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Latest Client/Item Changes
Posted: Sun Nov 23, 2008 3:48 pm
by LethalEncounter
I have checked in the initial code for the latest client as well as the TSO box client. Both seem to work fairly well now although I know of two problems with the clients. One is that quests don't work, but that is because the struct (like many others) was changed and I havent had a chance to fix it. The other problem is that the place object struct changed so /move_spawn will crash the client.
In addition, this release has several item fixes and enhancements. I also tried to ensure that the structs were correct for all the clients I had. I am not completely done with items or this release, but I need people to start testing it to tell me what has broken so that I can fix it before the release. I wanted to do it before Thanksgiving, but since I will be out of town I figured that it wouldn't be the best idea

Posted: Sun Nov 23, 2008 3:59 pm
by John Adams
Yeah, let's wait til after this first wave of holiday madness for a release of 0.6.5 (or whatever it'll be called). I'd like to have some time with the code, and I too am swamped all this next week.
As for the new structs breaking a few things, I am not sure I should put this on TessEQ2 then since we're writing and testing quests there... so I'll put this up on TessEQ2Dev and open it up to try. Toons made by non-devs on this server will be deleted after this test cycle.
Nice work, LE. We appreciate the new client + items fixes!
Posted: Mon Nov 24, 2008 12:42 pm
by John Adams
LE, with this current revision, would you say the items "structures" are pretty close to how they are going to be? I'd like to build some scripting or modify the parser to populate items, but have been waiting for the tables to stabilize.
What say you?
Btw, initial testing of items appearances looks good. I am able to dress up and zone, and the appearances stick. If you can tell me what specifically got fixed, I can focus my testing. Or if this was a linear revamp (what worked before should work now, with the code rewrite) then I can report it does so far, although the stats still do not seem to show.
statsless.jpg
stats-db.jpg
I realize this may just be my data, but that's what I am hoping you can clarify.
Posted: Mon Nov 24, 2008 3:38 pm
by LethalEncounter
This should be an across the board item revamp. The structs were completely redone to capitalize on the newly found data types as well as fixes for the current ones. Although I am not completely finished with them, if you see something that clearly isn't correct please let me know.
Posted: Mon Nov 24, 2008 3:54 pm
by John Adams
Cool, I'll dig into the raw data tonight or tomorrow and see if what I already have loaded is correct.
Not to be greedy (hah) but can I get a bump on the parser structs, or is that something I can do using World structs? I was never too clear on that. I know to use the live Opcodes, but it can't be that easy.

Posted: Mon Nov 24, 2008 3:58 pm
by LethalEncounter
Yah you are right, it isn't that easy

The Worldstructs *might* work correctly, but the ParserStructs have a bit more information that the WorldStructs dont have. This is because there Parser and World really need to be merged together I just haven't had a chance to do so.
Posted: Mon Nov 24, 2008 4:00 pm
by John Adams
You know, you just need to stop all this real-life crap and chain yourself to the desk. Get some stuff done.
bwaha... j/k mate =)
Posted: Wed Dec 03, 2008 4:20 pm
by alfa
LE on TSO now when you move object in house or guild hall you can move it with the horizontal axis when you press Ctrl and use the mouse scroll and if you don't noticed that with LU48 if I correctly remember [Guild Hall release] you can change size with Shift and mouse scroll
Posted: Wed Dec 03, 2008 6:21 pm
by LethalEncounter
Nice, which also explains why they changed the struct
