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  #1  
Old 04-18-2006, 02:20 AM
Doodman's Avatar
Doodman
Developer
 
Join Date: Aug 2003
Posts: 246
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Quote:
Originally Posted by cavedude
Just compiled 0.7.0 and as I was copying everything over, a thought occured to me... what about the differences in the spell files between 0.6.x, Titanium, and down the line Live? Will that cause problems?
The spell file (on the server side) is only used to load the information into the server. So, like items, if the format changes we'll adjust the loading in of the information. Information for the spells will probably not change very much.

As far as effects and such, that's all done on the client anyways, so you're client will do whatever it wants to do with the right information.
  #2  
Old 04-18-2006, 05:06 AM
aza77
Hill Giant
 
Join Date: Dec 2004
Posts: 126
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what is items.augslot1unk -> items.augslot4unk for ?? i'm missing them at our items table and they are listed at fieldlist.h to be loaded..
  #3  
Old 04-18-2006, 07:02 AM
aza77
Hill Giant
 
Join Date: Dec 2004
Posts: 126
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lol nm i'm blind :P
  #4  
Old 04-18-2006, 08:10 AM
mrea
Discordant
 
Join Date: Sep 2004
Location: Camp Hill,PA
Posts: 370
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Fixed my problem

Still have the same bug as before though... moving to support
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Last edited by mrea; 04-18-2006 at 04:37 PM.. Reason: Fixed
  #5  
Old 04-18-2006, 08:17 AM
aza77
Hill Giant
 
Join Date: Dec 2004
Posts: 126
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just copy all .conf files of the utils directory to your server dir that should fix it
  #6  
Old 04-18-2006, 09:38 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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I'm curious...does dynamic patch support extend to handling different types of packets, or just opcodes? I bring it up because I have code that allows dynamic packet handling that I use in the admin tool to decouple program logic from packet structures (though, of course, using it involves a performance hit).
  #7  
Old 04-18-2006, 12:50 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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Wind,

the 1000 foot picture of the dynamic struct stuff is that every packet is given an internal representation that the application logic uses. That packet is then sent to a structure strategy for the correct patch which is responsible for turning the internal representation into the correct EQ representation for that patch. Which basically boils down to an extra slightly-less-cache-friendly memcpy per packet. This is further helped by the fact that almost all packets currently work for both clients, so no translation at all is done on them, this advantage will slowly go away as clients drift further apart.
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