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changelog.txt
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 10/08/2017 ==
Mackal: Rework regens
Regen will now match whats reported by modern clients, besides where they lie due to known bugs
HP and END regens are now based on the BaseData.txt values allowing easy customization
Those cases:
- The client always applies hunger penalties, it appears they don't exist anymore on live you can turn them on with a rule
- The way the client gets buff mana/end regen benefits incorrectly applies the bard mod making these values lie sometimes
== 9/17/2017 ==
Akkadius: Add model/race offset to FixZ calc (KLS)
Akkadius: Fix 95% of food/water consumption issues, if there are additional modifiers for race/class combos - those will need to be applied
Stages should be put in place if not already:
https://wiki.project1999.com/Food_and_drink#Stages_of_Hunger_and_Thirst
Values stored in the database are 0-6000, previously we capped it at 6000 but previous math would have normal values in the 60k+ range in order for food to be consumed at a reasonable rate. We are now using more native logic where 1 = 1 minute, following logic:
(Minutes)
0 - 5 - This is a snack.
6 - 20 - This is a meal.
21 - 30 - This is a hearty meal.
31 - 40 - This is a banquet size meal.
41 - 50 - This meal is a feast!
51 - 60 - This is an enduring meal!
61 - X - This is a miraculous meal!
== 7/14/2017 ==
Akkadius: HP Update tuning - HP Updates are now forced when a client is targeted
Akkadius: Client position updates should be smoother (granted the client has a good connection)
- Clients should also no longer randomly disappear
== 7/11/2017 ==
Akkadius: Raid/Group/XTarget HP/Mana/Endurance updates now only send when percentage changes
Akkadius: Raid/Group Mana/Endurance updates should now update real-time once again
Akkadius: Fixed an issue with clients looking like they are 'skipping' when they are moving in view of another client
Akkadius: Fixed an issue with NPC's who are ghosted in plain view of a client when they are not really there
== 7/9/2017 ==
Akkadius: Fix HP update issues, rework logic for more accurate HP updates
Akkadius: Massive reductions in unnecessary network traffic especially during high spam combat fights
- HP Updates now only send to others when HP percentage changes (0-100%)
- HP Updates were sending excessively even during idle zones when HP wasn't changing at all
- Attack animations now only send once per second versus up to a hundred times a second per Mob/Client
- 17,000 OP_ClientUpdate packets per second have been observed in combat scenarios, some of the major culprits have been
throttled without affecting what the client should see
- Before and After packet differences under similar load/tests (Packets per second)
- 7,000 - 8,000 OP_Animation pps After: 600-800 pps
- 13,0000 - 17,000 OP_MobHealth pps After: 1-10 pps
- 15,0000 - 20,000 OP_ClientUpdate pps After: 500-1,000 pps
- Packet reports from a 46 client test here:
https://gist.github.com/Akkadius/28b7ad2fdd82bdd15ea737c68f404346
- Servers who use Marquee HP updates will also recieve far less packet spam as they will only be sent when HP changes
== 7/1/2017 ==
Akkadius: Resolve issues with NPC's hopping to the ceiling in small corridors
Akkadius: Improved grounding issues with NPC's during combat
Akkadius: Improved scenarios where NPC's need to be dragged out of the ground - they should correct themselves far more consistently
- Scenarios where an NPC is coming up from the bottom floor, or from the top floor, they will correct much better
- A video of these tests can be found here: https://www.youtube.com/watch?v=HtC7bVNM7ZQ&feature=youtu.be
== 6/28/2017 ==
Akkadius: Fixed issues with Z correctness when NPCs are pathing on normal grids
Akkadius: Fixed issues with Z correctness when NPCs are engaged with players following
Akkadius: NPC corpses should fall into the ground far less
== 6/25/2017 ==
Akkadius: New rules made by developers are now automatically created when world boots up, this keeps
from having to issue schema SQL updates every time rules are added.
- Whenever a rule isn't present in the database, it will be automatically created
Akkadius: Sped up saylink retrieval x1000 helpful for dialogues, plugins with many saylinks
== 4/16/2017 ==
KLS: Merge eqstream branch
- UDP client stack completely rewritten should both have better throughput and recover better (peq has had far fewer reports of desyncs).
- TCP Server to Server connection stack completely rewritten.
- Server connections reconnect much more reliably and quickly now.
- Now supports optional packet encryption via libsodium (https://download.libsodium.org/doc/).
- Protocol behind the tcp connections has changed (see breaking changes section).
- API significantly changed and should be easier to write new servers or handlers for.
- Telnet console connection has been separated out from the current port (see breaking changes section).
- Because of changes to the TCP stack, lsreconnect and echo have been disabled.
- The server tic rate has been changed to be approx 30 fps from 500+ fps.
- Changed how missiles and movement were calculated slightly to account for this (Missiles in particular are not perfect but close enough).
- Breaking changes:
- Users who use the cmake install feature should be aware that the install directory is now %cmake_install_dir%/bin instead of just %cmake_install_dir%/
- To support new features such as encryption the underlying protocol had to change... however some servers such as the public login server will be slow to change so we've included a compatibility layer for legacy login connections:
- You should add <legacy>1</legacy> to the login section of your configuration file when connecting to a server that is using the old protocol.
- The central eqemu login server uses the old protocol and probably will for the forseeable future so if your server is connecting to it be sure to add that tag to your configuration file in that section.
- Telnet no longer uses the same port as the Server to Server connection and because of this the tcp tag no longer has any effect on telnet connections.
- To enable telnet you need to add a telnet tag in the world section of configuration such as:
<telnet ip="0.0.0.0" port="9001" enabled="true"/>
== 4/1/2017 ==
Akkadius: Cleaned up some of the NPC to NPC aggro code, only do aggro checks to other NPC's when the NPC is flagged for it
Akkadius: [Performance] Reworked how all log calls are made in the source
- Before we used Log.Out, we will now use a macro Log(
- Before: Log.Out(Logs::General, Logs::Status, "Importing Spells...");
- After: Log(Logs::General, Logs::Status, "Importing Spells...");
- The difference is
1) It's 200-300x faster especially when log statements are inside very hot code paths. We already
had most hot paths checked before we logged them, but this blankets all existing logging calls now and not just the
select few we had picked out in the source.
2) Strings don't get copied to the stack, popped and pushed constantly even when we hit a log statement that
actually isn't going to log anything.
- We do an 'if (LogSys.log_settings[log_category].is_category_enabled == 1)' before we call a log function
in the log macro so the log function doesn't get called at all if we're not logging the category
- This has increased binary executables roughly 15KB
- The old extern for EQEmuLogSys is now named LogSys appropriately instead of Log (Ex: LogSys.StartFileLogs())
- The result keeps logging footprint non-existent for when we're not logging that category
== 03/30/2017 ==
Akkadius: [Performance] Fixed an overhead issue where many hot paths would trigger quest subroutines and beneath that the code would
try to see if a quest existed perpetually (checking if file exists) even though it should have determined the quest
didn't exist the first time.
