Most recent edit on 2006-03-19 23:25:47 by FatherNitwit
Additions:
Web Interfaces:
- Finish the Allakhazam clone.
- Update Magelo clone to be more item/playerprofile independant.
Edited on 2006-01-24 09:28:29 by FatherNitwit
Additions:
~- Maybe integrate EQExtractor into EQBuilder to make it more usable for windows folks.
Deletions:
EQEmulator:
Fix starting items. If you have more than 8 items, the last items get dropped. One partial fix is to make it scribe any spell scrolls in inventory that are scribeable into their spell book. Another fix is to place the extra items onto their cursor.
Finish path finding and fear pathing.
Work on zone instancing.
Investigate the usage of 'heading' in the code. It comes in and goes out as a 12 bit integer (11 bits + sign, never negative), but is very inconsistently converted and stored as other sizes and types of number.
Fix shared bank when the same account is logged in multiple times.
Fix the way quest files are read in to use 'do' instead of the bullshit IO::Scalar method.
Fix event waypoint to trigger on arrival at the waypoint if we can figure out an intelligent way to deal with things like aggro wandering.
There are many more fixes to the shared bank needed, or code is needed to exclude multiple chars from the same account on at once. (two diff players putting an item into the same shared bank slot)
Look at EQBuilder's spawn group code and see if we can make it better.
Look at the grid code. If there are several mobs in a spawn group which seem to share the same path, then use the 'best' or longest path from the group for all of them.
Give EQBuilder support to pick the best path given two possibilities or to merge them if it makes sense.
Maybe integrate EQExtractor into EQBuilder to make it usable for windows folks.
Build a simple tradeskill online interface for me and quest team members.
Edited on 2005-08-06 14:57:56 by FatherNitwit
Additions:
EQBuilder:
Look at the grid code. If there are several mobs in a spawn group which seem to share the same path, then use the 'best' or longest path from the group for all of them.
Edited on 2005-08-03 00:20:24 by FatherNitwit
Additions:
~- There are many more fixes to the shared bank needed, or code is needed to exclude multiple chars from the same account on at once. (two diff players putting an item into the same shared bank slot)
Edited on 2005-07-26 22:34:29 by FatherNitwit
Additions:
~- Fix the way quest files are read in to use 'do' instead of the bullshit IO::Scalar method.
Fix event waypoint to trigger on arrival at the waypoint if we can figure out an intelligent way to deal with things like aggro wandering.
Edited on 2005-06-06 23:16:29 by FatherNitwit
Additions:
~- Fix shared bank when the same account is logged in multiple times.
Edited on 2005-06-02 19:43:51 by FatherNitwit
Additions:
~- Investigate the usage of 'heading' in the code. It comes in and goes out as a 12 bit integer (11 bits + sign, never negative), but is very inconsistently converted and stored as other sizes and types of number.
Edited on 2005-06-02 13:00:13 by FatherNitwit
Additions:
~- Fix starting items. If you have more than 8 items, the last items get dropped. One partial fix is to make it scribe any spell scrolls in inventory that are scribeable into their spell book. Another fix is to place the extra items onto their cursor.
Edited on 2005-06-02 11:59:14 by FatherNitwit
Additions:
~- Give EQBuilder support to pick the best path given two possibilities or to merge them if it makes sense.
Finish EQBuilder's zone loading support to enable updating allready built zones.
Maybe integrate EQExtractor into EQBuilder to make it usable for windows folks.
Edited on 2005-06-01 17:40:05 by FatherNitwit
Additions:
~- Look at EQBuilder's spawn group code and see if we can make it better.
Edited on 2005-06-01 17:39:09 by FatherNitwit
Additions:
~- Determine good per-zone respawn rates, and develop a script to apply these respawn rates. Also need to build a list of exceptions to apply after the general updates for special mobs.
Deletions:
~- Determine good per-zone respawn rates, and develop a script to apply these
respawn rates. Also need to build a list of exceptions to apply after the general
updates for special mobs.
Oldest known version of this page was edited on 2005-06-01 17:37:30 by FatherNitwit []
Page view:
I am a developer of EQEmulator, as well as a member of the
ProjectEQ team. I also run the
ProjectEQ test server: The Grand Creation.
Personal TODO Lists, not sorted by any means:
General:
- Use EQExtractor to update all zone headers.
- Use EQExtractor to update all zone points.
- Use EQExtractor to update all zone objects.
- Use EQExtractor to update all doors.
EQEmulator:
- Finish path finding and fear pathing.
- Work on zone instancing.
ProjectEQ:
- Determine good per-zone respawn rates, and develop a script to apply these
respawn rates. Also need to build a list of exceptions to apply after the general
updates for special mobs.
- Maybe change aggro radius to be a function of size?? so giants see further....
- some systematic way of marking guards/other things unique spawns?
- 'boss mob' detection script
- look for mobs which have higher levels than a majority of others in the zone
- print out a list for us to audit, with the queries on it.
- possible things to do to identified bosses:
- set them to unique spawns
- pump up their attributes.
- Build a simple tradeskill online interface for me and quest team members.