JAB YOUR ARE A FU** GOD !!!!!!!!!!

EQ2Emulator Development forum.

Moderator: Team Members

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Jabantiz » Mon Mar 25, 2013 5:49 pm

Had a crash a few minutes ago and I had sadly forgot to attach a debugger when I started the server today so no clue what happened, will go over the server log in a little to see if it has any clues but not counting on it. Also thanks all for testing it out, it is working a lot better then I had hoped and seems to be well received so far, I will see about getting it to the functionality of what we have on SVN so I can commit it now.
Zcoretri wrote: Couple of observances from me. I would like to see the spawn you are engaged with, when you move away from it, that it respond slightly quicker to come back at you. That can probably be tweaked later on if need be.

The second is, is there code for the spawns to stop attacked you after running away from them after a certain distance from their spawn point? I dragged toxic crawlers to the the guards, who promptly put a beat down on the crawlers, lol.
1 - I will look into making them respond faster after their target moves out of range.
2 - Yes there was a hardcoded define for max chase distance, I believe it was set to 80 and that is what I am using to determine when they need to run back.
alfa wrote: 1 - Sometimes, I think it's when you kill a mob with riposte or other and casting a skill to, the cast bar still show (full) and you cannot cast another spell, just enable/disable auto attack.

2 - On Queen Colony, have a big aggro, run away (long distance), seem to mobs go away, I stop, and was killing by invisible mobs, it show me damage, auto target NPC cause he hit me but don't see it (maybe underground) but whit the distance I do they should have return to spawn point.
1 - Interesting, will look into that and hopefully that might fix some of our issues with the cast bar being stuck open.
2 - I noticed on newer clients there seems to be an issue with the spawn dropping below ground if they try to go up a hill. Not sure how to handle this yet as the server has no geometry to properly place the spawn and setting it to the same as the players may cause issues if/when the player jumps.
John Adams wrote: 2 things I notice just off the bad, as I mentioned speed. I think they are running a little too fast, maybe. We have those speed offsets that we continually mess with release to release, so we might need to calc based on client version, if we do not already (I am on 1205)

Second, when a spawn runs back to it's spawn point, they need to turn to face their spawned heading. Otherwise, they look perfect.
1 - I use the spawns max speed when they engage in combat, not sure where max speed gets set though I saw a hardcoded value of 8 which I can adjust lower if all spawns are to fast. Otherwise we may need to add a lua function or db field for max speed if there isn't one already.
2 - I will see what I can do about setting there heading back to normal once they return.
alfa wrote: About NPC mouvement, don't forget anti kitting, it was implemented in 2007 as far as I remember.
This will have to go on a to-do list for right now as this will be a custom brain. I could use this as another example on how to overwrite the default brain once I get everything else up and running like it should.

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Jabantiz » Mon Mar 25, 2013 8:28 pm

I made the response time slightly faster for when the target moves out of melee range but it is now limited to timers, both the ai and movement timers.
Spells should now be interrupted when your target dies, hopefully this will fix some of the issues where the cast bar gets stuck open.
Getting a spawn to return to its original heading has turned out to be a lot more challenging then I anticipated. The code I added sometimes works but still they seem to continue to face the way they were running last rather often.

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Jabantiz » Mon Mar 25, 2013 10:59 pm

Started work on encounters and loot, loot should work encounters is going to need some work to do it properly and not the easy way I did it before. I will still add to or rewrite loot as needed just trying to get functionality back to what is on SVN so I can commit the code.

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Jabantiz » Thu Mar 28, 2013 3:01 pm

I had planned to finish the encounters a few days ago but rl got in the way, so this is a few days late but encounters should be working properly on my server now. I think this bring my code up to the same functionality that is on dev svn. Encounters may have some issues as I know I overlooked some things like one hit kills and pets but those issues should be fixed, not sure what else I might have overlooked though.

@John
As I said this should bring me up to the same level of functionality that we currently have. There are still a few things I hope to rewrite and the code is a mess, still have the old classes in for reference and lots of commented out code scattered around that used the old classes. Do you want me to commit as is and clean up as I go or hold off until I have cleaned it up?

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by John Adams » Thu Mar 28, 2013 3:54 pm

While I'm dying to get my hands on it, why don't we wait until you feel comfortable with the code, functionality and "cleanliness" :D Code is confusing enough, and you know me and the "Find" command, I get lost easily.

Thanks for this great effort, EQ2TC can wait a few more days or so.

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by Jabantiz » Fri Mar 29, 2013 7:40 pm

Committed the code to dev SVN. Equations still need work and haven't gotten to working on loot yet but it is the same level of functionality as what we had.

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!

Post by John Adams » Fri Mar 29, 2013 9:08 pm

Excellent work on this, Jabantiz.

The new Combat code is live on EQ2TC. I'll make a formal post asking people test it now.

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests