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0.7.1 Planning

Posted: Sun Jan 01, 2012 1:06 am
by John Adams
Taking our objectives from this thread, let's start making our list of TODO's.

What JA wants for 0.7.1
  • I would like, as a #1 priority, everyone helping get the DoV-AoD clients working good enough that they can be our new stable base.
    Can we feasibly get DoV 100% (of known functionality) by the end of Jan 2012?

    I'd like most of what we do in this next cycle to be finishing existing systems and squashing annoying bugs *before* starting another new system.
    There are a shit load of bugs, guys. I'll start making a list.
These are things I will likely work on regardless of what else we do, because these are my non-negotiable items.

TODO's from 2 years ago:
Yet Another Thread: http://eq2emulator.net/phpBB3/viewtopic ... 047#p17047
  • 1. Loot System - Major re-write needed JA / Scatman
    2. Discovery XP - zone building JA - STARTED
    3. Spawn Group Movement - zone building JA / Scatman
    4. Scribing - get players purchased/looted spells/arts Zcoretri - DONE (?)
    5. Implied Target - Player testing JA / Scatman

Scatman: I also want you and I to finish (or, progress) on PacketAnalyzer because I really believe it will help anyone help us with packet discovery.

Zcoretri: Do you have any uncommitted Structs/Opcodes work for DoV? I'd like to get it all posted so others are not duplicating your efforts.

Sylva1n: You think we're ready to pop some zones? I know I keep holding us back, but I think I have figured out all the duplication crap in order to do a cleaner job.

Xinux: What's the scoop with Collections? Are we getting anything worthwhile out of AoD collects? If not, we might as well stop.


What would you like to see in the next release?

Re: 0.7.1 Planning

Posted: Sun Jan 01, 2012 1:16 pm
by xinux
As far as collections goes from AoD we have the basics already and since it look's like we are focusing on DoV it's not really a high priority BUT you can not have enough live data collects when working on a emulator so i wouldn't discourage people from collecting if they wanted to.

Re: 0.7.1 Planning

Posted: Sun Jan 01, 2012 1:45 pm
by John Adams
xinux wrote:i wouldn't discourage people from collecting if they wanted to.
You are very right about this. I do not want people to think we DON'T need data... but, I do not need 1 more log of Frostfang Sea!!! lol The raw data is starting to look like our old Queen's Colony collections ;)

Gobstock! http://eq2emulator.net/phpBB3/viewtopic ... 777#p14777

Re: 0.7.1 Planning

Posted: Mon Jan 02, 2012 9:31 am
by Scatman
John Adams wrote:Scatman: I also want you and I to finish (or, progress) on PacketAnalyzer because I really believe it will help anyone help us with packet discovery.
#1 priority?

Re: 0.7.1 Planning

Posted: Mon Jan 02, 2012 10:33 am
by John Adams
If you think you and I can make this work so it is a functional tool to help analyze packets for structs and opcodes, then yeah... I might consider this #1 for you and me. We cannot keep falling so far behind, and anything that will help make sense of packets is pretty critical, I think.

Think we can do it?

Re: 0.7.1 Planning

Posted: Mon Jan 02, 2012 10:45 am
by Scatman
Yes.

Re: 0.7.1 Planning

Posted: Sat Jan 14, 2012 1:23 pm
by John Adams
John Adams wrote:Can we feasibly get DoV 100% (of known functionality) by the end of Jan 2012?

Zcoretri: Do you have any uncommitted Structs/Opcodes work for DoV? I'd like to get it all posted so others are not duplicating your efforts.
I did not post these direct questions because I have nothing better to do. I'd like your input, even if the answer is "Not a chance".

John Adams wrote:What would you like to see in the next release?
As for the rest, I am thoroughly unhinged that I started a discussion way back in Oct, and had minimal input from my team. I am going to ask one more time...

Sylva1n replied with detail: http://eq2emulator.net/phpBB3/viewtopic ... 879#p21879
Zcoretri replied with a good concept to clean up: http://eq2emulator.net/phpBB3/viewtopic ... 895#p21895
Steve suggested AoD+ only: http://eq2emulator.net/phpBB3/viewtopic ... 222#p22222

Then the conversation derailed into a Collector thread. I one again asked, nicely, for input on specifics end of Dec.
http://eq2emulator.net/phpBB3/viewtopic ... 291#p22291


I'm going to start prioritizing tasks myself, and you probably don't want that. We have people interested in helping us out, and I for one and sick of telling them we have no plan.

Discuss.

Re: 0.7.1 Planning

Posted: Sat Jan 14, 2012 3:28 pm
by Zcoretri
John Adams wrote:Taking our objectives from this thread, let's start making our list of TODO's.

What JA wants for 0.7.1
I would like, as a #1 priority, everyone helping get the DoV-AoD clients working good enough that they can be our new stable base.
Can we feasibly get DoV 100% (of known functionality) by the end of Jan 2012?
What is wrong with DoV right now?

