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#3
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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.
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Haynar <Millennial Snowflake Utopia>
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#4
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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?
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Steam: Mandalore93 / -=DoD=- Morte Dominus
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#5
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Both are staying strong atound 100 150 toons log in at time
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#6
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Two strong player bases, one strong dev team.
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#7
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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. | ||
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#8
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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. | ||
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#9
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Takp is awesome A+.
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