So you want to help out, eh?

Project news and announcements can be found here, along with site/forum rules. Be sure to read this first!
Locked
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:

So you want to help out, eh?

Post by John Adams » Wed Aug 05, 2009 5:08 pm

Calling All Helpers!

  • Feeling a little intimidated by the task at hand?

    Afraid you do not know enough about {insert_system_here} to be helpful?

    Don't know C++ or LUA?

    Never laid eyes on MySQL Server before?
Well fear not, my little darlings. You can still help the project move along!

You do not need to know SQUAT except how to enter correct data and click Submit. The kind of things we need a lot of help with are not C++, LUA, or direct MySQL database work - but are in fact simple data updates using our teams private editor.

We need help setting up a ton of general data on what the core server needs; like zone revive points, discovery/location (POI's) coordinates, faction values and alliances, building merchant lists, transporters, and verifying things like player starting items, skills, spells, and factions.

Even the art of configuring data for our Spells is not that hard! (the scripting is, but we need #'s before we can build scripts!)


None if this takes expert knowledge in EQ2Emu, C++, MySQL or LUA; only knowledge of EQ2 - the game - itself, and having resources to set up data properly.


So if you are itchin' to lend a hand but have previously been intimidated by a lack of knowledge or understanding of the project, now is your chance to step up. Drop me a PM and I can set you up with access to a specific system to work on.

User avatar
ilythor
Retired
Posts: 436
Joined: Sun Oct 14, 2007 3:44 am
EQ2Emu Server: TessEq2
Location: Australia, mate!
Contact:

Re: So you want to help out, eh?

Post by ilythor » Wed Aug 05, 2009 7:23 pm

We had a lot of offers for help and plenty of people who thought there as nothing they could do to help us. We are past the stage were we need lots of C++, MySQL, coders and up to the stage were you, the vast lot of you, can help us by simply playing Live. It doesn't get a lot harder then that!

Thanks for all of your help in advance!
"Everytime you pull the trigger in space, you will ruin someone's day, somewhere, and eventually, some time."

User avatar
Scatman
Retired
Posts: 1688
Joined: Wed Apr 16, 2008 5:44 am
EQ2Emu Server: Scatman's Word
Characters: Scatman
Location: New Jersey

Re: So you want to help out, eh?

Post by Scatman » Wed Aug 05, 2009 11:05 pm

The LUA scripting language is easy to pick up, even for people who have ZERO programming experience. Trust me, I've seen people who don't know diddly shit about programming pick it up within a few times practicing and do very well at it (XAN where are you!!!!). I am very willing to help teach people it and would be grateful to anyone who offers help (help not being 2 days of help). I cannot write all 3842739847289432 quests/spawnscripts by myself :)

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: So you want to help out, eh?

Post by John Adams » Sun Aug 16, 2009 12:21 pm

Thank you to those who have PM'd me with an interest in helping us out with a little data entry. Below you will find a list of current tasks. This lengthy list of "tasks" is above and beyond the endless amount of work the Content Development team has to do with building the world - so now you can see why we do not have time to do this, too. ;)

If something below strikes your fancy, let me know and we'll get you set up to begin your task.
  • Skills: I am pretty sure we have all known EQ2 Skills in our skills table, this task is to ensure we do and that the proper ID is assigned. This task might take some Everquest2.exe "spelunking", so it might be on LE or another Dev to validate this data.

    Starting Items: What each race/class starts out with in their inventory

    Starting Spells: What spells each race/class starts out with
    • This is an ongoing update as we add more spell/ability data
    Starting Skillbar (hotkey) Icons: What each race/class starts out with on their skillbar
    • Currently I think I put just Melee, Sprint, and level 1 spells on the hotkey bar
    Transporters: Non-clickable zone lines or teleport pads that move players around/between zones

    Factions: The names, categories, default values and generic +/- values for faction hits

    Faction Alliances: Who loves/hates who?

    Starting Factions: What factions players start with (I think this is mostly done)

    Spell Data: With SOE changing all our spells around, we're basically starting spells data from scratch (/cry). We do not need help with LUA scripting, but we will probably want [a few] savvy spellsters to help plug in the data that the scripts use, and of course to validate that the info from our collected data is accurate. This task is huge, so only those with an unwavering interest in EQ2Emulator should apply.

    Spell Effects: Setting this one aside from Spell Data because it is actually going to be a fairly difficult task. Our raw data logs do not help us when it comes to what Spell Effect is used when a spell is cast. This means someone has to go through every spell and assign a spell effect manually - which is a HUGE trial and error task. Until we figure out a way to identify spell effects, this is how it must be done.

    Zones table cleanup: ZexisStryfe has done a marvelous job of keeping our zone lists up to date. Now we need someone else to step up and fill in the blanks. Mostly data used for reference (and not EQ2World), set values for Expansion ID, zone type, min/max recommended levels, etc. Since this is not World-critical data, so it's a lower priority but still needs to be done.

    Revive Points: Each adventure zone has Revive Tents. We need the approximate coordinates of where players will spawn upon death (attempting to automate this, so this is a low priority atm)

    Merchant Lists: Right now I just have some generic merchant data throughout Norrath, but soon we will need to build the actual lists of what merchants carry what items. Since there is no Editor for this item yet, it is a low priority today.

    Loot Lists: 90% of why people play games is loot!! Who doesn't love loot? Currently, we have generic loot assigned to our NPCs for testing. We need actual loot tables built and assigned to the appropriate NPCs throughout the game. However again, since there is a) no editor for this yet and b) the Loot System is being re-vamped soon, this task is on the back burner.
Stuff that is slightly grayed out are things we currently do not need, but letting you know the task at hand anyway.

More to come, but this is a good place to start.
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux

User avatar
Arremis
Retired
Posts: 388
Joined: Sun Sep 02, 2007 10:11 am
Location: Memphis, TN

Re: So you want to help out, eh?

Post by Arremis » Mon Aug 17, 2009 5:49 am

Spell Effects: Setting this one aside from Spell Data because it is actually going to be a fairly difficult task. Our raw data logs do not help us when it comes to what Spell Effect is used when a spell is cast. This means someone has to go through every spell and assign a spell effect manually - which is a HUGE trial and error task. Until we figure out a way to identify spell effects, this is how it must be done.
Would using FRAPS for this be feasible? If we have i.d. numbers on the effects, this might be helpful. Downside is, storing and sorting through a lot of video.
I am the UI Master...there is no charge for my awesomeness.

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: So you want to help out, eh?

Post by John Adams » Mon Aug 17, 2009 6:50 am

Chrrox (I believe) gathered tons of videos on spells being cast. The problem is, that does not tell us which reference_spell_effect ID is being used, just what it looks like. While that may be 1/2 the battle, the other 1/2 is still going through each and every effect to find one that matches.

And currently Emu does not let us test them like visual states... so I have my request in (again) to add that feature.

Locked

Who is online

Users browsing this forum: No registered users and 0 guests