09:33 AM
If you think you need mouse scroll camera controls you're a non-classic, legit bad player.
mebbe, i just played on EQ mac for over a year and when being coaxed into rejoining that "experience" it sucks to not be able to scroll out.
burkemi5
04-05-2016, 10:18 AM
mebbe, i just played on EQ mac for over a year and when being coaxed into rejoining that "experience" it sucks to not be able to scroll out.
I mean, it's not like you're completely unable to scroll. You just need to bind zoom in and out to a key. I think it's insert and delete by default. F9 changes the camera angle. There's a few other things I miss about titanium, like tab targeting, showing your mana, being able to look around with left click, but I can deal with the old client. I don't think it's that bad, but to each their own.
sOurDieSel
04-05-2016, 12:05 PM
Ding lvl 30~!
Still haven't managed to find a group at peak times but I did run into some people from Destiny who tried to ks me and steal my camp.
When I reported this the GMs just kinda laughed even though I had screenshots of them using racist language they said I should donate more so they would care.
Lenas
04-05-2016, 12:19 PM
Didn't you get banned?
dafier
04-05-2016, 12:49 PM
One thing with the old client, gotta run windowed using eqw.exe or secrets mods. If anything in windows takes control in full screen, you crash. Even a popup on the status bar crashes in full screen. If UAC dims screen (or anything changes gamma) you crash. So need to change UAC settings to not dim screen.
Working on a fix for the gamma change crash still and an all in one windows/full screen option.
Most of the causes of crashing while zoning got fixed like two weeks ago. People are reporting that they havent crashed zoning in over a week, since that patch.
Excellent. Haynar, how do you fix the loop 'd loops with the /fol command. Any char that is on auto follow has a random chance to do a loop, then reconnect with the char it is following.
As a non-developer, and what I witnessed after a 'fix' was the chars that were /fol were running very close to the target they were following. It's almost like they had (match target /fol speed +%). Just curious if you know what the fix is.
sektolzer
04-05-2016, 01:27 PM
Ding lvl 30~!
Still haven't managed to find a group at peak times but I did run into some people from Destiny who tried to ks me and steal my camp.
When I reported this the GMs just kinda laughed even though I had screenshots of them using racist language they said I should donate more so they would care.
Clearly a troll, this guy has nothing better to do than to troll. Banned from takp a couple of month ago because of his trolling and bashing the dev and admistrators.
Haynar
04-05-2016, 02:55 PM
Excellent. Haynar, how do you fix the loop 'd loops with the /fol command. Any char that is on auto follow has a random chance to do a loop, then reconnect with the char it is following.
As a non-developer, and what I witnessed after a 'fix' was the chars that were /fol were running very close to the target they were following. It's almost like they had (match target /fol speed +%). Just curious if you know what the fix is.
Most of loop d loops for me got fixed with netcode fixes. There was a lot going on, that was causing this. And it got me killed a few times.
I did not change anything for follow, other than fix the underlying issue with tbe netcode.
Haynar
04-05-2016, 03:01 PM
Ding lvl 30~!
Still haven't managed to find a group at peak times but I did run into some people from Destiny who tried to ks me and steal my camp.
When I reported this the GMs just kinda laughed even though I had screenshots of them using racist language they said I should donate more so they would care.
I don't know whether to believe you or not.
You could send me your char name, so i can confirm you are actually leveling a char. And not trolling.
I know you can level and not see people. I saw some in soldunga other day, in spot i was camping. They were approaching 30. Was a Pal and Shm, with a higher level char helping.
I threw a clarity and cleric buffs on them, and i logged back out. That could have been you.
H
Goliathan
04-05-2016, 06:00 PM
Clearly a troll, this guy has nothing better to do than to troll. Banned from takp a couple of month ago because of his trolling and bashing the dev and admistrators.
Sour is the best example of a weak beta who can only find a voice in life by trolling elf-sim boards I'm the most obvious way possible while telling himself how edgy and rebellious he is.
I hope he never stops posting.
Lenas
04-05-2016, 06:03 PM
Saying the GM told him to donate = trying too hard. Almost believable otherwise.
Haynar
04-05-2016, 06:32 PM
Saying the GM told him to donate = trying too hard. Almost believable otherwise.
I know some zones are empty. It will always be that way leveling. The reporting it to a GM? Really? Lame.
Takp almost NEVER asks people to donate. We are not on a donation drive. We currently have enough for hosting going for months out. And we don't have to host the server out of a basement.
However. That is not always true. Nothing wrong with donation drives. Nothing wrong with recruiting campaigns. Dalaya does both. They have for years. But they do it WITHOUT being assholes to other server users, GMs of other servers, or admins of other servers.
I have considered releasing my netcode changes a few times. I know they would help other servers that may run old netcode. EQC and p2002 included. But everytime I turn around, I get reminded why I dont. Like now, thanks to GG and his repeated BS. if you only saw how many posts that are moderated and deleted. He is now trying to get more involved in a "donation" drive. I do feel bad for them, when he crosses the line, and they try to cut ties.
I think p2002 has potential to be a relevant server in the EQEmu community. But not the way they continue to behave.
If I thought SD was serious, instead of trolling, I would have been more inclined to have him to check his eqhosts file to see if he is connecting to the server he thinks.
Just how it is.
Haynar
04-05-2016, 06:36 PM
Sour is the best example of a weak beta who can only find a voice in life by trolling elf-sim boards I'm the most obvious way possible while telling himself how edgy and rebellious he is.
I hope he never stops posting.
I like SD. I have always thought he was amusing. He irritates me a bit now, but I don't dislike him.
But I liked apio too. When I started playing on takp, he was always giving out free gear, helping people. I thought it was great.
But then he started the us vs them, and started gunning for me, just being a real prick.
