Master Systems List- What We Have Left

Old feature requests stored here for reference.
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Master Systems List- What We Have Left

Post by ZexisStryfe » Tue Apr 06, 2010 6:46 pm

Alright everyone,

Here is the promised thread which contains a consolidated list of the remaining systems we need to implement to reach completion. This list has a relatively high level view of the systems (for a more granular view we have the Project Status page) broken down into Major Systems, Minor systems, Add-ons, and Revamps. These ranks are defined as follows:

Major System: Major systems are the base systems of Everquest 2. As a general rule these systems will require the most work to implement properly and most other systems will rely upon one of these to function completely.
Minor System: Minor systems are systems which will take less work to implement and are generally independant systems (relative to Major Systems).
Add-on: Add-ons are small systems or extensions of existing systems with new functionality. Generally speaking these systems cannot stand on their own and require relatively small amounds of work to implement.
Revamp: Revamps are systems which currently function in the emulator, however either do not work properly or are inefficient in their implementation. These systems will require at least a partial revamp as the emulator progresses.

If a system has been started, its name will be shown in green. Once completed it will be checked off and its name will be changed to blue.

This list is rather long, and I intend for it to be rather fluid as I am sure I forgot some things (please let me know if I did!), and we all know SoE loves adding new systems (such as the upcoming Storyteller System, which is already on the list). The list will contain no priorities or any order in which we need to get things done. After the release of 0.7 I believe it would be best for us to shoot to get 50% of the list complete before the release of 0.8. This will allow us to do the other half of the list with 0.9 and then play catch up and flesh out for the 1.0 release.
Major systems
  • [ ] Alternate Advancement
    [ ] Collision Detection (Zone Geometry)
    [ ] Implied Targets
    [ ] Instancing
    [ ] Map (fog)
    [ ] Pets
    [ ] PvP
    [ ] Tradeskills
Minor systems
  • [ ] /Claim
    [ ] Achievement system
    [ ] Arena
    [ ] Battlegrounds
    [ ] Collection Quests
    [ ] Deity Blessings/Miracles
    [ ] Knowledge Book
    [ ] Macros
    [ ] Marketplace
    [ ] Mentoring/Chronomancy
    [ ] Persona
    [ ] Player housing
    [ ] Racial Traits/Training/Traditions
    [ ] Research Assistants
    [ ] Scribing
    [ ] Slayer Tracking
    [ ] Status
    [ ] Storyteller System
    [ ] Teleport Portals
    [ ] Titles
    [ ] Weather
    [ ] Zone Reuse timers
Add-on functionality
  • [ ] LFG/LFM/LFW
    [ ] Additional LUA functionalities (catch all)
    [ ] Appearance Slots
    [ ] Conditional Events
    [ ] Cross-server chat
    [ ] Discovery XP
    [ ] Flying/Transportation Mounts
    [ ] Group combat perks/functionality
    [ ] Guild Banks
    [ ] Guild Recruiting
    [ ] Languages
    [ ] Mail (Items/Coin functionality)
    [ ] Merchants (status and token functionality)
    [ ] Private Chat Channels
    [ ] Quest Functionality (Group, shared, etc)
    [ ] Raid groups
    [ ] Spell Functionality
    [ ] Waypoints
    [ ] Zone Access Flags
Revamps
  • [ ] Groundspawn/Harvesting
    [ ] Items (Sentinel's Fate functionality)
    [ ] Loot (Smart loot, chest drops, shinies!)
    [ ] Spawn Movement
    [ ] XP
Database Changes
  • [ ] Spliting Dynamic and Static Databases
Program Changes
  • [ ] Reconfiguring .ini files
    [ ] Splitting of Login/Zone/World exes
As promised I will be removing the sticky from the existing priority posts and locking those threads. Any concerns regarding the content of those threads is to be posted here instead as this is intended to serve as a consolidated list of those threads.

Thanks!
Last edited by John Adams on Mon Oct 17, 2011 12:20 pm, edited 8 times in total.
Reason: Added Collision Detection as a major system.
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Re: Master Systems List- What We Have Left

Post by John Adams » Tue Apr 06, 2010 7:01 pm

The list looks great, Z. Nice work! Is using the Project Status module not going to work for tracking progress with these actions? If the Project Status is too detailed, we can certainly delete things and make it more focused generically. Otherwise, your check boxes and font colors will work just fine ;)

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Re: Master Systems List- What We Have Left

Post by ZexisStryfe » Tue Apr 06, 2010 7:04 pm

I like the Project Status page just the way it is! I won't be tracking details here, only general systems and functionality. This way we have something that is easier to tell what we need to do at a glance. We need the Project Status thread to keep track of all the minute details.
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Re: Master Systems List- What We Have Left

Post by John Adams » Wed Apr 14, 2010 9:53 am

Here are a few more things we need to consider doing post-0.7 release.

We need to re-write the config readers for things like LoginServer.ini and world_db.ini. I hate ini's, and there's no reason to maintain 2 separate configs. That was an early design concept that we have outgrown. Let's make a single configuration file, perhaps eq2emulator.xml, make it an XML, and make it a simpler option.

We need to (finally) split this database into "Static" and "Dynamic" (or, World vs Player data). I want to be able to push out content updates that do not effect the player data on everyone's server, since the Login-Updater will not be used for mass content delivery. We must identify any table that gets updated with server-specific data (characters, guilds, variables) and push those to a "eq2_players" database, while all things static (commands, appearances, spawns, spells, loot, items, blah) will remain in a "eq2_world" database. The configuration change above will allow the 2 separate configs to live in one single config xml.

Those two things I am really going to push for - hard. So be ready for them ;)


btw, there is more work to be done that is outside simply implementing eq2 systems that we must consider, but we'll talk about them as they come up (like splitting Login/World/Zone into separate exe's and/or dll's as LE originally planned). Please keep this in mind.

Zexis, if you want to keep non-Systems work separate, let's do that so your list remains focused. Your call.

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Re: Master Systems List- What We Have Left

Post by ZexisStryfe » Wed Apr 14, 2010 11:08 am

we can chat and I will make a separate category for all the program/DB stuff you want done, k?
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Re: Master Systems List- What We Have Left

Post by ZexisStryfe » Thu Apr 15, 2010 11:20 am

I moved this topic out into the public.
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