- This caused a lot of overhead in an instance where an entire zone of NPC's is pathing, triggering EVENT_WAYPOINT_ARRIVE
and EVENT_WAYPOINT_DEPART when there is no global_npc.pl/lua, or all NPC's pathing don't have a quest assigned, similar
behavior would occur. This goes for any other type of quests: spells, items, encounters etc.
== 03/28/2017 ==
Akkadius: [Performance] Fixed a large overhead issue where every single NPC in a zone was checking to depop themselves
as a swarm pet every 3ms regardless of being a swarm pet or not. Swarm pets now check to depop only when their timer is up
Akkadius: [Performance] Removed a timer where clients would constantly calculate light amount on equipment every 600ms, instead
clients will update light when changing equipment or entering a zone
Akkadius: [Performance] Disabled enraged timer checks for NPC's that do not actually have enrage as a special attack
Akkadius: [Performance] Don't process ProjectileAttack checks for NPC's that are not engaged in any combat
== 03/27/2017 ==
Akkadius: [Performance] Reworked how client to NPC aggro checks are made
- Before when reverse aggro checks were done (client to NPC), checks would happen every 750 millseconds where a client would
check an entire entity list with distance calcs and other checks for aggro, with many clients in a zone and many NPC's this would
add a lot of unecessary overhead. A temporary adjustment on 3/25 was made and upped the check to 6 seconds.
- Now, there is a new methodology to scanning. The client will build a cache list of NPC's within close range as defined in new rule:
RULE_INT(Range, ClientNPCScan, 300) and will also get any NPC that has an aggro range beyond that defined range to use in
the frequent checks for aggro, the result is far less overhead
- Client scanning changes when moving versus not moving, the client will scan aggro every 500 milliseconds while moving, and
3000 millseconds aggro check when not moving, with a 6000ms re-fetch for close NPC's
- A demo of these changes can be found here:
https://youtu.be/aGroiwLSTVU
== 03/25/2017 ==
Akkadius: [Performance] Reduced CPU footprint in non-combat zones doing constant checks for combat related activities
Akkadius: [Performance] Reduced CPU footprint in cases where a client is checking for aggro excessively every 750 millseconds. This has
been adjusted to 6 seconds per new rule RULE_INT(Aggro, ClientAggroCheckInterval)
- When zones have many players, with many NPC's, this adds up quickly
== 03/12/2017 ==
Akkadius: [Performance]
- Implemented range rules for packets and other functions
RULE_INT ( Range, Say, 135 )
RULE_INT ( Range, Emote, 135 )
RULE_INT ( Range, BeginCast, 200)
RULE_INT ( Range, Anims, 135)
RULE_INT ( Range, SpellParticles, 135)
RULE_INT ( Range, DamageMessages, 50)
RULE_INT ( Range, SpellMessages, 75)
RULE_INT ( Range, SongMessages, 75)
RULE_INT ( Range, MobPositionUpdates, 600)
RULE_INT ( Range, CriticalDamage, 80)
- (Readability) Also cleaned up some formatting in messaging and packets so it is easier to understand what is going on with the code
== 03/09/2017 ==
Uleat: Fixed a few glitches related to bot trading and other affected code
- Added a temporary fail clause for partial stack transfers to prevent client item overwrites
- Return messages no longer repeat the top cursor item when multiple items are pushed there
- Test slot for client returns is now handled appropriately for parent and bag searches
- FindFreeSlotForTradeItem() now begins at the correct bag index on subsequent parent iterations
Uleat: First step of implementing inventory v2.0
== 03/08/2017 ==
Uleat: Complete rework of the bot trading system
- Equipment slot priority can now be tailored..though, a recompile will be required
- All item validations and slot assignments for trades and returns are now performed before any actual item movements occur
- Failed trade/returned items will now go straight into the client's inventory, just like a normal trade transaction
- A 'green' message appears at the end of each successful trade informing the trader of 'accepted' and 'returned' item counts
- Bots respond to the trader directly now instead of using BotGroupSay()
- Bots will still only allow trades from their owner (currently, too high a risk of exploit and/or malicious activity)
- Partial stack movements (i.e., ammo refills) have been scoped..but, not implemented
- I have not been able to reproduce any 'illegal' weapon combinations with this code
- NOTE: The report of item duplication with bot return items appears to be an inventory desync condition
- I experienced this condition both before and after the rework with RoF+ clients (UF- appears ok)
- The bug lies within the actual client inventory system and not with bot trades
- Please post any issues with this change as they arise
== 02/27/2017 ==
Uleat: Notes on bot movement speed changes:
- Clients (players) appear to be on a different speed scale than other entities (NPCs, etc...)
- The server does not calculate deltas/velocities for moving players..those come the client itself
- GetBotWalkspeed() and GetBotRunspeed() are specific to bot movement calculations
- The class Mob equivilents are not scalared so that a 'client-oriented' value can still be attained
- The value of ~1.786f is derived from the ratio of 1.25f/0.7f (npc speed/client speed)
- Modifying the two speeds like this is a rough guess-timate..but, appears to at least bring the incongruous behavior to acceptable levels
== 02/26/2017 ==
Uleat: Moved bot `npc_spells` entries from '701-712' to 3000 + <class_id> .. also, added melee types for future expansion
Uleat: Moved bot spell casting chance values into database - this will allow admins to tailor their bots without having to rebuild server code
- Each entry uses a 3-dimensional identifier: [spell type index][class id][stance index]
- [spell type index] is not the SpellType_## bit value..use SpellType_##Index instead
- [class id] values of 1-16 are valid and hold a direct correlation to server-coded player class values
- [stance index] is a direct correlation (0-6)
- the 'conditional fields' are currently predicated on 4 compounded boolean states:
- `pH_value` represents bit '0'
- `pS_value` represents bit '1'
- `pN_value` represents bit '2'
- `pD_value` represents bit '3'
- all other conditional fields are masked based on these 4 predicates
- the full conditional field enumeration is as follows:
- `nHSND_value` - negative Healer/Slower/Nuker/Doter
- `pH_value` - positive Healer
- `pS_value` - positive Slower
- `pHS_value` - positive Healer/Slower
- `pN_value` - positive Nuker
- `pHN_value` - positive Healer/Nuker
- `pSN_value` - positive Slower/Nuker
- `pHSN_value` - positive Healer/Slower/Nuker
- `pD_value` - positive Doter
- `pHD_value` - positive Healer/Doter
- `pSD_value` - positive Slower/Doter
- `pHSD_value` - positive Healer/Slower/Doter
- `pND_value` - positive Nuker/Doter
- `pHND_value` - positive Healer/Nuker/Doter
- `pSND_value` - positive Slower/Nuker/Doter
- `pHSND_value` - positive Healer/Slower/Nuker/Doter
- Single- and mixed-bits fields should be filled-in based on the boolean 'AND' concept
- (i.e., if 'healer' then `pH_value`=x; if 'slower' then `pS_value`=y; if 'healer' AND 'slower' then `pHS_value`=z; )
- most cases can allow the same value across all fields..but, there are some that shouldn't and this format allows for their discrimination
- Valid `##_value` entries are 0-100..though, the field accepts up to 255... Anything above 100 is clamped to 100 upon loading, however...