Don't care for him so much anymore.
dafier
04-06-2016, 03:49 PM
Most of loop d loops for me got fixed with netcode fixes. There was a lot going on, that was causing this. And it got me killed a few times.
I did not change anything for follow, other than fix the underlying issue with tbe netcode.
Thanks man! You are awesome! By chance did you ever work Shards of Dalaya? I played that a long time ago. It was really fun and it's amazing the content they came up with. Anyway, I was just wondering if you ever helped with their code.
Haynar
04-06-2016, 05:03 PM
Thanks man! You are awesome! By chance did you ever work Shards of Dalaya? I played that a long time ago. It was really fun and it's amazing the content they came up with. Anyway, I was just wondering if you ever helped with their code.
I helped some with PL in their netcode several years ago. It delayed going into PL. Didnt totally fix it.
Search on their wiki for Haynar, and my custom sword i got as a reward comes up.
H
dafier
04-07-2016, 12:42 PM
I helped some with PL in their netcode several years ago. It delayed going into PL. Didnt totally fix it.
Search on their wiki for Haynar, and my custom sword i got as a reward comes up.
H
If only I had the time to become a awesome coder like you. :D
Haynar
04-07-2016, 04:14 PM
If only I had the time to become a awesome coder like you. :D
Get started. Pick something you enjoy. I have been coding stuff here and there for 20 years.
I am not near as good as most people. But I keep trying. And I believe that anything is possible to accomplish just about.
Destron
04-13-2016, 11:47 AM
Really enjoying this sever.
Villide
04-13-2016, 12:15 PM
Really enjoying this sever.
Seconded.
Amirite
04-15-2016, 07:18 PM
Really enjoying this sever.
started playing on it again after a year? or so off, alot of changes for the better.
+1
Haynar
04-20-2016, 01:04 PM
While I have been away on special assignment, working on netcode for EQEmu, our own cavedude went into BEASTMODE!!! Lots of good changes in latest patch. Progress continues on Velious development. Looking for a late summer or fall release. Good fun to be had by all.
Code:
Cavedude
* Removed RestRegen code as our client does not support it.
* Mezzed NPCs will no longer seek out new clients to add to their hatelist and will no longer call for help.
* Corrected the issue causing charmed NPCs to despawn when their player master leaves the zone.
* Fixed an issue causing phantom waypoints to be added to the end of patrol and circle type grids.
* Further changes to OP_Damage packet generation to prevent double messages for debuffs with a direct damage component.
* Moved OP_Damage packet generation from CommonDamage to its own method, Mob::GenerateDamagePackets()
* Some small tweaks to the filters and how the caster receives damage messages in GenerateDamagePackets.
* Feign Death will now block PC to PC trade requests.
* Defensive skills can now skillup while invulernable.
* Added enums for damage types so we know what we're looking at.
* Moved OP_Damage from encode to native code.
* NPC shouts will now display in white text.
* Changed some spell failure messges incorrectly using MT_Shout to use CC_User_SpellFailure instead.
* Changed several messges using MT_SpellFailure to use CC_User_SpellFailure to be more uniform.
* Summon Companion will no longer summon pets that appear on another NPC's hatelist.
* Pets that are engaged will now add entities that attack their master to their hatelist. (Previously, they were not adding anything to their hatelist while engaged unless they were directly attacked.)
* Added message when Summon Companion fails due to the pet having aggro.
* Removed the engaged and hate checks from the flee ally count.
* NPCs that are deep green to top hate will now flee if able. (We can tweak this one if it doesn't seem right.)
* /consent will now work on any offline character, even if they don't yet exist.
* Rewrote the consent packet logic and added some comments.
* Regen rewrite:
--------------------------------------------------
--- Rewrote HP regen formula to match the client.
--- Rewrote mana regen formula (Thanks to Ravenwing and guildmate)
--- As a result of the above, Bard mana regen is now a fixed value (with level bonuses) instead of being based on meditate skill.
--- HP and mana regen will now take level, item, spell, and AA bonuses into account even when hungry/thirsty.
--- Classes that do not get mana will no longer calculate mana regen (this includes low level hybrids.)
--- Change endurance regeneration to send fewer packets. It now works closer to the behavior seen in packet collects from Al'Kabor.
--- Being either hungry or thirsty will now lower/stop mana and hp regen and stop endurance regen. This is how the client works, and due to the other changes in this commit the server must now match to prevent falling out of sync.
--- Rewrote code that causes endurance to drop when hungry/thristy to cause smoother updates.
--- Endurance updates will no longer occur when endurance has not changed.
--- Implemented STR/AGI/DEX penalties when endurance is low.
--- Added rule AlKabor:NPCsSendHPUpdatesPerTic. When true, NPCs will send HP updates to players per tick or when targeted instead of real time. This is correct behavior for Al'Kabor, but probably not desired. This rule is more for preservation. Defaults to false.
--- Added Regen logsys category, SQL handled by world automagically.
--- Added #showregen command to provide details about a player's regeneration.
---------------------------------------------------
Haynar
* Fixed a pathing bug where mobs/pets could get stuck, when they can't find a node route to their destination.
* Fixed a hate list issue with scripts, that was inadvertently clearing the hate list when it was not desired.
* Updated some position rounding for mob movements.
Torven
* Strength modifiers will now adjust NPC offense.
* Agility modifiers will now adjust NPC avoidance.
* NPC offense, mitigation, avoidance, and to-hit calcs have been slightly adjusted to be more accurate.
* Spells with IDs 859 to 1023 have been hardcoded to be uninterruptable. This was discovered in a client decompile by Demonstar55. (these spells are stuff like drake breath and raid boss AoEs)
Robregen
* Added IsMobSpawnedBySpawnID function to lua (thanks Cavedude)
Database:
Robregen
* Added a missing faction for a soulsipper in Emerald Jungle.
