Note that I'll still go off on tangents to fix things, but I'll try to stick to your list whenever possible.
Priority List
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LethalEncounter
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Priority List
Hey JA, since you have some free time on your hands, if you don't mind could you make a priority list of the things you would like completed. Right now, there are so many things that need fixing or are half finished that I am starting to lose track of what needs to be done. Since you probably use the emu more than anyone you are by default the 'user' of the project. So I need a priority list from the user. 
Note that I'll still go off on tangents to fix things, but I'll try to stick to your list whenever possible.
Note that I'll still go off on tangents to fix things, but I'll try to stick to your list whenever possible.
- John Adams
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Re: Priority List
OUCH! My nuts!LethalEncounter wrote:Hey JA, since you have some free time on your hands,
I'll see what I can gather up and post it here. I am not as much a user as I am a bitcher... others do have things they'd like to see as well, but together we'll come up with something not too crazy. We do still have our 0.7 priority list thread, which may almost (if not already) be completed.
Off the top of my head, I would ask that the quest/spell LUA support be tackled, as the Content guys cannot complete a zone right now with some of the things needed. This, along with crash bug fixing is probably #1.
Scatman: Can you please go through this thread and pull out the specific things you still need to complete your quest work?
Combat:
- Bugs with combat system (new'ish to TSO support) http://eq2emulator.net/phpBB3/viewtopic.php?f=13&t=1235
DONE! Add support for Ranged combat
Items:
- DONE! Item inspection/collection/harvesting for quests (scat?)
DONE! Item remove from inventory for Quests
DONE! Item - Multiple quest rewards, select 1
Add item_effects (and possibly display for item_sets) info to examine
2009.02.07 - Add support for proper display of item_stats type 01 (currently showing as a "stat string" and not a bonus to the stat)
General issues: http://eq2emulator.net/phpBB3/viewtopic.php?f=13&t=1279
Finish Spawn system:
- DONE! Spawn - Animation (or can we already do this?)
DONE! Proximity reactions - Spawns need to emote, call out, or animate when a player comes close. Must comply with client settings to "only hear voice-overs once" but we can deal with that later.
DONE! Spawn - "Say" something at each waypoint
Other enhancements: http://eq2emulator.net/phpBB3/viewtopic.php?t=891- - Spawn "conditions", where criteria is set in order to determine pop/depop of NPC types (ie., day shift, night shift)
DONE! - Ability to spawn "sets" of NPCs (beastmaster + his beast) which may also be placeholders for a different type of NPC (ie., falconer and his falcon 50% of the time)
DONE! - Ability to spawn "groups" of NPCs (click one, they all light up and react together)
DONE! - Ability to spawn NPCs/Objects for only a single client or group of clients all sharing the same quest/steps (Zexis)
- - Spawn "conditions", where criteria is set in order to determine pop/depop of NPC types (ie., day shift, night shift)
PacketParser Items (so we can make loots/rewards!) :
- Immediate need, support for new item_types and fixes for newly discovered data issues (2009.02.07)
On-going http://eq2emulator.net/phpBB3/viewtopic.php?p=6503#6503
Race vs Race_Type:
- DONE! http://eq2emulator.net/phpBB3/viewtopic.php?t=905
DONE! LUA support to ID player race/class in scripts
Zone LUA:
- Quest - Location (you have discovered...)
http://eq2emulator.net/phpBB3/viewtopic.php?p=5565#5565
Spells Support:
- Spell - knock back
Spell - stun
Maintainable/buffs? Or was this for 0.7?
DONE(ish)! Other spells stuff from a while ago: http://eq2emulator.net/phpBB3/viewtopic ... 5977#p5977
Zcoretri, can we please get a list of what you need to complete spells?
Little things:
- DONE!Objects editing in-game: http://eq2emulator.net/phpBB3/viewtopic.php?p=6329#6329 This one I am iffy about... not sure if sometimes it works, sometimes not.
Ongoing Table field renaming/datatyping: You and I will have to talk about that slowly, since any change I make directly impacts many server systems. I'll get a list together before presenting anymore on this to you.
DONE! What ever happened to this? Merchants by Aaden: viewtopic.php?p=4983#4983
DONE! Maybe a revamp of the skills, visual_states, and other game data that may be out-of-date.
SOGA!
http://eq2emulator.net/phpBB3/viewtopic.php?t=819
DONE(ish)! Note; there are also bugs with appearances on non-SOGA models - such as beards and stuff. I haven't investigated this fully yet.
- DONE! #1 Hotbar for spells, abilities, arts, and macros. God please oh god in heaven fix this.
http://eq2emulator.net/phpBB3/viewtopic.php?t=832
DONE! #2 If characters.current_zone does not match any zones.name, currently the server just wracks up Client connections and never lets go. Fix this so maybe if it does not match, the player is deposited into their starting_zone? http://eq2emulator.net/phpBB3/viewtopic.php?t=908
DONE! Corpses shouldn't move around on the ground before reviving.
DONE! In-game maps, while not a bug (was on 0.7 priority list) is now a bug by Arremis
http://eq2emulator.net/phpBB3/viewtopic.php?t=934
DONE! /kill self should not ding you! And may be the cause of the 0/0 hp thingy http://eq2emulator.net/phpBB3/viewtopic.php?t=897
DONE! See if we can solve the max_hp/max_power = 0 bug? It renders characters useless, and must be deleted (if an admin doesn't reset the values)
DONE! After revive, still in Combat stance and cannot start another fight: Combat ERROR.
http://eq2emulator.net/phpBB3/viewtopic.php?t=858
DONE! /level down should not blow the integer values to -65535 http://eq2emulator.net/phpBB3/viewtopic.php?t=857
Bug with dead NPCs with no loot still showing [attack] when mouse over/right-click
http://eq2emulator.net/phpBB3/viewtopic.php?t=772 Original bug, but it has evolved. No loot on TESS right now. Come kill something and you will see it.
Enhancements/Feature Requests:
- Wandering groups - follow the leader NPCs
DONE! Change how /zone list works (ANR instead of page)
DONE! Move spawn_script from zonespawngroup
DONE! Something about making spawn heads turn your way when you are in proximity. This used to work back in 0.2 / 0.3 I believe.
Last edited by John Adams on Fri Sep 19, 2008 12:48 pm, edited 22 times in total.
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LethalEncounter
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How's that for a start? I can keep going if you like. While I'd like to see more subsystems come to life, maybe you're right that wrapping up what we got is a good plan.
For the 0.7 release, we have quite a few things on the task list still, but if you give us the LUA support for the last few requests, we can carry on scripting zones to completion.
Also, lots of players are asking about Items - though I do not generally give a shit... (don't use the Emu to screen shot how uber you wish you were for real
) but I find myself wishing I wasn't naked all the time. Items would be cool. And merchants, so visitors can "suit up" to try out our content! 
For the 0.7 release, we have quite a few things on the task list still, but if you give us the LUA support for the last few requests, we can carry on scripting zones to completion.
Also, lots of players are asking about Items - though I do not generally give a shit... (don't use the Emu to screen shot how uber you wish you were for real
- Scatman
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A couple of things need to be added to the quest system and I never actually realized how many quests need this until I began writing them. I'll list them from highest priority to lowest.
DONE!1. Quest journal display issue needs to be fixed. When there are more than one quest step under one taskgroup, only the first step's icon will show. Updates will update correctly.
2. The sound "gui_quest_reward" from the VPK needs to play when handing in a quest
I tried to figure this out but the client won't take "gui_quest_reward" or "quest_reward" as a valid string in PlaySound.
DONE!3. SetRequiredQuest LUA function needs to make the spawn targetable = 1, show_name = 1, and show_command_icon = 1. Currently, I believe it only does show_command_icon = 1.
DONE!4. Steps that do not have a Taskgroup associated with them are displayed in the journal correctly, but do not show up in the quest helper properly (at all).
DONE! 5. Need a way to set a quest step and update the quest step from inspecting an item. This requires clicking "examine" on the context menu that pops up after right clicking an item. There are usually two options to click. One would be like "inspect item" or "read note" which will then lead to some text and update the quest step. The other option on the context menu would be like "put item away" and you wouldn't get the quest update. Much like how conversations work.
DONE! 6. Need a way to set a quest step and update the quest step from harvesting an item. Now I'm assuming this could be done by setting an ObtainItem quest step? Maybe this needs to be tackled in the actual harvesting process once we get there where I would set the item to be obtained to the harvestables that get harvested from the harvestable? Whew lots of harvests there!
7. Sometimes a quest will give a quest reward in the middle of a quest. You obtain an item which is usually used for another step in the quest but it isn't actually just a simple SummonItem function because an actual window pops up that says "Quest Reward!" with the item listed and an accept button. I'll try to get a screen shot of this if you are not familiar with what I'm talking about.
8. There are some quests (one in Queen's Colony and multiple in RoK) where you have to lead a spawn back to a certain spot to update a quest step. And sometimes you have to lead back multiple (like hoarding three rhinos to follow you) back to a certain spot. Maybe a function kind of like SetQuestLocaionStep that sets an x,y,z with a radius but also takes a spawn_id and once that spawn_id goes into the x,y,z the quest is updated?
DONE!9. Receiving a quest from also inspecting an item.
DONE! 10. LUA function to determine a player's level.
DONE! 11. LUA function to change the quest's current zone. This is because lots of quests take part in multiple zones. So at certain steps within the quest the zone where it takes place may change.
Those are my immediate requests with the first two being the most important. I'll add or remove to this list as necessary.
Thanks!
Here's an example of a quest that provides some of the above. The quest starts out with having to kill 4 spiders. Easy enough. Immediately after killing the 4 spiders, the grouptext is updated and tells me to inspect a note and this window pops up showing the note I am supposed to inspect:

So I click Accept and get the item. After examining the item, this window pops up:

Clicking "Examine the Parchment" edits that window with new text. Clicking "Put the Parchment Away" will of course close the window. So I click "Examine the Parchment", the quest step updates, and I get this:

DONE!1. Quest journal display issue needs to be fixed. When there are more than one quest step under one taskgroup, only the first step's icon will show. Updates will update correctly.
2. The sound "gui_quest_reward" from the VPK needs to play when handing in a quest
DONE!3. SetRequiredQuest LUA function needs to make the spawn targetable = 1, show_name = 1, and show_command_icon = 1. Currently, I believe it only does show_command_icon = 1.
DONE!4. Steps that do not have a Taskgroup associated with them are displayed in the journal correctly, but do not show up in the quest helper properly (at all).
DONE! 5. Need a way to set a quest step and update the quest step from inspecting an item. This requires clicking "examine" on the context menu that pops up after right clicking an item. There are usually two options to click. One would be like "inspect item" or "read note" which will then lead to some text and update the quest step. The other option on the context menu would be like "put item away" and you wouldn't get the quest update. Much like how conversations work.
DONE! 6. Need a way to set a quest step and update the quest step from harvesting an item. Now I'm assuming this could be done by setting an ObtainItem quest step? Maybe this needs to be tackled in the actual harvesting process once we get there where I would set the item to be obtained to the harvestables that get harvested from the harvestable? Whew lots of harvests there!
7. Sometimes a quest will give a quest reward in the middle of a quest. You obtain an item which is usually used for another step in the quest but it isn't actually just a simple SummonItem function because an actual window pops up that says "Quest Reward!" with the item listed and an accept button. I'll try to get a screen shot of this if you are not familiar with what I'm talking about.
DONE!9. Receiving a quest from also inspecting an item.
DONE! 10. LUA function to determine a player's level.
DONE! 11. LUA function to change the quest's current zone. This is because lots of quests take part in multiple zones. So at certain steps within the quest the zone where it takes place may change.
Those are my immediate requests with the first two being the most important. I'll add or remove to this list as necessary.
Thanks!
Here's an example of a quest that provides some of the above. The quest starts out with having to kill 4 spiders. Easy enough. Immediately after killing the 4 spiders, the grouptext is updated and tells me to inspect a note and this window pops up showing the note I am supposed to inspect:

So I click Accept and get the item. After examining the item, this window pops up:

Clicking "Examine the Parchment" edits that window with new text. Clicking "Put the Parchment Away" will of course close the window. So I click "Examine the Parchment", the quest step updates, and I get this:

Last edited by Scatman on Sat Feb 07, 2009 7:26 pm, edited 9 times in total.
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Re: Priority List
At the beginning of my "retirement", LE asked me to summarize some of the priorities we needed from him. Now that my fun time is drawing to a close, I decided to go back through this list and strike off the things that are done. Boy, when you have your head down crunching away at content and data, sometimes the obvious slips by.
Take a look at the DONE! list above, and thank LE for his devotion... cuz not only are these things done, but we got a lot of other things taken care of during this 4 month period as well. Let's continue with this, and a 0.7 release can become a reality =)
Scat, can you please go through your listed post and tell us if anything still remains?
Zcoretri, I know you would like some spells-lovin... so can you conjure up a list of what you need for the spells you're working on?
Thanks everyone for a job well done
-J
Take a look at the DONE! list above, and thank LE for his devotion... cuz not only are these things done, but we got a lot of other things taken care of during this 4 month period as well. Let's continue with this, and a 0.7 release can become a reality =)
Scat, can you please go through your listed post and tell us if anything still remains?
Zcoretri, I know you would like some spells-lovin... so can you conjure up a list of what you need for the spells you're working on?
Thanks everyone for a job well done
-J
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Re: Priority List
Updated. Re-reading our lists, it's pretty awesome how much did get done. Thanks again LE for all your hard work on this, I can see 0.7 in the near future!
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Re: Priority List
/bump
Been a year on this one too. Let's review.
Been a year on this one too. Let's review.
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Re: Priority List
I've edited my post here.
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Re: Priority List
Me too, good idea Scat 
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