- Not all conditions are currently coded and changing a field may not produce any results
- The 'default' database values will be changed and tweaked as bot spell code modifications occur
== 02/25/2017 ==
Uleat: Implemented rule-based node pathing for bots
- This currently applies to out-of-combat following movement and blocked los in-combat movement
- The default is set to 'true' (use node pathing)..so, consider disabling it if cpu use is too high
- If you want to disable node pathing, apply the optional sql '2017_02_25_bots_use_pathing_rule.sql' file located in the utils/sql/git/bots/optional sub-directory. This will apply a 'false' rule..but, it can be changed as desired
- This helps with bot movement..but, there are still issues...
Uleat: Implemented rule-based position update packet with movement timer check for bots
- This currently only applies to out-of-combat movement
- The default is set to 'false' (original behavior) to help save bandwidth (each bot will send an update packet every 1/10th of a second when enabled)
- If you want to enable the position update packet, apply the optional sql '2017_02_25_bots_update_position_with_timer_rule.sql' file located in the utils/sql/git/bots/optional sub-directory. This will apply a 'true' rule..but, it can be changed as desired
- This appears to help with/eliminate rubber banding
== 02/23/2017 ==
** THIS NOTE HAS BEEN SUPERCEDED ON 02/26/2017 **
Uleat: Moved bot spell casting chance values into database - this will allow admins to tailor their bots without having to rebuild server code
- Each entry uses a 4-dimensional identifier: [spell type index][class index][stance index][conditional index]
- [spell type index] is not the SpellType_## bit value..use SpellType_##Index instead
- [class index] values of 0-15 are valid and determined by subtracting 1 from the actual class value
- [stance index] is a direct correlation (0-6)
- the [conditional index] is currently predicated on 2 compounded boolean states:
- not primary healer/not primary slower: 0
- primary healer/not primary slower: 1
- not primary healer/ primary slower: 2
- primary healer/primary slower: 3
- Valid `value` entries are 0-100..though, the field accepts up to 255... Anything above 100 is clamped to 100 upon loading, however
- Not all conditions are currently coded and changing a field may not produce any results
- The 'default' database values will be changed and tweaked as bot spell code modifications occur
== 02/20/2017 ==
Uleat: Reworked bard bot spell twisting and updated their spell (song) list
Uleat: Added ability to shift to pre-combat song buffing by selecting a non-pet npc target, eliminating the need to mix all bard buff songs together
== 2/19/2017 ==
Akkadius: Added a fix for limiting the amount of items sold in a stack when the resulting return coin is higher than the supporting struct for returning coin
== 01/31/2017 ==
Uleat: Modifed bot movement behavior in an attempt to 'normalize' it. This is a hack fix and will be revisited at some point. (Probably just need a follow function rather than use movement, when the leader of the follow chain is moving.)
== 01/26/2017 ==
Uleat: Change rogue bot behavior to eliminate twirling combat. They will only get behind the mob if they are not the mob's target or if the mob is feared or fleeing. This may lower rogue bot dps a small fraction..but, is more in-line with realistic game mechanics.
== 01/17/2017 ==
Mackal: Combat Revamp
- This change brings melee combat into line with how combat is done on live.
- This correctly applies the PC damage tables and corrects stacking order of many spells
- Given the scope of what had to be rewritten, it was not feasible to preserve the old combat system.
This means you will likely have to rebalance your server, which sucks, but this is very
accurate so shouldn't require any more changes, at least none that would cause you to have
to rebalance your server again.
- For rebalancing, I would recommend running the optional SQL and tweaking from there.
- To help with rebalancing there is a simulator included at utils/combat-sim.
- You can enter the mitigation or offense values you would like to balance around (#showstats will show you them)
a 1 on the sim is min damage 20 is max.
- Quick recommendations for best ways to improve PC DPS, give them some worn (or AA) SE_DamageModifier and/or SE_MinDamageModifier
== 12/03/2016 ==
Uleat: Added hack detection to trade code
- If illegal items are found in trade slots when the 'trade' button is clicked, the trade is cancelled and a message is sent to the offending player
- Future revisions will, at a minimum, log the player as a hacker once the quirks have been worked out
== 12/01/2016 ==
Uleat: Disabled RoF+ clients from augmenting items not in their possessions slots (0-29, 9999, 251-330) to abate an exploit in the current code
== 10/17/2016 ==
Uleat: Moved namespace ItemField from item_instance.h to shareddb.cpp - the only place it is used
Uleat: Separated class Inventory from item_instance files into inventory_profile files
Uleat: Renamed class Inventory to EQEmu::InventoryProfile
Uleat: Renamed enum class InventoryVersion to MobVersion
== 10/16/2016 ==
Uleat: Renamed struct EQEmu::ItemBase to EQEmu::ItemData and class ItemInst to EQEmu::ItemInstance
Uleat: Added class EQEmu::InventorySlot. Re-attached pertinent inventory token references to EQDictionary
== 10/15/2016 ==
Uleat: Changed filenames to facilitate future inventory naming conventions
== 10/09/2016 ==
Noudess: Rogue usage of merchants while utilizing sneak was limited to
temporary items, as the code that checked faction per item sold did not
take into account that rogue was sneaking. Now sneaking rogues can see full
inventory on merchants (well, unless an item requires a + faction value).
== 09/12/2016 ==
Akkadius: Massive overhaul of the update system and EQEmu Server management utility framework
(known as eqemu_update.pl) now known as eqemu_server.pl
- eqemu_server.pl is now a general EQEmu Server management utiltiy framework that can be used
to extend to many purposes. It's main purpose is to simplify server management
- eqemu_server.pl changes:
- Menu has been completely changed, instead of a number based (enter number and hit enter)
you now type commands within the menu (Ex: 'database')
- Handles last mile installation for Windows Servers (See Github Readme)
- Handles last mile installation for Linux Servers (See Github Readme)
- Ubuntu
- Debian
- Fedora
- CentOS
- Now checks for Internet connection before performing web requests
- Database:
- Regular schema updates now happen automatically, if new binaries present updated
database schema changes, script will backup first, auto update database, and continue
world bootup
- Regular bots database schema changes now happen automatically similarily to the above
- Database checks can also be ran manually via the script menu
- CLI Arguments
- Arguments passed to eqemu_server.pl can execute the same name-based operations that
are present in the interactive menu
- Example: "perl eqemu_server.pl opcodes" will download opcodes
- Example: "perl eqemu_server.pl backup_player_tables" will backup and export player tables
- Bots
- Bots can now be automatically setup in Linux or Windows via the 'setup_bots' command
- Windows will auto download binaries and install, along with installing bots db schema
- Linxu will auto compile binaries and install, along with installings bots db schema
- Utility scripts
- Linux now has the following utility scripts for download, available via menu 'utility_scripts'
and via Linux default install:
- server_launcher.pl
- server_start_dev.sh
- server_start.sh
- server_status.sh
- server_stop.sh
- Usage analytics
- eqemu_server.pl now collects usage analytics, this is very helpful for our developers
- Example: We can see how many installs have been performed:
https://github.com/EQEmu/Server#server-installs
- This helps us see how often certain utilities are used as well
- Console Messages
- All script messages have been prefixed with a bracket action Ex: [Update] [Database] [Info]
to be more consistent with our log conventions
- 'New Server' Utility
- Running 'new_server' from the main menu or 'perl eqemu_server.pl new_server' while in
a completely new folder with just the script present, will allow a server operator
to initiate a full clean PEQ install in that folder. Pulling down all assets and
installing a PEQ database with the name the server operator gives the prompts in the
script
== 09/10/2016 ==
noudess: Task system experience based on a % of a level did not take into
account the hell levels rule. Now it does.
== 09/04/2016 (Changes over past few months) ==
Akkadius: Fixed an issue where clients would crash with health marquee's
Akkadius: Fixed issues with NPC's "ghosting" when they path
Akkadius: Overhauled worldserver logging
Akkadius: Pets now don't actually spawn until the player has fully entered the zone (Live-like)
demonstar/KLS: Adjusted some background workings on how spell buff tics are synced with the client
Uleat: Optimizations to map loading and zone times
Uleat/Akkadius: Fixed bandolier exploit where you could equip a 2H and Shield
mackal: Re-worked spell re-use timer logic
mackal: Source optimizations all over, crash fixes
mackal: Fixed some issues with illusions on zoning
mackal: Fixed some client DOT stacking bugs
mackal: Invis will now break on AA spell casts and item cast
mackal: Changed how Loot response code works
mackal: Implemented 3 additional spell gems with (Mnemonic Retention)
mackal: Instant spells now have instrument mods
mackal: Rate limit character saves
mackal: Made it so items no longer do TGB (Live-like) Rule implemented to disable
mackal: Set pet buffs limit to 30
== 09/03/2016 ==
Uleat: Changed 'Bind Wound' behavior to match the best references that I could find for post-2004 era.
Note: If you wish to retain the old method, source in the optional '2016_09_03_old_bind_wound_rule.sql' script file.
== 08/27/2016 ==
Kinglykrab: Added optional IP-based account exemptions.
- To use this system simply set World:EnableIPExemptions to true and create an entry in the ip_exemptions table.
- Example: exemption_ip of IP 192.168.1.4 in ip_exemptions with exemption_amount of 1 will allow only 1 account to login from IP 192.168.1.4.
- Note: If there is no exemption, the amount of accounts logged in from a singular IP will default to World:MaxClientsPerIP
== 08/23/2016 ==
noudess: Force mobs on a depop @ end pathgrid to still do this on idle zones.
This makes them be more random after a zone is idle, rather than always showing
up at start point when 1st person logs into an idle zone. Much more like live.
I dion't think this will be much of a performance problem. Once they path and
depop, no mkore cpu usage.
== 08/14/2016 ==
mackal: Implement Linked Spell Reuse Timers
- For whatever reason this is a bit unfriendly, but that's how it is on live.
- Titanium is especially unfriendly with large differences in reuse times (ex higher canni and the first 4)
- Unsure when this went live for spells, but canni was at least linked at OoW launch
== 08/13/2016 ==
Kinglykrab: Implemented optional avoidance cap rules.
- Serves to eliminate God-like characters on custom servers with high item stats
- Rule Names:
- Character:EnableAvoidanceCap (default is false)
- Character:AvoidanceCap (default is 750, beyond 1,000 seems to make characters dodge all attacks)
== 08/02/2016 ==
Uleat: Changed 'SendZoneSpawnsBulk' behavior to use near/far criteria (live-like) when sending packets.
- Zone-to-Zone client loading will see a small decrease in time (less than 10~15%)
- World-to-Zone client loading appears to greatly benefit from this (tested 'devastation' - pre-change: ~22 seconds, post-change: 12~15 seconds)
- This change does not affect the final spawning of mobs in the client
== 07/31/2016 ==
mackal: Implement more spell gems!
- There are a few things still left to due like make dealing with losing gems nice (reset AAs, going to an older client etc)
- Sadly SoF disc release doesn't support gem 10 like one might expect :(
- So changed clients:
- SoD = 10
- UF = 12
- RoF/RoF2 = 12. I know the UI supports 16, but the client does not and can cause client crashes
- The quest APIs assume you pass a valid spell gem ...
== 07/28/2016 ==
Uleat: Implemented zone memory-mapped file usage
- Zone map files are converted to pre-loaded binary files, bypassing the (sometimes) time-consuming raw data transform process
- There are three ways to convert files:
-- Do nothing! The zone bootup process will check for a mmf file and load it, if found, or create it after the 'normal' transform process is complete
-- Use the command line option: zone convert_map <zone_name>.map (for singular conversions)
-- Drop the 'convert_maps_to_mmfs.pl' into your server directory and execute it for a batch conversion
-- Note: Any zone maps not pre-converted will be processed once a zone is booted up that does not have one
- To enable this feature, you must have the 'USE_MAP_MMFS' option checked in cmake and have built binaries on that
- To disable this feature, or if you encouter problems, disable the 'USE_MAP_MMFS' option and rebuild your binaries
- This feature will test the validity of your zlib library. If you get errors/crashes upon conversion, then your zlib1.dll is most likely suspect (check our forum for solutions)
== 07/25/2016 ==
mackal: Fix up the SpellBuff struct
- THERE MAYBE BUGS
- there shouldn't though, most of the hackery was from badly named fields causing confusion
== 07/09/2016 ==
Uleat: Important fix for mob pathing
- This should fix failed pathing issues (and high cpu usage for zone.exe) for mobs in affect zones
- Changed variable 'gridno' type from int16 to int32 to reflect actual return value of fetch (values do exceed 32767 aka int16.max)
- Precision loss from int32 to int16 conversion was causing grid id to be changed to quest controlled movement in cases where (gridno & 0x8000 == true)
== 06/28/2016 ==
Noudess: Resurrection effects now block certain buffs like on live.
