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LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
Perl will not be the scripting language. I havent decided which one we should use, but perl is definately not one of the options. I do like php, but even though it is easy to learn, it still might be out of reach from some people. It might even be xml based. This is what we use for packet structs and it has worked out fairly well and is flexible.
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LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
We have a packet collector, but we dont want to let anyone use it until about a month before the release of Kunark. The reason for this is that once it becomes available, SOE will probably try to prevent it from working ASAP. If we release it now, the packets might not be any good in 4 months when the expansion is released. Hopefully this will allow us to get all the packet logs we need before SOE can break it again.
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Infirno
- Posts: 2
- Joined: Mon Jul 30, 2007 6:07 pm
That, I must say, is a plan designed by a genious.LethalEncounter wrote:We have a packet collector, but we dont want to let anyone use it until about a month before the release of Kunark. The reason for this is that once it becomes available, SOE will probably try to prevent it from working ASAP. If we release it now, the packets might not be any good in 4 months when the expansion is released. Hopefully this will allow us to get all the packet logs we need before SOE can break it again.
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techguy84
- Posts: 187
- Joined: Wed Jul 25, 2007 4:56 pm
- Location: Qeynos Guard Shack
- Contact:
I think if quest/scripts are in something other than perl, that is awesome. If we could make part of it DB driven and the complex parts in a very simple and easliy done language, that would help more people be able to code up quest from Live thefore increasing Live likeness. I only said perl because i figured that alot of stuff was just going to be built upon what is already know to work. Although, I think that perl wasnt a oringinal part of EQ Emu for questing needs was it. At least I dont remember having to install it way back then =)
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LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
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techguy84
- Posts: 187
- Joined: Wed Jul 25, 2007 4:56 pm
- Location: Qeynos Guard Shack
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We dont have to shoot for "SOEness", but it would be nice if it was possible. One of the biggest things like in my last post is rounding up contnet to bring the emu up to speed with live. DB stuff can be kinda easy once packet collecting is perfected and not broken, something can be done to convert thoses into easily sourcable sql files i think. The catchy part is questing. Questing was big in EQ1, but not near as big as EQ2. Hell, you cant even get off the noob island without some sort of quest type script.
I dunno, maybe im just rambling here and being incoherent, but the point is, questing in perl is a pain in the ass for someone that doesnt know a lick of programing. Some language has to be involed to drive questing, but something simple could power it. XML would be a good idea as you dont need any additional programs to utilize a xml file, only support built into the emu right? And xml is a read hard task to learn like perl.
(Note: Im a noob so some/all of this post is based upon logical guess and is in no way factual. Im probably wrong on ever sentence, but hey, I got another post in so im cool)
I dunno, maybe im just rambling here and being incoherent, but the point is, questing in perl is a pain in the ass for someone that doesnt know a lick of programing. Some language has to be involed to drive questing, but something simple could power it. XML would be a good idea as you dont need any additional programs to utilize a xml file, only support built into the emu right? And xml is a read hard task to learn like perl.
(Note: Im a noob so some/all of this post is based upon logical guess and is in no way factual. Im probably wrong on ever sentence, but hey, I got another post in so im cool)
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SAweb
- Retired
- Posts: 60
- Joined: Wed Jul 25, 2007 11:14 pm
Lol! Well, nothing you ever say is particularly "wrong" - What I meant by SOEness was that we need to get the games features working as good as possible.techguy84 wrote: (Note: Im a noob so some/all of this post is based upon logical guess and is in no way factual. Im probably wrong on ever sentence, but hey, I got another post in so im cool)
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techguy84
- Posts: 187
- Joined: Wed Jul 25, 2007 4:56 pm
- Location: Qeynos Guard Shack
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Hehe, what I meant was mainly pertaining to the xml comment. I dont know xml a great deal, but to my knowledge, its just slapped together and written in something simple like notepad or wordpad. Give that you can write it there, i figured that a xml translator could just be incorporated into the emu, resulting in everyone not needing to install addition programs to get the server going. The only thing that should be installed is a database engine such as MySQL or PortegeSQL. (the latter is just for another reference.SAweb wrote: Lol! Well, nothing you ever say is particularly "wrong" - What I meant by SOEness was that we need to get the games features working as good as possible.
Anyhow though, i plan to take addition interest in this far beyond what I did in eqemu so no matter what quest are wrote in, i plan on learning that language.
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SAweb
- Retired
- Posts: 60
- Joined: Wed Jul 25, 2007 11:14 pm
Cool manstechguy84 wrote:Hehe, what I meant was mainly pertaining to the xml comment. I dont know xml a great deal, but to my knowledge, its just slapped together and written in something simple like notepad or wordpad. Give that you can write it there, i figured that a xml translator could just be incorporated into the emu, resulting in everyone not needing to install addition programs to get the server going. The only thing that should be installed is a database engine such as MySQL or PortegeSQL. (the latter is just for another reference.SAweb wrote: Lol! Well, nothing you ever say is particularly "wrong" - What I meant by SOEness was that we need to get the games features working as good as possible.