* Added a missing see ivu for a drolvarg pawbuster in Karnor's Castle.
* removed see invisible from live names as well as see undead from undead named in Mistmoore Castle.
Mandalore93
04-28-2016, 02:56 PM
This thread catches fire at page 20 and is lit for the next 72 pages. Great read while taking a massive shit.
In seriousness, did either of these servers ever really take off?
Tollen
04-28-2016, 04:40 PM
Both are staying strong atound 100 150 toons log in at time
Lenas
04-28-2016, 05:40 PM
Two strong player bases, one strong dev team.
sektolzer
05-04-2016, 06:28 PM
Today patch:
Code:
Cavedude
* Added ChangeDespawn() to lua_spawn.cpp This allows content developers to change the despawn type (and if used) the despawn_timer.
* Corrected an issue causing /consent to not work until the consented player zones.
* /consent will no longer send a message to the consented player if the consenter has no corpses.
* DOT spells like Engulfing Darkness will now display a spell message.
* Prevented an extra loop from running when a player dies.
* Added ignore_despawn column to npc_types to have NPCs ignore the despawn column in spawngroup.
* /who all will now iterate the client list in reverse order, so newer players will appear on the top of the list.
* Added rules RuleI(World, WhoListLimit) and RuleB(AlKabor, NoMaxWhoGuild) to /who all. WhoListLimit allows us to change the list limit (defaults to 20.) NoMaxWhoGuild allows players to see a non-truncated /who all guild# list. (It's possible the limit is in place to prevent a client crash - this should be tested on Dev.)
* Cleaned up the code for /who all so it it is easier to read. Added some comments, and some strings as defines as well.
* Fixed a few issues dealing with pet aggro from DOTs and damage shields.
* Pets will now aggro when most detrimental spells are cast on their master.
* Buffs and debuffs should now choose a slot that syncs with the client's internal rules when overwriting existing spells.
* When overwriting, the yellow spell fade message will now only display when a detrimental spell overwrites a different detrimental spell.
* Corrected the stacking rule when the same detrimental spell is cast on a NPC by two players.
* Greatly reduced the hate caused by mana drain spells.cpp
* Mana drains will now check if the target has mana in the beginning of the cast instead of the end.
* Damage Shields can now cause offense skillups.
* NPC pets will now leave corpses with items if they have them.
* Removed pets_equipmentset code as traditional loottables handle this functionality completely.
* Items will now display in the last slot on merchants.
* When full, merchants are now capped at 10 "hidden" items that will show in their inventory list as other player sold items are bought.
* Added a check to prevent an item's quantity from going negative when purchased by a player on the server.
* When a permanent merchant inventory item is sold out (Crow's Brew for example) the remaining items will move up a slot the next time the merchant window is opened.
* Changed the order of merchant inventory logging to reflect these changes and to make more sense.
* Stackable items in Bazaar merchant lists will now display with 1 charge.
* Stuns will now interrupt Bard pulses.
* PVP will no longer be hardcoded in the entire arena zone.
* Moved the method to fade buffs when entering airplane out of Lua and into the server code.
* Moved FadeBuffs() to after corpse/XP generation of NPCs to prevent issues with corpse creation.
* Dying due to Pain in Suffering while in a duel or in PVP will now set the proper killedby value.
* Enrage will now be checked when damage is done on NPCs who enrage, instead of on the AI timer for all NPCs. This should improve the accuracy of the enrage percentage.
* Desyncs should be greatly reduced when two or more items are handed back as a result of a tradeskill combine (but this is not completely fixed.)
* Removed the salvage code.
* Food/drink consumption will no longer halt in Bazaar.
* Stackable items will now be combined into a single slot on Bazaar merchants.
* More changes to spell messages to correct Earthcall.
Haynar
* Updated pathing to prevent mobs from bouncing in roamboxes.
* Fixed an issue where mobs won't always rotate back to their guard heading correctly.
* Added some pathing improvements to help prevent mobs getting stuck in loops.
* Mobs fleeing or feared in zones like frozenshadow, with distinct pathing areas, will now find fear points within their pathing area. This prevents them from running through walls running for a random node that is not connected.
Torven
* Newly aggro NPCs that aggro by poximity to hostile entities will now add all entities (players and NPCs) within the aggro range to the hate list simultaneously instead of only one.
* Unresponsive NPC fix.
* New stuns on already stunned clients are now ignored.
* Stuns casted on clients now ignore any stun level cap, which now only apply to NPCs.
Database:
Robregen
* Removed frogloks of Sebilis, Guk, and Krup faction hits from all NPC in Sebilis.
* Removed Ghroul roots spell from a ghoulish ancilled in Mistmoore.
* Emperor Chottal in Sebilis should now summon a pet.
* tainted / corrupted seahorse in Kedge is now KOS.
* Removed all door objects in Kedge Keep.
* increase mana pool for Verix in Karnor's Castle.
Scripts
Robregen
* Updated various Plane of Sky quests to fix to reward the upgraded version.
* Changed the faction requirement for the final turn ins.
* fixed pathing for Mortificator_Syythrak / PH in Rathe Mtn
* Changed the Troll Beastlord Newbie Quest to the original version (pre-guktan)
Misc
Haynar
* Updated pathing for frozenshadow.path
* Updated pathing for Droga.
sektolzer
05-21-2016, 06:40 PM
Latest Patch 5-18-2016
Code:
Cavedude
* Charmed vendors can no longer be browsed.
* NPCs will no longer be affected by Levitate or See Invisible spells. (The spell will take hold but have no effect.)
* Corrected the success formula for Memory Blur spells. (Thanks Ravenwing and Darchon for the formulas!)
* The client will no longer apply more damage than it should on melee hits.