Noudess: Added message about why spells are blocked (rule based)
Noudess: Added new rule: Client:UseLiveBlockedMessage
Uleat: Fix for bot inventory save failure involving items with unlimited charges
== 06/13/2016 ==
Noudess: Changes personal faction earned min/max to -2000/2000 from -3000/1200
== 06/06/2016 ==
Uleat: Reworked EQEmuDictionary to use class LookupEntry
== 06/01/2016 ==
Uleat: Implemented EQEmu::TintProfile
Uleat: Implemented EQEmu::TextureProfile
== 05/31/2016 ==
Uleat: Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot
== 05/28/2016 ==
Uleat: Merged client_version and inventory_version into emu_versions files
== 05/27/2016 ==
Uleat: Renamed EQEmu::Item_Struct to EQEmu::ItemBase (and appropriate files) to coincide with new inventory naming conventions
== 05/25/2016 ==
Uleat: Renamed and moved enumeration SkillUseTypes to EQEmu::skill::SkillType - added class EQEmu::SkillProfile, though not implemented at this time
Uleat: Some more work on eq_dictionary
== 05/21/2016 ==
Uleat: Moved struct Item_Struct into namespace EQEmu along with associated enumerations - enumerations into namespace EQEmu::item (run shared_memory)
Uleat: Fixed a few possible crash points in linux builds associated with augments/ornamentations
== 05/18/2016 ==
Uleat: Changed client 'constants' files to 'limits'
== 05/10/2016 ==
Uleat: Converted client translators' 'SerializeItem()' to recursive, single buffer methodology. Titanium SerializeItem() now adds a null term between parent items instead of the invoking function
Uleat: Converted server 'BulkSendInventoryItems()' to use single buffer methodology
Uleat: Added 'ItemInst::Serialize()' overload to make use of the above single buffer methodology
== 05/08/2016 ==
Uleat: Re-coded Titanium client translator 'SerializeItem()' to use coded property assignments over file enumerated ones
== 04/22/2016 ==
Uleat: Reworked ClientVersion into namespace EQEmu; Added InventoryVersion
Uleat: Delinked current inventory slot enumeration and constants from EQEmu::constants and global definition (inv2 pre-work)
== 04/19/2016 ==
Uleat: Changed the recent EQEmu rework to eliminate the nested class design (possible cause of VS2015 update crashes - unverified)
Uleat: Some more inv2 convergence work
== 04/15/2016 ==
Uleat: Reworked EQDictionary into namespace EQEmu
== 04/08/2016 ==
Uleat: Added Heal Rotation HOTs (Heal Override Targets) that can be set for proactive healing (default HR behavior is reactive)
Uleat: Added the ability to save/load/delete Heal Rotations based on targeted member - load is automatic when ^hrcreate is used on a bot that has a saved HR entry
== 04/07/2016 ==
Uleat: Rework of eq_dictionary to facilitate inventory work
== 04/05/2016 ==
Uleat: Moved database query code out of bot.cpp and into the new BotDatabase class
== 03/25/2016 ==
Uleat: Fix for heal rotation 'Stack Overflow' error
Kayen: Defensive procs will now only proc once per attack round (instead of every attack chance).
Live like modifier added that decreases defensive proc chance if you are higher level then your attacker.
== 03/24/2016 ==
Kayen: Fix for AE taunt to use correct range and hate modifier.
Fix for spell effect version of taunt to use correct range.
Uleat: Activation of new 'Bots' command system
- You will need to re-run cmake to capture the file additions and then re-compile your server binaries
- You will also need to manually run eqemu_update.pl and select the bots update option - you should have 2 pending updates: 9001 & 9002
- The new command system is accessed with the '^' character - start with '^help' and see where that takes you
- More information can be found on the eqemu forums
== 03/05/2016 ==
mackal: Implement extra bind points (secondary recall)
For SE_Gate, base2 is which bind to use (starting at 1)
For SE_BindAffinity, base1 is which bind to set (starting at 1)
For SE_GateCastersBindpoint, base1 is which bind to use (starting at 1)
There was actually no spells that don't send to the main bind, but it uses a base1 of 1 which matches with SE_Gate
This also doesn't break anything
== 03/01/2016 ==
Uleat: Fix for LDoN treasure 'npcs' not leaving a corpse (please report any issues..)
== 02/29/2016 ==
Uleat: Change in AddItemBonuses - now includes ammo slot for skill mods only. Defined SoD- client SkillModMax packet property (client does not show..but, does enforce.)
== 02/11/2016 ==
Hateborne: Added IgnoreSpellDmgLvlRestriction rule (boolean) to ignore the 5 level spread when checking to add SpellDmg
== 02/10/2016 ==
Hateborne: Added FlatItemExtraSpellAmt rule (boolean) to allow SpellDmg on items to be added as raw damage versus scaled.
== 01/26/2016 ==
Uleat: Fix for Berserker 'Piercing' skill issues. Server Admins: If you run custom skill sets, this patch touches the code segments that you will need to modify if you have changed the default berserker 1H-/2H-piercing skill values.
Uleat (Daerath): Fix for precision-loss item weight conversions in older clients.
- WARNING: YOU MUST RE-RUN SHARED_MEMORY.EXE BEFORE STARTING SERVER OR ITEM LOSS WILL OCCUR!
- Note: Cmake must be re-run to include/exclude the required files
== 01/13/2016 ==
Kinglykrab: Modified #flag so you can refresh your target's account status (GM status level) without them having to relog.
- Just target the person whose flag you want to refresh and type #flag.
Uleat: Added itemlink functionality to the #summonitem command. Current use is limited to extracting the item id from the link.
- Invoking by item link '#summonitem Arrow' produces the same result as by item id '#summonitem 8005'
== 01/12/2016 ==
Athrogate: Adding ClearCompassMark() to Lua.
- Lua didn't have ClearCompassMark(). Perl already had this.
== 01/12/2016 ==
Uleat: Fix for tradeskill containers remaining locked after a RoF+ client leaves. Intermediary fix for RoF+ clients accessing tradeskill containers when in use by another player (thanks Natedog!)
== 12/29/2015 ==
Akkadius: Implemented standardized zone controller scripts (Rule Zone, UseZoneController) Defaulted to true
- When a zone boots, it will spawn an invisible npc by the name of zone_controller
- Lua and Perl scripts can be represented with this npc as zone_controller.pl/lua
- This NPC's ID is ruled be define ZONE_CONTROLLER_NPC_ID 10
- Two EVENT's uniquely are handled with this NPC/controller (They only work with the zone_controller NPC)
- EVENT_SPAWN_ZONE :: All NPC spawns in the zone trigger the controller and pass the following variables:
$spawned_entity_id
$spawned_npc_id
- EVENT_DEATH_ZONE :: All NPC deaths in the zone trigger the controller event and pass the following variables:
$killer_id
$killer_damage
$killer_spell
$killer_skill
$killed_npc_id
== 12/28/2015 ==
Kinglykrab: Added GetInstanceTimer() to Perl and Lua.
- Added GetInstanceTimerByID(instance_id) to Perl and Lua.
- Note: If you do not provide an instance id in the method it defaults to instance id 0 and returns 0 for time remaining.
- Added UpdateZoneHeader(type, value) to Perl and Lua.
- Note: UpdateZoneHeader allows you to manipulate fog color, fog density, and many other zone header settings on the fly in Perl and Lua.
== 12/21/2015 ==
Natedog: Updated item table fields and added a few missing fields for evolving items
-DO NOT implement Heirloom items till the inventory code is fixed to allow placing NO DROP
items in your shared bank. (but item field located on items table)
-NYI - SkillModMax: Max skill point modification from the percent mods. EX:
100% 2HSlashing (Max 50) - can only increase 2hslash by 50 MAX! (item field located though)
Kinglykrab: Added GetMeleeMitigation() for NPCs and Clients in Perl and Lua.
- This allows you to check total item, spell, and AA melee mitigation contribution.
== 12/19/2015 ==
Kinglykrab: Added many methods to Perl and Lua, list below:
- SeeInvisible()
- SeeInvisibleUndead()
- SeeHide()
- SeeImprovedHide()
- GetNimbusEffect1() - returns first nimbus effect
- GetNimbusEffect2() - returns second nimbus effect
- GetNimbusEffect3() - returns third nimbus effect
- IsTargetable()
- HasShieldEquiped()
- HasTwoHandBluntEquiped()
- HasTwoHanderEquiped()
- GetHerosForgeModel() - returns int32 Hero's Forge model
- IsEliteMaterialItem() - returns uint32 Hero's Forge Model
- GetBaseSize() - returns Mob's base size
- HasOwner()
- IsPet()
- HasPet()
- IsSilenced()
- IsAmnesiad()
== 12/16/2015 ==
Noudess: Repaired issue with Bind Wounds on someone else. Message was not coming out on client (hold still) and a bind wounds on someone already binding their wounds would interrupt their bind and make them stand. Also removed some duplicate messaging.
== 12/14/2015 ==
Kinglykrab: Added IsBlind() and IsFeared() functionality to Perl and Lua.
- Note: Both methods are Mob methods and may be used on NPCs or PCs.
Natedog: Added Discipline functions, UpdateInstanceTimer function, and UnmemSpellBySpellID to lua and perl
-Examples: http://wiki.eqemulator.org/i?M=Pastebin&Paste=BJ0ygmNM
== 12/07/2015 ==
Uleat: Command aliases are no longer handled through the command_add() function.
- To add a command alias, edit the database table `command_settings` - here, you will find three columns: `command`, `access` and `aliases`
- Adding command aliases require that the command contain an entry in `command_settings`.`command`
- Only 'real' commands go inside of the command_init() function in command.cpp .. if you wish to add aliases, you must enter them into the database
- 'Real' commands are loaded first .. then any access/alias data is loaded and applied afterwards
- Duplicate aliases will be ignored .. only the first encountered occurrence will be honored - if it does not conflict with an existing command name
- Aliases should not contain whitespace and should be '|' (pipe) delimited
- The restriction on the number of aliases has been removed .. though each alias will still be limited to the access level of the parent command
- If you need need more name space for aliases, simply edit the `command_settings` table and increase the size of the `aliases` column
- The old `commands` table has been renamed to `commands_old` for reference
- All of the current 'standard' commands have been added to the new `command_settings` table
- YOU WILL NEED TO VERIFY/IMPORT OLD ACCESS VALUES AS THIS CHANGE REVERTS ALL COMMAND ACCESS VALUES TO THEIR PEQDB DEFAULTS
== 11/30/2015 ==
Uleat: Changed criteria for a few bots scripts from count to null/not null in hopes of fixing special case failures
== 11/22/2015 ==
Uleat: Fix for loginserver project compile failure
== 11/7/2015 ==
Akkadius: Implemented #repopclose [distance in units] - Used for development purposes, defaults to 500 units
- Real case use: Large zones with 700 NPC's and you are making fast quick tweaks to nearby NPC's you can refresh just the NPC's around you instead of all in the zone
- This can be quite the time saver
- This command will depop all NPC's and only respawn the NPC's that are 500 units around you or unless you specify otherwise
== 11/2/2015 ==
Akkadius: Performance boost (exponential) - Adjusted default idle cast check timers in rules
- Spells:AI_IdleNoSpellMinRecast 500 (Now 6000) 6 seconds
- Spells:AI_IdleNoSpellMaxRecast 2000 (Now 60000) 60 seconds
- Database version 9089 will take care of this update automatically only if you used the default values
- The CPU cost of NPC's checking the entire entity list to cast beneficial spells (Heals/Buffs) becomes extremely high when higher NPC count zones exist (Based off of process profiling)
- Distance checks for every single NPC to every single other NPC who are casting beneficial spells occur every .5 - 2 seconds unless npc_spells dictates other values, which most of the time it does not
- Zones that once fluctuated from 1-8% CPU with no activity (Idle but players present) now idle at .5% based on my testings due
to this change in conjunction with the past few performance commits, these are zones that have 600-800 NPC's in them
- These values normally are overidden by the spells table (npc_spells), fields (idle_no_sp_recast_min, idle_no_sp_recast_max)
== 11/1/2015 ==
Akkadius: Made many performance optimizing oriented code changes in the source
- Added Rate limit the rate in which signals are processed for NPC's (.5 seconds instead of .01 seconds)
Akkadius: Added Perl Export Settings which should heavily reduce the Perl footprint
- Normally when any sub EVENT_ gets triggered, all kinds of variables have to get exported every single time an event is triggered and
this can make Perl very slow when events are triggered constantly
- The two most taxing variable exports are the item variables ($itemcount{} $hasitem{} $oncursor{}) and qglobals ($qglobals{})
- qglobals can pose to be an issue quickly when global qglobals build up, it is highly recommend to use the GetGlobal() and SetGlobal()
methods instead as they don't reference the hashmap $qglobals{} that is rebuilt every single time a sub event is triggered
- A stress test conducted with 10,000 samples shows an excess of time taken to export variables: http://i.imgur.com/NEpW1tS.png
- After the Perl Export Settings table is implemented, and all exports are shut off you see the following test result:
http://i.imgur.com/Du5hth9.png
- The difference of eliminating uneeded exports brings the overhead and footprint of 10,000 triggers from 54 seconds to 2 seconds
- In a 10,000 sample test (10,000 sub event triggers), exporting item variables adds 12 seconds alone, when item variables are only needed in
EVENT_ITEM and EVENT_SAY a majority of the time if at all
- In a 10,000 sample test (10,000 sub event triggers), exporting qglobals with approximately 1,000 global qglobals in the database creates
about 11-20 seconds of delay on its own (Depending on hardware of course)
- I've written a parser that has determined which of these exports are needed in which sub routines and have turned off all of the unneeded
exports in sub routines that do not need them and used it to create the default table that will be installed in the database.
- The export table is called 'perl_event_export_settings' and it resembles the following structure and contains all current 81 EVENTS
- If an entry doesn't exist in this table and a new subroutine is added to the source, all exports will be on by default for that routine
+----------+-----------------------------------------+-----------------+------------+-------------+-------------+--------------+
| event_id | event_description | export_qglobals | export_mob | export_zone | export_item | export_event |
+----------+-----------------------------------------+-----------------+------------+-------------+-------------+--------------+
| 0 | EVENT_SAY | 1 | 1 | 1 | 1 | 1 |
| 1 | EVENT_ITEM | 1 | 1 | 1 | 0 | 1 |
| 2 | EVENT_DEATH | 1 | 1 | 1 | 0 | 1 |
| 3 | EVENT_SPAWN | 1 | 1 | 1 | 0 | 1 |
| 4 | EVENT_ATTACK | 0 | 1 | 1 | 0 | 1 |
| 5 | EVENT_COMBAT | 1 | 1 | 1 | 0 | 1 |
+----------+-----------------------------------------+-----------------+------------+-------------+-------------+--------------+
- If a change is made to this table while the server is live and running, you can hot reload all zone process settings via:
#reloadperlexportsettings
- For those who wonder what "exports" are, they are reference to variables that are made available at runtime of the sub event, such as:
(export_qglobals) (Heavy) : $qglobals https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L916
(export_item) (Heavy) : $itemcount{} $hasitem{} $oncursor{} https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L1103
(export_zone) : $zoneid, $instanceid, $zoneln etc. https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L1083
(export_mob) : $x, $y, $z, $h, $hpratio etc. https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L1032
(export_event) : (event specific) IE: EVENT_SAY ($text) https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L1141
== 10/16/2015 ==
Uleat: Added command '#bot clearfollowdistance [ <target> | spawned | all ]' to coincide with the activation of the load/save feature for follow_distance
== 10/13/2015 ==
Uleat: Important update to 2015_09_30_bots.sql - fix for orphaned entries causing crashes during the conversion process
Note: Please visit the thread below if you encounter issues during the conversion process
== 10/12/2015 ==
Uleat: Implemented 'bots' database versioning
Note: See thread for more information: http://www.eqemulator.org/forums/showthread.php?t=40091
Kayen: Feign death will now break when hit by casted spells, consisted with live.
Implemented suport for AA/spell effect which provides a chance to avoid FD breaking from spells.
== 10/10/2015 ==
Kayen: Updated mechanics to be consistent with live regarding how invisible breaks when the client is the target of a spell.
Invisible will drop whenever a client is hit with a detrimental spell, regardless of if resisted, if it does damage or AOE.
Hide skill now also follows the same rules as above.
Implemented support for Rogue AA - Nerves of Steel which gives a chance for hide NOT to break
when client is hit with an AOE spell.
== 09/25/2015 ==
Uleat: Implemented 'Inventory Snapshot' feature to track online player inventories at timed intervals.
rules:
'Character:ActiveInvSnapshots' - active (true) or inactive (false - default)
'Character:InvSnapshotMinIntervalM' - minimum time between snapshots (in minutes)
'Character:InvSnapshotMinRetryM' - minimum time to attempt a retry after a failed snapshot (in minutes)
'Character:InvSnapshotHistoryD' - minimum time to keep snapshot entries (in days)
commands:
'#invsnapshot' - Takes a snapshot of target client's inventory (feature active or inactive)
'#clearinvsnapshots [use rule]' - Clears snapshot entries based on bool argument ([true] - honors the 'InvSnapshotHistoryD' rule, [false] - erases all)
== 08/02/2015 ==
Shendare: VS2013 query StringFormat glitches when "%f" is passed for the int GetRunSpeed().
Shendare: In CreateNewNPCCommand(), the npc_type_id and spawngroupid are created in the database, but never set in the spawn class, so later it can't delete them with #npcspawn remove or #npcspawn delete.
== 07/27/2015 ==
Uleat: Reworked the QS Audit code in Handle_OP_ShopPlayerBuy (\zone\client_packet.cpp) to help eliminate potential for exception errors
== 07/22/2015 ==
mackal: Corrected some hate value calcs based on updated http://www.eqemulator.org/forums/showthread.php?t=39819
Rule Aggro:MaxStunProcAggro to Aggro:MaxScalingProcAggro since the cap applies to more than stuns
== 07/16/2015 ==
mackal: Rework spell aggro based on http://www.eqemulator.org/forums/showthread.php?t=39819
== 07/15/2015 ==
Hateborne: Added optional ability to enforce task level requirements in perl and lua via an added, optional parameter to $client->AssignTask and quest::assigntask.
Use cases:
quest::assigntask(703); # this still assigns the task as normal, no functional change
quest::assigntask(703, 1); # this will assign the task, provided the character meets the db-stored level requirements
$client->AssignTask(703, $npc->GetID()); # still assigns the task as normal, no functional change
$client->AssignTask(703, $npc->GetID(), 1); # this will assign the task, provided the character meets the db-stored level requirements
== 07/06/2015 ==
mackal: Implement Triple Attack Skill
Parses showed about rand(1000) for the chance, may need more investigating
Corrected Double Attack chances as well
Running optional 2015_07_06_TripleAttack.sql will set current toons to their max skill
This is optional because the admins might want to go a different route.
== 07/05/2015 ==
mackal: Rewrite NPC combat attack round logic
An NPC "quading" is really just an NPC with innate dual wield that doubles on both hands
The old rules allowed NPCs to hit 6 times in one round
NPCs also seem to have their own skill progression for DW/DA
See: http://www.eqemulator.org/forums/showthread.php?t=38708
You can set Combat:UseLiveCombatRounds to false to use the old rules
PC Double Attack rates kind of follow the same thing but still needs to be implemented
Kinglykrab: WARNING: summonburriedplayercorpse is now summonburiedplayercorpse, getplayerburriedcorpsecount is now getplayerburiedcorpsecount, summon_burried_player_corpse is now summon_buried_player_corpse, and get_player_burried_corpse_count is now get_player_buried_corpse_count FIX THESE IN YOUR SCRIPTS OR THEY WILL NOT WORK!!!!
Added bot saylinks (thanks Uleat!)
Command aliases for #augmentitem (#aug), #findnpctype (#fn), #findspell (#fs)
Bot command changes: #bot sow -> #bot speed, #bot magepet -> #bot setpet, #bot resurrectme -> #bot resurrect
Changed all occurrences of burried to buried in the code.
client_packet.cpp was referencing old columns in character_corpses, not sure how we didn't already see this before.
== 7/4/2015 ==
mackal: Reworked the activated avoidace skills (riposte, dodge, etc) based on dev quotes
This also fixes the order things are checked (avoidance skills, THEN hit/miss)
Also riposte immunity from the increase riposte chance spell effect.
== 7/2/2015 ==
KLS/mackal: AA system has been rewritten fixing a ton of bugs and extending functionality while making it easier to create new AA points.
KLS/mackal: New tables are needed and so older data will need to be migrated to the new system.
KLS/mackal: The SQL saves the old aa points spent/avail/character_alt_abilities data if any server ops want to do something different than PEQ did with it.
KLS/mackal: Will try to get a wiki entry written up next week some time explaining the system but it's really not hard to follow the db tables in the meantime.
== 7/1/2015 ==
Akkadius: Fix an issue where emote messages would overflow the buffer of 256 by increasing the size and changing some of the initialization
Akkadius: Added a custom Health Update message that will display in the middle of the players screen, to enable this server wide you must enable rule 'Character:MarqueeHPUpdates'
Example: https://www.youtube.com/watch?v=KUVdbPxLIn0
Akkadius: (Haynar) Fixed some runspeed issues with Perl and LUA scripts
Akkadius: (Haynar) Updated #showstats and #npcstats for new speed calcs to display speeds again in familiar float format.