Anyhow though, i plan to take addition interest in this far beyond what I did in eqemu so no matter what quest are wrote in, i plan on learning that language.
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LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
Hehe, the emu already has an xml parser. We use it for making dynamic packet structs. For example, here is the struct for ZoneInfo:
When starting up it loads all the packet structs and when needed, it gives us a copy of one we can use to set the data and send it to the client.
Code: Select all
<Struct Name="WS_ZoneInfo" ClientVersion="1" OpcodeName="OP_ZoneInfoMsg">
<Data ElementName="server1" Type="EQ2_8Bit_String" />
<Data ElementName="server2" Type="EQ2_8Bit_String" />
<Data ElementName="unknown1" Type="int8" Size="1" />
<Data ElementName="unknown2" Type="int32" Size="1" />
<Data ElementName="unknown3" Type="int32" Size="1" />
<Data ElementName="auction_website" Type="EQ2_8Bit_String" />
<Data ElementName="auction_port" Type="int32" Size="1" />
<Data ElementName="upload_page" Type="EQ2_8Bit_String" />
<Data ElementName="upload_key" Type="EQ2_8Bit_String" />
<Data ElementName="zone" Type="EQ2_8Bit_String" />
<Data ElementName="zone2" Type="EQ2_8Bit_String" />
<Data ElementName="unknown4" Type="int16" Size="1" />
<Data ElementName="zone_desc" Type="EQ2_8Bit_String" />
<Data ElementName="char_name" Type="EQ2_8Bit_String" />
<Data ElementName="x" Type="float" Size="1" />
<Data ElementName="y" Type="float" Size="1" />
<Data ElementName="z" Type="float" Size="1" />
<Data ElementName="unknown5" Type="int32" Size="1" />
<Data ElementName="unknown6" Type="int8" Size="3" />
<Data ElementName="unknown7" Type="float" Size="2" />
<Data ElementName="unknown8" Type="int8" Size="1" />
<Data ElementName="unknown9" Type="float" Size="2" />
<Data ElementName="num_adv" Type="int32" Size="1" />
<Data ElementName="adv_array" Type="Array" ArraySizeVariable="num_adv">
<Data ElementName="adv_name" Type="EQ2_16Bit_String" />
<Data ElementName="adv_id" Type="int16" />
</Data>
<Data ElementName="num_client_setup" Type="int32" Size="1" />
<Data ElementName="client_cmd_array" Type="Array" ArraySizeVariable="num_client_setup">
<Data ElementName="client_cmds" Type="EQ2_8Bit_String" />
</Data>
<Data ElementName="unknown11" Type="int32" Size="1" />
</Struct>techguy84 wrote:Hehe, what I meant was mainly pertaining to the xml comment. I dont know xml a great deal, but to my knowledge, its just slapped together and written in something simple like notepad or wordpad. Give that you can write it there, i figured that a xml translator could just be incorporated into the emu, resulting in everyone not needing to install addition programs to get the server going. The only thing that should be installed is a database engine such as MySQL or PortegeSQL. (the latter is just for another reference.SAweb wrote: Lol! Well, nothing you ever say is particularly "wrong" - What I meant by SOEness was that we need to get the games features working as good as possible.
Anyhow though, i plan to take addition interest in this far beyond what I did in eqemu so no matter what quest are wrote in, i plan on learning that language.
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Spooler
- Posts: 39
- Joined: Wed Aug 29, 2007 2:38 am
I may be posting this a little to late but i notcied last night i was the only person thinking of the aggro system.
It's one of those things that really is important especially in instances for things like mobs running through walls and killing you or coming from ontop of you.
Just thought i would add my 2 cents worth.
Keep up the good work guys !
It's one of those things that really is important especially in instances for things like mobs running through walls and killing you or coming from ontop of you.
Just thought i would add my 2 cents worth.
Keep up the good work guys !
Can't wait for some private server Eq 2 action !!!
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techguy84
- Posts: 187
- Joined: Wed Jul 25, 2007 4:56 pm
- Location: Qeynos Guard Shack
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Pfft.. Aggro is overrated. Who in the hell wants mobs to attack them just cause they dont like them. Thats not realistic. Mobs should just stand there with zero AI and watch you run through and kill all thier brothers and sisters, one by one.... now thats realistic.Spooler wrote:I may be posting this a little to late but i notcied last night i was the only person thinking of the aggro system.
It's one of those things that really is important especially in instances for things like mobs running through walls and killing you or coming from ontop of you.
Just thought i would add my 2 cents worth.
Keep up the good work guys !
j/k btw...
Aggro is a great feature, and will of course be implemneted in due time, but this was kind of a priority poll. What good is a aggro system if you cant fight the aggro. As far as Intellgent aggro, thats a different story all together. Starting out, mobs may attack through walls, or magically see you from 300 yards away just cause your a high elf. Getting aggros to work is step one, tweaking them is step two, and then step three is perfecting them. You only have to make them right once, as aggro in general will not change with every live update and new expansion. It will still be aggro. Get aggro going is going to be a higher priorty, but below things like zoning, movment, combat, but above thins like Guild features, trade skills, and dare I say questing. Assuming of course, but it would make sense that way.
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