New C++ Skills for EQ2
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- Gilraak
- Posts: 107
- Joined: Thu Sep 09, 2010 9:33 pm
New C++ Skills for EQ2
So I'd like to put my new C++ skills to the test. I've got an understanding to where I'd like to try my hand at a small bug, or something the devs think is somewhat simple enough that it wouldn't need 20 years of knowledge (;
Gilraak - Level 28 / Amari - Level 10
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: New C++ Skills for EQ2
Yo Steverino,
Grab the code from Public SVN, browse the Bug Tracker for Server Bugs, and try it out. When you get something working the way you like, create a diff and post it in the Server Code Submissions forum for review.
Looking forward to your contribution.
Grab the code from Public SVN, browse the Bug Tracker for Server Bugs, and try it out. When you get something working the way you like, create a diff and post it in the Server Code Submissions forum for review.
Looking forward to your contribution.
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
- Gilraak
- Posts: 107
- Joined: Thu Sep 09, 2010 9:33 pm
Re: New C++ Skills for EQ2
Alright, will do!
Also, what is the current stable client (Still 6118L?) I downloaded your server pack 1.3 to make life easy.
Also, what is the current stable client (Still 6118L?) I downloaded your server pack 1.3 to make life easy.
Gilraak - Level 28 / Amari - Level 10
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: New C++ Skills for EQ2
6118L will be fine for ServerPack 1.3
If you're using current code from SVN, the DOV client is recommended thought the SF client will also still work. Just know that features specific to DoV+ being implemented will not function on SF client at this time.
If you're using current code from SVN, the DOV client is recommended thought the SF client will also still work. Just know that features specific to DoV+ being implemented will not function on SF client at this time.
- Gilraak
- Posts: 107
- Joined: Thu Sep 09, 2010 9:33 pm
Re: New C++ Skills for EQ2
I'm going to try to fix the titles bug posted yesterday. I'm just having issues with the client at the moment...
I updated to live and used the patch for DoV Client, but that is crashing, so I tried 6118L and that to produces a crash. I validated all my game files via the launcher and everything checks out.
I don't have a DoV disc, I don't think, but if I find one I'll try that route.
I updated to live and used the patch for DoV Client, but that is crashing, so I tried 6118L and that to produces a crash. I validated all my game files via the launcher and everything checks out.
I don't have a DoV disc, I don't think, but if I find one I'll try that route.
Gilraak - Level 28 / Amari - Level 10
- xinux
- Team Member
- Posts: 680
- Joined: Wed Mar 10, 2010 11:10 am
- Location: Destroyer of Servers
Re: New C++ Skills for EQ2
Double check this post which you should have access to and i just did not to long ago and it worked.
http://www.eq2emulator.net/phpBB3/viewt ... ive+to+dov
http://www.eq2emulator.net/phpBB3/viewt ... ive+to+dov
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)
- Gilraak
- Posts: 107
- Joined: Thu Sep 09, 2010 9:33 pm
Re: New C++ Skills for EQ2
I did not have permission to view the forum.
On a side note, I did actually get it to patch. Apparently, I had to run as administrator to make the launcher work correctly. It appeard it was working, but it really wasn't. Fooking Windows!
On a side note, I did actually get it to patch. Apparently, I had to run as administrator to make the launcher work correctly. It appeard it was working, but it really wasn't. Fooking Windows!
Gilraak - Level 28 / Amari - Level 10
- xinux
- Team Member
- Posts: 680
- Joined: Wed Mar 10, 2010 11:10 am
- Location: Destroyer of Servers
Re: New C++ Skills for EQ2
Sent you a PM with instructions let me know how it goes.
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: New C++ Skills for EQ2
Glad to see some one else interestd in c++, if you have any questions feel free to ask and I will do my best to help.
- Gilraak
- Posts: 107
- Joined: Thu Sep 09, 2010 9:33 pm
Re: New C++ Skills for EQ2
My biggest question is how do I catch up, in terms of what you guys have built. Would Johns logger be the best to learn how the code works? I'm just having trouble getting a grasp of it. But, at least this time I understand the C++ behind it. : )
Gilraak - Level 28 / Amari - Level 10
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: New C++ Skills for EQ2
I have been working with the emu for almost a year now and I still don't know a lot of the code. The project is massive and is only going to continue to grow, lack of comments and some complex/confusing code can have you going in circles. For me the best approach was to just jump in and do something, learn the system you are working on and go from there. If you decide to work on a new system you will probably have to learn how to work with packets and structs.
Jumping into the code may seem daunting at first but if you focus on just a small part and work out from there it is not so bad.
Jumping into the code may seem daunting at first but if you focus on just a small part and work out from there it is not so bad.
- xinux
- Team Member
- Posts: 680
- Joined: Wed Mar 10, 2010 11:10 am
- Location: Destroyer of Servers
Re: New C++ Skills for EQ2
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)
- Gilraak
- Posts: 107
- Joined: Thu Sep 09, 2010 9:33 pm
Re: New C++ Skills for EQ2
I just downloaded and am looking through it. I've been meaning to ask what are good C++ books. I browser Amazon and from the comments and opinions it seems most are justr blah in terms of content and structure.
Gilraak - Level 28 / Amari - Level 10
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: New C++ Skills for EQ2
IMO, there is no real "wrong" way to do anything. Well, I am sure there is, but it is still my opinion. 10 C++ developers will write "print('Hello World!');" differently. I too have discovered 90% of the books on anything technological are usually regurgitations of 20 other books by 20 other know-it-alls who think their way is right.
As I am learning C++ myself, I tend to learn off those whom I work with - in this case, LethalEncounter, Scatman, and now Jabantiz (and a few others along the way). They all have incredible skills and their code functions perfectly (most times
) The hardest part, as the Project Admin here AND a student of C++, is getting these 3 brains to stay consistent with each other - because, see above, everyone does things their own way.
For >this< project, however, I am quite the stickler and will beat (Jabantiz) to death on coding standards and practices relating to EQ2Emulator, because I do not want 10 different styles in our code. I want us to adopt 1, and be consistent. So far, and no offense to anyone else, Scatman's style is the best, easiest to understand, and most consistent. This does not mean Jab or LE wrote bad code, it just means I like Scat's style the most
and push everyone to follow that style - for consistency.
All that blahblahblah said, there is always a better way to do things. Jab has shown me on a number of occasions where his ideas trump that of "der Meister" himself, LethalEncounter. When it's obvious the new way is better, I am the one adapting, and have no problem doing so... just takes some doing to convince me
So, if/when you start slapping C++ code out there, be sure you are familiar with OUR coding standards and practices - by that I mean newer modules written by Scat, Jab, Zcoretri, or myself. LE's code is good, but it's old and we're adapting. If you can handle this simple requirement, the learning curve will be minimal for all.
As I am learning C++ myself, I tend to learn off those whom I work with - in this case, LethalEncounter, Scatman, and now Jabantiz (and a few others along the way). They all have incredible skills and their code functions perfectly (most times
For >this< project, however, I am quite the stickler and will beat (Jabantiz) to death on coding standards and practices relating to EQ2Emulator, because I do not want 10 different styles in our code. I want us to adopt 1, and be consistent. So far, and no offense to anyone else, Scatman's style is the best, easiest to understand, and most consistent. This does not mean Jab or LE wrote bad code, it just means I like Scat's style the most
All that blahblahblah said, there is always a better way to do things. Jab has shown me on a number of occasions where his ideas trump that of "der Meister" himself, LethalEncounter. When it's obvious the new way is better, I am the one adapting, and have no problem doing so... just takes some doing to convince me
So, if/when you start slapping C++ code out there, be sure you are familiar with OUR coding standards and practices - by that I mean newer modules written by Scat, Jab, Zcoretri, or myself. LE's code is good, but it's old and we're adapting. If you can handle this simple requirement, the learning curve will be minimal for all.
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
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