Re: 0.7.1 Planning

Posted: Sat Jan 14, 2012 3:43 pm
by John Adams
Aside from logging in? Everything. Spells, maintained, examine, quest journal, pretty much 99% of everything that works in 1008 does not in 1096. Except logging in ;)

Are you telling me you think 1096 is equal in functionality to 1008 (6118 client)? If you, you need to perform a Commit, brother ;)

Re: 0.7.1 Planning

Posted: Sat Jan 14, 2012 4:35 pm
by Zcoretri
John Adams wrote:Aside from logging in? Everything. Spells, maintained, examine, quest journal, pretty much 99% of everything that works in 1008 does not in 1096. Except logging in ;)

Are you telling me you think 1096 is equal in functionality to 1008 (6118 client)? If you, you need to perform a Commit, brother ;)
No that is not what I'm saying, just wanted to know what I needed to work on.

Re: 0.7.1 Planning

Posted: Sat Jan 14, 2012 5:00 pm
by John Adams
Oh okay, whew. Thought I was going to get yelled at for having bad opcodes again :P

If you are interested in doing the opcodes/structs thing (I know you were getting bored of that...) I guess getting the major features from 1008 data version working in 1096 (DoV) would allow us to use that client instead of 6118L anymore. I think I mentioned to you, I cannot even /spawn move anymore. Probably the new movement code, which we have collects for (NewHalas stuff, 1122, or 1123 logs).

Re: 0.7.1 Planning

Posted: Sat Jan 14, 2012 6:34 pm
by John Adams
I reviewed Sylva1n's good suggestions, but they are content-related. 0.7.1 is a C++ Server Core effort, so I will address Content Milestones in this post.


Specific to Server Core tasks, I would like your feedback on the sytems you KNOW are incomplete, following Zcoretri's suggestion of identifying incomplete or broken systems, and getting them more stable. My own personal desire for 0.7.1 is stability.


If we start anything at all New in 0.7.1, my vote are the rest of the items on the Character Development page (AA) and the Achievements list, because I know Zcoretri and I have both messed with this recently. Lastly for me, implementing Instancing.

On my personal task list of C++ todo's, I have to finish Login Equipment mapping, POI/Discovery and Character History code I've started. I also should take another pass through ProcessHarvest() [groundspawns] and add the Looter window to ? collecting, and add calcs for harvesting bonuses.

There will always be some little things that get tweaked while we're implementing something new or fixing stuff, but let's try not to stray too far from what we decide here.


Floor's open for additional Must Have's for 0.7.1. Whatcha got?

Re: 0.7.1 Planning

Posted: Sun Jan 15, 2012 3:15 pm
by Scatman
I think that's a good list for 0.7.1. Don't want to add too much and get overwhelmed. Keeping a small list and concentrating on specific tasks may be a better choice.

Re: 0.7.1 Planning

Posted: Sun Jan 15, 2012 3:56 pm
by John Adams
Okay, I have updated the Project Management module with some 0.7.1 tasks. We can begin any time you (all) are ready.

Re: 0.7.1 Planning

Posted: Wed Feb 01, 2012 10:28 am
by John Adams
John Adams wrote:Can we feasibly get DoV 100% (of known functionality) by the end of Jan 2012?
Guys,

How are we doing on this one, major task? I've seen a ton of good work coming in, but would like your opinions on where we stand with 1096 opcodes/structs. Here's what I gather --
  • - Item Structs are mostly done, except for that pesky blue-stats thingy (please elaborate on what needs to happen to finish this)
    - Quest Journal, Knowledge Book, and Character (Persona) is done (yes? no?)
    - Spell Effects, Maintained, Detrimental - still in the works
    - Grouping, Guilds, all things "Social" - working as good as they did in 1008 (yes? no?)
    - Merchants? Purchasing? Selling? Buyback? Mouse-over merchant items, examine, might be all Items stuff but I believe merchants display things differently than Inventory does.
    - Questing - performing get quest, quest step progression, and quest completion, with and without item/coin rewards? all work?
    - Uhh, swimming. C'mon guys, stop drowning me in 2 seconds of hitting the water :) And furthermore, there is a horrible bug (probably related to swimming in general) that if you use /speed and hit the water, you cannot move anymore. This must be fixed, because Devs do not ever run at normal speed.
    - Harvesting/Collecting still works?
    - Death/Revive - this is a massive bug, and must be fixed asap. Instead of agreeing it needs to be fixed, let's fix it.
    - Looting - there's a bug with this, but as long as Loot (examine, looting) works, it'll be at least 6118 compliant.
There is a butt-load of other functionality (mail, gambling, conversations/dialogs, locations (popup msgs), chat, anything) that needs a quick test, but I think all that stuff still works.

If you know the status of any of the above, please reply now so we know what's functional and what still needs work. I'd still like to nail down 1096 before too much longer so we can move on to something else (bugs, finishing systems).