* Added the ability to add an item to the cursor queue without sending a packet to the client. This should help prevent desyncs caused by items being in a different order on the server and client's respective queues. This also allows us to control the cursor queue "rules" server side, and have GMs bypass them if need be.
* This change fixes the desync that happens when multiple items are handed back as a result of a tradeskill, and should help to bullet proof other cases where the cursor queue is used (forage, spell summons, #si for GMs)
* Pushing items to the cursor during trades and when no other slot is available in general was not changed in this commit.
* Added Lua export for PushItemOnCursorWithoutQueue
* Change how rules are loaded and inherit values - When a custom ruleset is loaded, it will always first look for a value present in the ruleset id for that zone, when it is not present, it will load from the default ruleset instead of immediately falling back to the source value. This is to eliminate the excessive amount of duplicate entries in the rule_values tables (credit to Akkadius)
* Procs will no longer occur while Divine Aura is active.
* Stuns will no longer take affect when a NPC is mezzed. Pre-existing stuns will fade when the Mez wears off.
* Dispels can now be cast on other players in PVP situations.
* Single target buffs will now overwrite the group version of the buff and vice versa provided the caster's level is equal or greater than the original caster's level. If it is not, it will be blocked in both cases.
* Added KILLED emote type, which causes the NPC that gets the final hit on any other entity to emote. KILLEDNPC for NPC slays and KILLEDPC for PC slays are unaffected by this and will continue to work. However, using either combined with KILLED will result in a double message.
* Removed #itemsearch alias "search" since it was ambiguous. #itemsearch, #finditem, or #fi all still work.
* Added HPRatio to #showstats.
* Added the remaining boat NPCID defines in preparation of a future commit.
* Added IsQuestTrigger() to determine if a NPC is an invisible quest trigger. Unused at present, reserved for future use.
* Damage Shields will no longer have reduced damage in PVP.
* Added sort_order to npc_faction_entries, so the order faction hits appear in game can be changed.
* Fixed a zone crash in the emote code.
* If all the damage was done to a NPC using a damage shield, faction hits will no longer occur.
* Changed the race/bodytype of zone_controller to match Haynar's findings and to match the triggers in the DB.
* Removed IsQuestTrigger() as it's no longer necessary.
* Added mule exception for IP limit.
* Attempting to open a door with the wrong key will now give the proper message.
* Added NO_LOITERING special attack, which forces an NPC to immediately begin pathing/return home after losing aggro.
* Clicky items with 0 casttime and 0 recast delay will no longer suffer a 400 millisecond cooldown.
* Removed the extra message casters receive when they heal another character.
* Fixed the issue causing the healed message to not show up for the target on Heals and Life Taps. HoT spells have been excluded from this.
* When a caster casts an exceptional heal, they will now see two exceptional messages. One for them, and one everybody else sees.
* Corrected Mez overwriting rules.
* Stacking rules regarding detrimental songs and detrimental spells will now work better.
------------------------------
Eye of Zomm changes and fixes:
------------------------------
> Players can now chat, and cast spells/songs with the eye up.
> The eye is now attackable and killable by all players, and will leave a corpse and grant 1 point of XP.
> The eye will no longer assist the caster after the buff has been clicked off.
> The server is now properly keeping track of the eye's current location.
--------------
Flee changes
--------------
> Added a new NPC special attacks for flee:
> ALWAYS_FLEE_LOW_CON: Causes a NPC to always flee once they reach the HP threshold if they are green to top hate.
> FLEE_PERCENT_CON: Causes NPCs to flee at 50% when they are deep green to top hate. Note: NPCs over level 18 will essentially ignore this special attack as IsDeepGreen() was changed to max out at level 18 when compared to a entity that is level 65.
> Removed Combat:UseConForFleeRatio as it is now handled by the special attack above.
> Corrected the issue causing a NPC to flee at the percent below the one desired. Changed the default value of Combat:FleeHPRatio to 20 (from 21) as a result.
> Changed #fleeinfo to handle the new variables. Altered GetFleeRatio() to optionally accept a Mob object instead of using top hate in order to allow #fleeinfo to print out the percentage the NPC target will run at. GetFleeRatio() in normal flee situations will continue to use top hate.
More changes based on feedback from Torven:
> Mobs that are level 18 or lower and green to top hate will now always run at 50%.
> Removed special logic regarding yellow cons, they will now use the normal percentage calculation. Reds will now always run at a lower percent.
> The FLEE_PERCENT special attack will now ignore any special rules. The NPC will always run at whatever that is set at.
> Removed IsDeepGreen() as it is no longer necessary.
> Please note: We know this still isn't perfect, and that there are many exceptions on Live (and presumably AK.) But hopefully, this should get us closer to where we need to be.
-------------------
Haynar
* Updated hazard navigation in pathing to be more accurate. Mobs should be a bit smarter and not fall off bridges or down holes, like on the bridges in Sebilis.
* Made adjustments to fizzle rates. Everyone should fizzle less, especially hybrids.
* Added support for different invis types (invis vs animals, invis vs undead) to be sent with spawn packets.
* Improved some z calculations when npcs move towards other players or npcs in open areas. This should help prevent falling below world when short races are involved.
Torven
* PC stuns on NPCs capped at 7.5 seconds
Robregen
* Reworked and refactored UCS Process not to skip clients. (credit to Demonstar)
* fixed various memleak (credit to Demonstar)
* added zonecontroller ported over from eqemu. (credit to Akkadius with Cavedude adding lua support)
* Rewrite VarCache_Struct (credit to Demonstar)
Database:
Robregen
* Captain Boshinko in HHK is now on 6 minute respawn time.
* adjust loots for Iksar Trustee in Chardok to have an even chance to drop either Earrings of Purity and Cleansing
* fixed the model for Enraged spectral librarian in Kaesora.
* the door to Polzin in the hole should no longer be locked.
* Wu's should now be combinable for all sewing kit containers including racial only containers.
