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  #61  
Old 12-23-2013, 08:41 AM
Splorf22 Splorf22 is offline
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Originally Posted by quido [You must be logged in to view images. Log in or Register.]
There's any number of ways you could get this to work
This was my thought as well. Maybe we can get Nilbog to chime in on why this would be hard.
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  #62  
Old 12-23-2013, 08:43 AM
quido quido is offline
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As with so much here, I'd bet that deciding the details is more difficult than implementing them.
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  #63  
Old 12-23-2013, 09:14 AM
drktmplr12 drktmplr12 is offline
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Quote:
Originally Posted by Ravager [You must be logged in to view images. Log in or Register.]
No tracking over Christmas even.
Methinks this was the primary reasoning for simulated patch day. Good showing everyone [You must be logged in to view images. Log in or Register.]
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  #64  
Old 12-23-2013, 09:54 AM
Aeolwind Aeolwind is offline
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Originally Posted by quido [You must be logged in to view images. Log in or Register.]
As with so much here, I'd bet that deciding the details is more difficult than implementing them.
It might be easy. If you consider scripting the Sleeper event easy. Same thing, so this will probably happen sooner than later. It was a little difficult to get mobs to talk across zone lines. If there is some procedure for that now, then this might be "easy".
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Quote:
Originally Posted by Nilbog
If all the polls I have done up until now fully counted, you would be playing on some abomination of a PVP server with 2-10 boxing based on votes from people named xcm234nv and adfa234.
  #65  
Old 12-23-2013, 09:55 AM
Barkingturtle Barkingturtle is offline
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I've played here since this server opened four years ago, and I have never until last night even considered the possibility of raiding. Today, I'm going to start leveling a rogue. Thanks devs.
  #66  
Old 12-23-2013, 10:07 AM
Tecmos Deception Tecmos Deception is offline
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Hey Sadre. You should look forward to raiding.

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  #67  
Old 12-23-2013, 10:07 AM
Tasslehofp99 Tasslehofp99 is offline
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Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
Hey Sadre. You should look forward to raiding.

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haha
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  #68  
Old 12-23-2013, 10:08 AM
quido quido is offline
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Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
It might be easy. If you consider scripting the Sleeper event easy. Same thing, so this will probably happen sooner than later. It was a little difficult to get mobs to talk across zone lines. If there is some procedure for that now, then this might be "easy".
I would do the actual popping of a simulated repop through manual database manipulation. It's a bit of a hack in that there exists a more elegant solution (though this probably involves considerably more overhead), but why not just have a timer that invokes a C++ function that iterates through the list of applicable mobs and sets their respawn times to 6 seconds in the future or whatever. As far as sending messages and earthquakes or whatever I don't know and would have to do more research, but the popping of the actual spawns is rather trivial.
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  #69  
Old 12-23-2013, 10:10 AM
Aeolwind Aeolwind is offline
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Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
It might be easy. If you consider scripting the Sleeper event easy. Same thing, so this will probably happen sooner than later. It was a little difficult to get mobs to talk across zone lines. If there is some procedure for that now, then this might be "easy".
Disclaimer: This is not an indication of any sort of schedule respawns/patch day simulation. I'm commenting only on the possibility of the creation of such a mechanism in the event it might be needed.
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Quote:
Originally Posted by Nilbog
If all the polls I have done up until now fully counted, you would be playing on some abomination of a PVP server with 2-10 boxing based on votes from people named xcm234nv and adfa234.
  #70  
Old 12-23-2013, 10:36 AM
Aeolwind Aeolwind is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
I would do the actual popping of a simulated repop through manual database manipulation. It's a bit of a hack in that there exists a more elegant solution (though this probably involves considerably more overhead), but why not just have a timer that invokes a C++ function that iterates through the list of applicable mobs and sets their respawn times to 6 seconds in the future or whatever. As far as sending messages and earthquakes or whatever I don't know and would have to do more research, but the popping of the actual spawns is rather trivial.
I don't screw around in the source code. I'd rather the game remain playable. I tinker strictly on the scripting side, which is dangerous enough. Making a worldwide emote via scripts is WAY easier than making a mob repop locally because there is built in function for that (quest::we(int type, const char *str) ). There is a quest::repopzone() function, but the issue becomes triggering it remotely. Otherwise, it is just easier to jump from zone to zone repopping them with GM commands. Nil has some nifty new stuff that I've not fully read through yet and this may already have a precedent that can be copy/paste/win.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.

Quote:
Originally Posted by Nilbog
If all the polls I have done up until now fully counted, you would be playing on some abomination of a PVP server with 2-10 boxing based on votes from people named xcm234nv and adfa234.
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