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  #81  
Old 12-23-2013, 11:51 AM
Raavak Raavak is offline
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Quote:
Originally Posted by Rellapse36 [You must be logged in to view images. Log in or Register.]
volunteers with clean whistles plz not ones associated with dupers/rmt'rs/cheaters
Sounds about as easy as finding a female virgin (of legal age).
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  #82  
Old 12-23-2013, 11:58 AM
Aeolwind Aeolwind is offline
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Quote:
Originally Posted by Alarti0001 [You must be logged in to view images. Log in or Register.]
Allow more volunteers.
Find a problem you want to fix, download source, review, write a fix, PM to a blue or red name.
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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.
  #83  
Old 12-23-2013, 12:05 PM
sedrie.bellamie sedrie.bellamie is offline
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can you set up a script that reads people's guild tags. When over 25 of one guild is in the zone, then the other guilds are kicked out like banish from naggy/vox lair?
  #84  
Old 12-23-2013, 12:06 PM
quido quido is offline
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The problems that need fixing the most are unique to p99 and thus cannot be fixed by a third party =P Send me the p99 source that makes mobs and players ghost/teleport and I'll fix it.
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  #85  
Old 12-23-2013, 12:19 PM
Kevynne Kevynne is offline
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Quote:
Originally Posted by Ciroco [You must be logged in to view images. Log in or Register.]
This was awesome. 10/10 would run around various zones chaotically again.
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I was at half health fighting two guards deciding whether or not I wanted to zone. I decided to go link dead instead.
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Dance puppets dance.
  #86  
Old 12-23-2013, 12:51 PM
skipdog skipdog is offline
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Yay for simulated patch days!
  #87  
Old 12-23-2013, 12:56 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
Find a problem you want to fix, download source, review, write a fix, PM to a blue or red name.
In questmgr.cpp there exists:
Code:
void QuestManager::UpdateSpawnTimer(uint32 id, uint32 newTime)
{
	bool found = false;

	database.UpdateSpawn2Timeleft(id, 0, (newTime/1000));
	LinkedListIterator<Spawn2*> iterator(zone->spawn2_list);
	iterator.Reset();
	while (iterator.MoreElements())
	{
		if(iterator.GetData()->GetID() == id)
		{
			if(!iterator.GetData()->NPCPointerValid())
			{
				iterator.GetData()->SetTimer(newTime);
			}
			found = true;
			break;
		}
		iterator.Advance();
	}

	if(!found)
	{
		//Spawn wasn't in this zone...
		//Tell the other zones to update their spawn time for this spawn point
		ServerPacket *pack = new ServerPacket(ServerOP_UpdateSpawn, sizeof(UpdateSpawnTimer_Struct));
		UpdateSpawnTimer_Struct *ust = (UpdateSpawnTimer_Struct*)pack->pBuffer;
		ust->id = id;
		ust->duration = newTime;
		worldserver.SendPacket(pack);
		safe_delete(pack);
	}
}
This appears to do exactly what you want: it updates the database and communicates with the other zone servers if necessary. Is the QuestManager stuff not available from your perl scripts? Or is it difficult to get the NPC id? I poked around in the source a bit more and it *looks* like a static global id per mob, but maybe not.

Anyway, basically I agree with Jeremy: it simply cannot be that hard to implement this, and it would be huge for the community.
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Quote:
Originally Posted by Arteker
in words of anal fingers, just a filthy spaniard
  #88  
Old 12-23-2013, 02:11 PM
August August is offline
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Quote:
Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
Find a problem you want to fix, download source, review, write a fix, PM to a blue or red name.
Link to do this? Like, a list of problems, where the source is, etc?

I'm not particularly upset about any one fix so if I could just pick one off the top that'd be ideal.

I have maybe 4-5 hours a week to contribute check-ins.
  #89  
Old 12-23-2013, 02:16 PM
baalzy baalzy is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
In questmgr.cpp there exists:
Code:
SNIP
This appears to do exactly what you want: it updates the database and communicates with the other zone servers if necessary. Is the QuestManager stuff not available from your perl scripts? Or is it difficult to get the NPC id? I poked around in the source a bit more and it *looks* like a static global id per mob, but maybe not.

Anyway, basically I agree with Jeremy: it simply cannot be that hard to implement this, and it would be huge for the community.
I recall it being said that the way variance was implemented it's not possible to actually see when the mobs are going to repop. It could be the interaction with the variance system and the repop timer in the database where manually setting the repop time just causes the variance code to re-trigger and open the mob up to a new window.

I could be mistaken as the thread where I got this information from would be over 2 years old.
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  #90  
Old 12-23-2013, 02:39 PM
Splorf22 Splorf22 is offline
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I am pretty sure when fay troll went out one of the guides told me that they knew when the mob would spawn.

The logical place to apply variance would be when the respawn is calculated (you can even apply extended variance then).
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Quote:
Originally Posted by Arteker
in words of anal fingers, just a filthy spaniard
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