Script
Robregen
* enabled zonewide repop on CT spawn in plane of fear.
Misc
Haynar
* Updated pathing for Kael, Velketor's Labyrinth and Solusek's Eye.
* Updated some pathing areas with issues in Veeshan's Peak.
Amirite
05-24-2016, 05:50 PM
Takp is awesome A+.
Villide
05-24-2016, 05:56 PM
Takp is awesome A+.
QFT
Haynar
05-25-2016, 03:05 PM
As a brief reminder. This thread is about takp. If you wish to discuss the pros and cons of other servers. Make a different thread. No server bashing. I think we have all had our fill of the drama.
Haynar
Happy
05-25-2016, 03:17 PM
Been enjoying TAKP so far. Good server, good peoples, thumbs up! Worth giving it a whirl if you love classic EQ but want to see AAs, Luclin, and Pop!
sektolzer
06-15-2016, 01:01 PM
Code:
Cavedude
* Eye of Zomm will no longer force the caster to stand after it has faded.
* Eye of Zomm will now swim at a painfully slow rate.
* Corpses will now sink to the bottom in water.
* Fixed an issue that sometimes caused corpses to end up in the wrong location when they fell off a boat.
* Rewrote /camp to fix an issue causing the player to leave their group when the camp is abandonded.
* Removed the "soandso has left the zone" message players recieved when a group member zoned.
* Moved a log message when a player leaves the group to a better spot to avoid spam and confusion.
* Added accountid column to group_id. This is for the benefit of world so it can remove a member of a group after the client's variables are cleared.
* Changed success in CheckIncreaseSkill() to use uint8, and added an enum for SKILLUP_SUCCESS and SKILLUP_FAILURE to make it less confusing and easier to read.
* Damage and death packets will now be sent in the correct order. This corrects some invalid messages including most pain and suffering messages.
* When death occurs on a combat swing, the final damage packet will no longer be sent. The death packet will handle the final damage message(s).
* Consolidated the death packet creation code to a single method.
* Environmental deaths (falling, drowning, etc.) will no longer produce the pain and suffering message and will now generate the proper message for the type of death endured.
* Added comments, logging, and performed a general cleanup of the damage code, particularly when a death is involved.
* Damage shields should now bypass runes.
* Non-melee damage messages will no longer filter under Damage Shields.
* Divine Intervention/Death Pact will no longer fade on a failed rolled. The buff will remain until you either roll a success or die.
* Changed the success chance of DI/DP to be closer to the client's formula.
* DI will now heal NPCs for 100,000 HP.
* When zoning, players will now receive the message "soandso is now the leader of your group." instead of "You have joined the group."
* The out of range spell check that happens at the end of a cast will no longer generate interrupted messages. Instead, only the caster will see "Your target is out of range, get closer!" using the spell failure text category.
* Changed healing messages to use the spell chat category.
* Corrected some NPC spell messages to use default white text instead of spell.
* Players will no longer see what spell has been cured, and instead will see "Your target has been cured."
* Fixed multiple messages that were not correctly displaying for corpse summon spells.
* Addressed a rare zone crash I see locally. (Not clue if it's fixed or not, I'm not exactly sure what's causing it.)
* Removed the hardcoded zone_controller NPC as it was creating issues with encounters. The NPC is now found in the DB with ID 10. It will need to be given a spawnpoint in whichever zones it is to be used in.
* Call of the Hero will now despawn the target's summoned pet and fade charm on their charmed pets.
* If the target of CoH is not within 100 coords of the caster, aggro will not be cleared and the caster may draw beneficial aggro.
* Randomized the zone-in locs of ports slightly to help prevent players from incorrectly falling to death. Please note: This does not prevent falling to your death while encumbered. The more weight you have, the more likely you are to fall while zoning.
* AE Mem Blur spells will no longer cause beneficial aggro.
* Added some logic I overlooked in the Divine Intervention rewrite.
* Bard pulses will no longer stick on targets who are invulnerable.
* Corrected the Bard stacking rules regarding spells and songs that are different types (Beneficial vs Detrimental.) This allows as an example Guardian Rhythms and Tashania to stack.
* Mobs buffed with Divine Aura will now be picked last when a NPC chooses who it will attack each swing.
* Mez spells with a Mem Blur component will have the Mem Blur effect skipped if the target is already debuffed with the same Mez spell. If a different Mez is cast, any Mem Blur component will be rolled as normal.
* Spells that use a stack blocker are now properly handled in the Bard stacking rules.
* NPCs that are immune or are too high in level for a charm or mez spell will now properly resist it.
* Healing a charmed pet will no longer create beneficial aggro.
* Minimum faction value cap is now -2000 instead of -3000.
* Bard song server filters should now match the client's filters.
* Bards will no longer see the "Your spell did not take hold" message when detrimental AE songs are cast and there are nearby players. Instead, the player target will receive a protected message.
* Spin stuns on NPCs will now have a random chance to break early. Whirl till you Hurl and Dyn`s Dizzying Draught have a higher chance to break.
* Corrected an issue causing the stun component of a spin stun to drop without fading the debuff.
Haynar
* Improved movement of mobs/pets over short distances, so they no longer look choppy sometimes while moving.
* Fixed an error with the delta position translations from the client, which was not accounting for the (+/-) correctly.
* Improved the loiter logic when a mob resumes moving, associated with feign death. Mobs should not linger every single time and will resume movement after they start facing their desired direction.
* Fixed an issue with rotations when mobs return to their guard position. They should rotate smoother until they are facing their guard heading.
* For NPCs, the delay in moving following loss of engagement, should no longer reset for other loss of aggro methods, such as coh, mez/memblur. The total delay is maintained so that even for FD, it does not reset after one attempt unless it has all been used up.
* Fixed an issue when a client's charm on an NPC breaks, causing their target to get corrupted.
