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  #921  
Old 04-28-2016, 04:40 PM
Tollen Tollen is offline
Kobold


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Both are staying strong atound 100 150 toons log in at time
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Tollen - 22 Bard - P1999
Tollen - 65 Bard - EQmac
Tollen - 60 Bard <Powerslave> - p2002
  #922  
Old 04-28-2016, 05:40 PM
Lenas Lenas is offline
Orc


Join Date: Jan 2012
Posts: 46
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Two strong player bases, one strong dev team.
  #923  
Old 05-04-2016, 06:28 PM
sektolzer sektolzer is offline
Large Bat


Join Date: Mar 2016
Posts: 11
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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.
  #924  
Old 05-21-2016, 06:40 PM
sektolzer sektolzer is offline
Large Bat


Join Date: Mar 2016
Posts: 11
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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.
  #925  
Old 05-24-2016, 05:50 PM
Amirite Amirite is offline
Kobold


Join Date: Jul 2011
Posts: 132
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Takp is awesome A+.
  #926  
Old 05-24-2016, 05:56 PM
Villide Villide is offline
Kobold

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Quote:
Originally Posted by Amirite [You must be logged in to view images. Log in or Register.]
Takp is awesome A+.
QFT
  #927  
Old 05-25-2016, 03:05 PM
Haynar Haynar is offline
Developer

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Location: West of the Mississippi
Posts: 2,955
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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
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  #928  
Old 05-25-2016, 03:17 PM
Happy Happy is offline
Sarnak


Join Date: Sep 2011
Posts: 325
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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!
  #929  
Old 06-15-2016, 01:01 PM
sektolzer sektolzer is offline
Large Bat


Join Date: Mar 2016
Posts: 11
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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.)
  #930  
Old 06-15-2016, 02:47 PM
nagmarr nagmarr is offline
Scrawny Gnoll


Join Date: Jan 2012
Posts: 24
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nice work guys
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