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Emu Priorities
Posted: Mon Nov 26, 2007 3:34 pm
by LethalEncounter
Here is the order in which I will be working on things for the emu. With the holidays coming up and me being the only one working on it I can't give you a time frame, but I hope to have the following list completed by the end of January. If you would like to suggest a new item or have a reason for the priority to be changed, let me know.
Code: Select all
1. Fixing the underlying net code.
2. Fixing the /who command.
3. Adding spawn management commands to manage spawn placement/new spawn creation from inside the game.
4. Make various fixes to items.
5. Implement skills.
6. Improve the combat system to actually be useful.
7. Implement looting.
8. Start adding the various spells and make them usable for combat.
9. Implement merchants.
10. Implement doors.
11. Implement ground spawns.
12. Implement zone objects (ie you click on a door in north qeynos to get to south qeynos).
Posted: Mon Nov 26, 2007 3:48 pm
by Zcoretri
Looks good to me.
May I ask you to expand on #3?
I have been playing around with making items and I have figured some stuff out, but it seems like it bugs out and I get crazy stuff displaying. Will try to post a screenie of what I'm talking about.

Looks good until I try to add resist info, then I got this...

Posted: Tue Nov 27, 2007 11:35 am
by oghog
Rock on LE! Im excited by the progress and troll the boards daily. Looking forward to when you get around to a minilogin so I can help out =)
Posted: Tue Nov 27, 2007 3:37 pm
by LethalEncounter
How are you setting the resists?
Posted: Tue Nov 27, 2007 4:02 pm
by John Adams
While /zone will suffice, I think doors (at least the zone clicky types) should be sorted out after in-game spawn commands. Typing those zone names gets super old after a while.

Where's mah macros!!1one
Posted: Tue Nov 27, 2007 4:25 pm
by Zcoretri
LethalEncounter wrote:How are you setting the resists?
using '2' for the type and '3-9' for vs heat, vs cold, etc... in the item_stats table.
Re: Emu Priorities
Posted: Thu Nov 29, 2007 7:26 am
by ZexisStryfe
LethalEncounter wrote:Here is the order in which I will be working on things for the emu. With the holidays coming up and me being the only one working on it I can't give you a time frame, but I hope to have the following list completed by the end of January. If you would like to suggest a new item or have a reason for the priority to be changed, let me know.
Code: Select all
1. Fixing the underlying net code.
2. Fixing the /who command.
3. Adding spawn management commands to manage spawn placement/new spawn creation from inside the game.
4. Make various fixes to items.
5. Implement skills.
6. Improve the combat system to actually be useful.
7. Implement looting.
8. Start adding the various spells and make them usable for combat.
9. Implement merchants.
10. Implement doors.
11. Implement ground spawns.
12. Implement zone objects (ie you click on a door in north qeynos to get to south qeynos).
Man if you can get all this up and running AND the quest engine gets sorted out then we will be in good shape! I must say i am damn impressed. We are making much faster headway than any other emulator that i know of in the past.
Posted: Tue Jan 01, 2008 2:41 pm
by LethalEncounter
Zcoretri wrote:Looks good to me.
May I ask you to expand on #3?
I have been playing around with making items and I have figured some stuff out, but it seems like it bugs out and I get crazy stuff displaying. Will try to post a screenie of what I'm talking about.

Looks good until I try to add resist info, then I got this...

Now that I am on #4, the cause of the problem was that resists needed to be sent a little differently if they were above 127.
Posted: Tue Jan 01, 2008 3:22 pm
by CrabClaw
Perfect order! No rush.
Net code is uber #1 tops. With unfinished net code all other problems are exacerbated. Followed closely by spawns.
What of NPC Pathing and AI scripting? Would that come after the combat system?
Would 13, 14 and 15 be tradeskilling, the auction house, and guilds?
Posted: Wed Jan 02, 2008 12:57 pm
by Zcoretri
LethalEncounter wrote:
Now that I am on #4, the cause of the problem was that resists needed to be sent a little differently if they were above 127.
Nice you could find the source of that prob LE.
What about items with negative stats? Will those be taken care of?
Posted: Wed Jan 02, 2008 2:31 pm
by LethalEncounter
Do you have an example of one? Chances are it will be fixed when I am finished, but just so I can verify it is working correctly?
Posted: Wed Jan 09, 2008 10:58 am
by Zcoretri
LethalEncounter wrote:Do you have an example of one? Chances are it will be fixed when I am finished, but just so I can verify it is working correctly?
Ok...finally tracked down a couple of examples.

Notice the negative stats in red.
AI Scripting
Posted: Fri Jan 18, 2008 11:34 am
by pagansmurf
I'm curious at what point AI scripting would come into play as well... i'll be downloading the source tonight so i can get familar with the code base.
Re: Emu Priorities
Posted: Thu Apr 01, 2010 11:53 am
by John Adams
I think this list is completed, so once you review it I will lock it and un-sticky it and call it Done.