* Snared pets will follow their owners a little better, rather than being snared to a stop, when they hit the distance they would switch to walking.
Database:
Robregen
* Pet should now duel wield without weapons.
* Added a missing flavor text to Froggy in Sebilis
* Goblin Drunkard in Sol A should now cast spells and a pet.
Robregen / Haynar
* added Various possible spawnpoints for Quillmane/PH found on live
* shorten the respawntime of trash roaming mobs in South Karana to 36 seconds.
Misc:
Haynar
* added pathfile for Runnyeye.
Quests:
Cavedude
* timorous section of Captains_Skiff is now working. (You can take the skiff to zone into butcher, but not the other way around currently.)
nagmarr
06-15-2016, 02:47 PM
nice work guys
Amirite
06-20-2016, 07:49 AM
server is rockin still, playing is remaining fun!
Daldaen
06-20-2016, 05:36 PM
Server is pretty awesome though.
Has tons of excellent features above and beyond your typical EMU. You can move your characters between your game accounts at will. If you make a cleric on your warriors account and later want to box Cleric/Warrior for something, you can easily swap one of them onto another account in 1 minute and be ready to go. Among many other little customizations they've added to their website.
Once you get in game though, it's very true to the Al'Kabor code/mechanics, and content, with developers patching every 2 weeks and responding to bug posts daily.
Will eventually be releasing EQ's greatest 2 expansion Luclin and PoP. Very excellent!
dafier
06-21-2016, 04:39 PM
Better to go P2002. :)
dafier
06-21-2016, 04:39 PM
As a brief reminder. This thread is about takp. If you wish to discuss the pros and cons of other servers. Make a different thread. No server bashing. I think we have all had our fill of the drama.
Haynar
No offense to my previous comment. Just saying.
Haynar
06-21-2016, 04:53 PM
Since this will likely get cleaned up.
Why go p2002 over takp?
Can argue both sides. They have different things to offer. Different objectives.
P02 is switching to titanium client. Minimal GM presence.
Takp aims to preserve the eqmac server, with same era client.
With the client change, its apples and oranges.
Now the question is why play on p99 vs p02. Takp is no longer in the equation.
H
dafier
06-21-2016, 05:02 PM
I see your point. To answer the question, just my opinion of course:
1. p02 is going to PoP eventually.
2. Upgrading the client...is just that. It's better and almost all players on the server want it or have expressed interest.
3. It's refreshing to raid in Velious and actually have normalized raid mobs. The resistance isn't as stupid as P99s. Caveat - I am not saying it's easy mode, but it's more from what most of us remember from classic periods of EQ.
I am not going to write this as 4. but I want to just pass on information from what I heard. TAKP doesn't have the server population that P2002 does. Meaning, it's smaller. Also, I've heard a few things from regular players who played TAKP before switching to P2002, and it's not that the TAKP support is bad, but there were a few things that weren't exactly good which caused them to switch. I am talking about people who are casual family people.
Personally I have nothing against P99, TAKP or P2002. AND, I find it a shame that there were differences that couldn't be worked out in order to pool all the resources, but it is what it is now.
Also, I am a personal fan of your coding experience, Haynar, so again, I mean no offense.
Pokesan
06-21-2016, 05:12 PM
P02 is switching to titanium client.
thus ends my beef. best luck to all of you @ p2002! :)
Haynar
06-21-2016, 05:46 PM
thus ends my beef. best luck to all of you @ p2002! :)
This.
Tewaz
06-21-2016, 06:02 PM
So people don't like the titanium client? I played a bit on TAKP or P2002, I can't remember which exactly, and not having tab targeting was so painful.
Torven
06-21-2016, 06:05 PM
3. It's refreshing to raid in Velious and actually have normalized raid mobs. The resistance isn't as stupid as P99s. Caveat - I am not saying it's easy mode, but it's more from what most of us remember from classic periods of EQ.
Well since I'm the dev parsing NPC statistics and who wrote the tools that are used to parse them, I can clarify some things about this.
TAKP has the most accurate NPC stats of any emu, period. Certainly better than p2002, which doesn't bother to even set raid boss min/max hits correctly; p99 at least does that much. I spend 2 or 3 hours on each raid boss to parse resist values and have spent thousands of hours parsing stats over the last 2.5 years.
I helped fix the resistance algorithm for TAKP and EQEmu so I have a good idea how they should function for our era. (incidentally p99 uses a different algorithm because Sony changed resist calcs right before PoP's launch) I also wrote the melee mitigation algorithm that p2002 is 'importing' to their eqemu fork. The copy they have is very incomplete because we closed source while I was working on it.
NPC stats are very important. If you know that an NPC flurries for example, at what rate does he flurry? Some flurry 100%, some flurry 1%. How much does it matter to people when they lose to or win against the AoW because his stats were incorrect? I also parsed hit rate and atk estimates for him, which were significantly different than typical bosses. Figuring this stuff out requires a lot of tedious time and effort. It's unfortunate that users don't notice these details, else TAKP might be appreciated more. PoP will get even worse with slow mitigation. An incorrect value there could mean the difference between a 1000 dps boss and a 300 dps boss. To say nothing of atk delays and proc rates.
TAKP doesn't have the server population that P2002 does. Meaning, it's smaller. Also, I've heard a few things from regular players who played TAKP before switching to P2002, and it's not that the TAKP support is bad, but there were a few things that weren't exactly good which caused them to switch. I am talking about people who are casual family people.
Keep in mind that p2002 has several banned users who like to say things that aren't true or at least omit important details. I sometimes hear these things repeated by other users who don't realize that they are not true, sadly.
P2002's server population is in large part due to the name they chose, which 'borrows' some of the notoriety from p1999. The populations are not entirely dissimilar regardless.
The original Mac AK population stayed on TAKP, and they are some of the friendliest casual players you'll ever meet.
Haynar
06-21-2016, 06:08 PM
People like titanium just fine.
It has many enjoyable features.
Tab targeting. Mouse scroll wheel. Native windowed mode. Mouse cursor not locked to app. Newer netcode that is more forgiving. And the list goes on.
Takp is about the EQmac server. With the intel EQMac client. Someday hopefully the PPC mac client too. And an era appropriate PC compatible client.
Haynar
06-21-2016, 06:28 PM
Torven gets so frustrates parsing. He will be doing some PoP boss, then comes some random 85 thru zone killing everything. Including what he is parsing. WTF?
H
Torven
06-21-2016, 07:35 PM
The 85s kill what I'm not parsing. It's the 105s that kill what I'm actively parsing. The 85s I can at least out DPS.
I'm almost done parsing every raid boss in the game up to and including PoP, so they won't have me to grief for much longer. (minus atk and mitigation estimates anyway which are much more difficult to parse; won't be doing every single boss for those)
dafier
06-22-2016, 05:44 PM
lots said
I do not mean to dis serve your post by cutting it short, I just wanted to shorten this post.
First, I really appreciate all the dev time you've put in to the EMU. I am not AT all talking crap nor down upon TAKP.
But, I do find it really stupid that this, P99 forums, axed 1 or more posts regarding p2002 because they claim people were bringing up the 'issues' between what happened with the split, yet they allow promotion, WHICH IS GOOD, not bad, of TAKP. It's almost like the people who run P99 forums are bias when it comes to these two EMUs in question. Who knows, maybe I am wrong and if I am, "I apologize".
Personally I'd love to try TAKP out at some point of time. I know a lot of time and effort has been put in to it. You all, especially the devs deserve more recognition.
Lenas
06-23-2016, 03:31 PM
You have played on P2002 so you already have the setup to try TAKP. Just change your host file. You'll notice the difference immediately. We had a level 1 commenting in /ooc yesterday how amazing it was to zone without crashing.
Torven
06-23-2016, 06:16 PM
people were bringing up the 'issues' between what happened with the split,
Anybody not directly involved who thinks that they know what happened, really doesn't. What was publicly aired wasn't even half of what when down.
We're put in a no-win situation because for whatever reasons, users or potential users find it very distasteful when developers outline and clarify dramatic events involving bans, abuse, and dev in-fighting. They expect us to be robots or punching bags because that's what paid staff are in commercial outfits. This is why some unnamed servers resort to shilling and fake accounts, but we don't do that, which leaves us a bit defenseless.
Haynar devs for both projects. Speaking ill of him is speaking ill of a P99 developer as well. TAKP has a lot of overlap between EQEmu, PEQ, and P99. Badmouthing any one of the four on any of their respective sites will result in annoyed forum moderators.
sektolzer
06-29-2016, 12:58 PM
latest patch for june 29th.
Code:
Cavedude
* Added message for disarm success.
* Updated the Bard stacking rules to correctly handle movement speed buffs and debuffs.
* "You cannot see your target." when casting a spell will no longer generate interrupted messages for players around the caster.
* Sacrifice and DOTs will now produce the proper messages on death.
* Rewrote Beg to no longer cause a client desync.
* Changed the chance for a NPC to attack while begging and the coin type and amount on success to be based on the player's beg skill.
* Coin on beg successes will now be removed from the NPC's loot, instead of being summoned.
* Fixed an issue causing controllable row boats to not update their position properly.
* Bard pulses will now always do a resist check.
* Renamed ResistSpell() to CheckResistSpell() to make its function more clear.
* Consolidated the code that handles successful resists to ResistSpell().
* Changed AE spells with a target limit to default to 5 targets allowed. Damage spells are limited to 4, with the exception of the Al'Kabor line of spells.
* AE Mez spells will now have a target limit.
* Corrected an issue where the target would not count towards the limit for certain AE spells.
* Casting a Mez spell on yourself will bypass the level cap check. You still have a chance to resist the spell.
* Bard pulses will now be cancelled while on a boat.
* The Stun, Charm, Pacify, and Mez family of spells will now only enforce the spell level limit when the caster is a player and the target is a NPC. Every other combination will not use a level limit.
* Removed the rule Spells:NPCIgnoreBaseImmunity as it only served to create confusing logic.
* Corrected an issue where Mez spells would sometimes be considered beneficial.
* Prevented an unlikely situation where Harmony spells could use the wrong target to perform its casting checks.
* Added a caster check to prevent a redundant spell resist message.
* Spells will now set a recovery timer upon successful completion of a cast. This timer will be checked after a spell completes the casting phase. If the timer is not yet expired, the new spell will be interrupted.
* Removed the 400 millisecond delay when using clickies with a cast time. Clickies are also exempt from the recovery timer.
* Added a rule Spells:SpellRecoveryTimer to control how long the recovery timer is. It defaults to 2500 milliseconds.
* When any Alliance type spell is cast, any faction bonuses caused by a previous cast will be removed.
* All players in a zone will now receive door open packets by NPCs for the benefit of Eye of Zomm.
* Fixed a spell slot desync issue that happened with specific buffs.
* Treeform will now be faded server side when a player movement update is recieved. This is a workaround for the issue allowing Treeform to stick anywhere server side due to a lack of tree data in our map files.
* Corrected the spell stacking rules regarding illusion spells.
* Wolf Form spells will now use the correct texture.
* Bind Wound will no longer force the target to stand.
* Corrected the Bind Wound messages.
* Corrected an issue causing the max heal percentage of Bind Wound to not be calculated correctly.
* Added combat messages for Thunderkick, Silentfist, and Ashenhand disciplines.
* Fixed an overflow found in the Monk disc reuse timers. Monks who were affected by this will see their discipline reuse timers drop considerably, so be sure to check.
* Lowered the chance that spin stuns can break early. (This excludes Whirl till you hurl and Dyn`s Dizzying Draught - they remain broken.)
* Charm should now break as soon as the owner zones, to prevent kill steals by the former pet and possibly faction wars.
* Rez will now fade charm on your pet. The hatelist is cleared after the charm is faded, so the former pet will not have aggro.
* Beneficial and Detrimental single target spells no longer use the Z coord in the server's range check.
* Casting on a target who is standing on "ice" or "slime" and the caster is in a normal region or vice versa will now work properly.
* Added NPC Special Ability to always leave a corpse if the deathblow was dealt by a client or a client's pet.
* Added support code required for charmed NPCs with lua scripts to accept and equip items they do not require in their trade event.
* NPCs will now use the correct damage messages after being disarmed.
* Consolidated breaking sneak and hide to a single method. Replaced most of the raw packet creation for both with SendApperancePacket().
* Sneak/Hide will now break properly when casting a spell, when a spell lands on a player, when a player resists a spell, when attacking, when attacked, and when an old world trap is clicked and the player either lacks the disarm skill, or the disarm attempt fails. (Many of these were already working, I just confirmed them.)
* Resting a spell or being missed by a combat swing will cause the sneak button to "bug" if the player is not also hidden. The player will need to click the button to reset it. This quirk occurred on AK.
* Fixed an issue causing the hide packet to not be sent out correctly for racial hide on failures.
* Corrected an issue causing Sneak to sometimes incorrectly cancel hide, and to send out an invisible appearance packet instead of a sneak packet (copy/paste error?)
* Rewrote Sense Traps to support old world traps (swinging axe, falling ceiling, etc) and to provide accurate messages.
* Old world traps can now be disarmed by clicking on them, if you have the trap disarm skill.
* Added more logging for sneak, hide, and traps.
* Removed the cooldown timer that occurs when clickies are used.
* Removed support of the RecastDelay item database column since no clicky item in the DB uses it. Also removed pTimerItemStart which is the associated timer.
* Tradeskill skillups will now use the difficulty value from the database instead of the hardcoded values. (No values have been changed!)
* At skill 190, the chance to succeed on a tradeskill skillup will correctly be 5%, instead of 5.99%.
* Removed rule Skills:TradeskillSkillUpModifier. Difficulty can be changed per skill in the DB now.
* Increased the difficulty cap for normal skillups to accommodate begging.
* Bard pulses will no longer check for line of sight.
* Skills that allow skillups from green cons (offense on damage shields) will no longer allow skillups if the NPC is green and level 18 or under.
Haynar
* Bard instrument modifiers associated with buffs will now carry when zoning
* Added code support for zoning out of airplane, to replace the zoner script. (This should fixed the issue with the occasional death when jumping off the islands.)
* Fixed an issue with zoning that drops you to server select, under certain conditions.
* Very high snares will no longer make running mobs stop. Walking or fleeing (feared) mobs can still be stopped by high snares.
Database
Robregen
* Added a missing groundspawn "Abandoned Orc Shovel" in lake rathe
* Putrid Skeletons should now cast Putrid breath
* The Spectre in Feerrott will now see ivu
* decaying initiate / decaying councilman should be more common in Nektulos.
* a spirit of flame (cleric epic) should now leave a corpse if it recieve a death blow from the player.
* removed roambox and add grids to named cycle in Frontier Mountain.
* Named Cycle in Frontier Mountain should now instantly respawn
* Hangnail in Karnor Castle should now give a negative faction hit with Venril Sathir.
* adjust the following tradeskill:
-- Jewelcrafting, Fletching to 4
-- Baking, Brewing to 3
-- Tailoring, Smithing to 2
Amirite
07-13-2016, 04:47 PM
big things are happening. pretty awesome experience.
Kireal
07-15-2016, 10:55 PM
The development team on takproject is really amazing -- seriously in awe of these guys. The players are great too, but more would be awesome. Come play with us!
Speedz
07-17-2016, 05:45 AM
Since most of what I do never really lands on the patch notes I thought I'd add to the notes here.
Most recent addition to the TAKP tool line up:
http://www.takproject.net/forums/index.php?threads/spell-tracking-guide-released.6247/
Sketched
07-18-2016, 11:07 AM
Change logs available here http://www.takproject.net/forums/index.php?forums/changelog.24/. You can really see the amount of work that the dev team is putting in. Bugs get fixed, server is stable. Classic client can be annoying for some but it isn't really that bad, I enjoy it personally.
Amirite
07-19-2016, 12:23 PM
Change logs available here http://www.takproject.net/forums/index.php?forums/changelog.24/. You can really see the amount of work that the dev team is putting in. Bugs get fixed, server is stable. Classic client can be annoying for some but it isn't really that bad, I enjoy it personally.
Absolutely, doesnt take long to get used to the differences in the client. Like the lack of mouse wheel zoom. But its a great server and awesome opportunity and velious is soon!
Hasbinbad
07-19-2016, 12:49 PM
I think P1999 beginning mobs were made easier.
AC doesn't work on p99.
sOurDieSel
07-19-2016, 03:18 PM
Noob mobs were always pretty hard. It's just now everyone is used to rocken fungi tunics instead of cloth.
snergle
07-19-2016, 06:08 PM
can two people 2 box from the same ip? I play with my brother and we would want to each 2 box on tak
Kireal
07-19-2016, 07:35 PM
Sure Snergle, we have folks that do that. See this post for some guidance.
http://www.takproject.net/forums/index.php?threads/account-s-question.4832/#post-26417
Amirite
07-30-2016, 06:30 PM
Velious is Approaching pals! Sept 21st!!!!!
Amirite
09-06-2016, 04:32 PM
so close to Velious pals, then comes Luclin!
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