Akkadius: (Haynar) Improved client movement while AI Controlled, such as feared and charmed. Movement will be much smoother from clients perspective.
== 06/12/2015 ==
Uleat: Adjusted SessionStats to better reflect a sister implementation
== 06/07/2015 ==
Uleat: Implemented optional rule for using disenchanted bags. Action triggers at the same point that temporary items are removed.
Optional SQL: utils/sql/git/optional/2015_06_07_TransformSummonedBagsRule.sql
mackal: changes to AA packets since more fields have been identified
mackal: fix exploit with expendable AAs punching holes in the aa_array and staying around longer than they are welcomed
== 05/25/2015 ==
Akkadius: Implemented disjointed zone based time, this can be triggered via quest methods
Akkadius: Added parameter to LUA and Perl method settime(hour, minute, [update_world = true])
- If update_world is false, the zone will then unsubscribe itself from regular worldserver time synchronizations
- Basically this localizes the zones time and keeps it from syncing with world updates
Akkadius: Added DB ver 9082 with update to add npc_types texture columns if table does not currently have them
== 05/22/2015 ==
Uleat: Added null-term declaration for character names in ENCODE(OP_CharInfo) - where appropriate
== 05/20/2015 ==
mackal: Bard instrument mods should be more consistent with live. Zoning will keep instrument mod for long duration buffs (selo's)
Still need to have procs/doom effects to inherit the instrument mods from their source buff/whatever
== 05/18/2015 ==
KLS: Changed how fishing locates water to hopefully be a bit more accurate at the expense of a bit more cpu power per line cast.
== 05/15/2015 ==
Uleat: Added check to EntityList::CheckSpawnQueue() to bypass dereference if returned iterator is npc_list.end() - should fix the debug assertion failure crash
== 04/30/2015 ==
mackal: Implement mob and client melee push
You can set Combat:MeleePush to false to turn off or change Combat:MeleePushChance to increase the chance an NPC can be pushed
PCs are always pushed, need to do more testing to verify.
== 04/22/2015 ==
Uleat: Probable fix for 'Debug Assertion Failure' in Client::GarbleMessage() when calling the 'isalpha' macro.
ref: https://connect.microsoft.com/VisualStudio/feedback/details/932876/calling-isdigit-with-a-signed-char-1-results-in-a-assert-failure-in-debug-compiles
== 03/29/2015 ==
Secrets: Identified the Target Ring fields for RoF/RoF2.
Secrets: Added a perl accessor for the last target ring position received from the client. Usage: $client->GetTargetRingX(), $client->GetTargetRingY(), $client->GetTargetRingZ()
== 03/12/2015 ==
Akkadius: [eqemu_update.pl V7] Add Option 9) LUA Modules - Download latest LUA Modules (Required for Lua)
== 03/11/2015 ==
Akkadius: [eqemu_update.pl] Add Option 7) Plugins - Download latest Perl plugins
Akkadius: [eqemu_update.pl] Add Option 8) Quests - Download latest PEQ quests and stage updates
Akkadius: [eqemu_update.pl] Set version 5 of script
== 03/10/2015 ==
Akkadius: [eqemu_update.pl] Add Option 6) Download Latest map and water files
== 03/04/2015 ==
Akkadius: Fix Spell Book Deletion
== 03/03/2015 ==
Uleat: Fix for 'Invalid Slot ID' messages. Bag slot count is now enforced during database saves to eliminate existing 'hidden' duplicated items..sorry MQ2 users...
Uleat: Fix for Item loss during corpse looting and possible item loss when purchasing items from LDoN or Adventure merchants. (cursor-related)
== 02/27/2015 ==
Uleat: Final 'tweak' for light sources until a valid issue arises. Wearable equipment now matches client behavior. Stackable light sources are bugged in the client..but, the current timer update implementation alleviates this condition.
== 02/26/2015 ==
Uleat: Updated light source criteria to (hopefully) match what the client uses (still needs tweaking)
Uleat: Changed 'general' light source checks to accept the last valid light source (client behavior)
Notes:
- "Fire Beetle Eyes" are still causing issues in general slots (no item movement sound effect)
- Wearable equipment types still register as valid light sources when in general slots (needs exemption criteria)
== 02/23/2015 ==
Noudess: Allow for a rule to set starting swimming && SenseHeading value.
I moved the swimming override to char create instead of setting it
every time a char enters a zone.
Also added rules to not ignore, but rather forrce sense heading packets to be
used to train it instead of maxing it out like before.
Uleat: Fix for RoF+ clients showing active 'Return Home' button when action is not available (swapped 'GoHome' and 'Enabled' fields in RoF-era CharacterSelectEntry structs)
== 02/21/2015 ==
Noudess: Starting erudites that were supposed to start in paineel were landing in erudin on Titanium. Fixed to be paineel.
== 02/20/2015 ==
mackal: Implement claims for RoF/RoF2 (should no longer crash the client!)
- fixed bugs related to claims for the rest of the clients (woo infinite loops)
== 02/18/2015 ==
Trevius: Fix for potential recursive loops if using RemoveFromHateList() within EVENT_HATE_LIST.
== 02/17/2015 ==
Uleat: Implemented per-client character creation limiting. Caps are unknown atm..so, don't get over-zealous!
Notes:
- Titanium is hard-coded to min/max of 8 in both the server and client translator code (client doesn't support variations in available character count)
- SoF thru RoF2 have had their max characters raised to 12 from 10
- Changing the number of characters per account is accomplished by:
1) Setting consts::CHARACTER_CREATION_LIMIT to the desired count in the client's constants file in ../common/patches/
2) Ensuring that eq_dictionary's EmuConstants::CHARACTER_CREATION_LIMIT is equal-greater than the client's new value..referencing is good
3) Recompiling the server code
- A rules-based qualifier may be added at some point
== 02/16/2015 ==
Trevius: (RoF2) Bazaar Trading (Buying/Selling) is now fully functional. Bazaar (/bazaar) search is not yet functional.
mackal: (RoF2) Send the bard focus effects, note custom servers will need to fix their items, server side we still use the old system, but RoF2 wasn't showing anything with not sending focus, so send them
== 02/14/2015 ==
Trevius: (RoF2) Bazaar is now partially functional. RoF2 clients can start/end trader mode and other clients can purchase from them. No other functionality yet.
Uleat: Implemented higher bandolier and potion belt counts for clients that support it..you will still need to activate them through the proper aa's, etc...
== 02/12/2015 ==
Akkadius: Implement zone based gravity, required SQL DB change
- To test `zone` table `gravity` values, change the value and use #zheader <zoneshortname> to test
== 02/11/2015 ==
Trevius: (RoF+) Bandolier no longer displays a Treasure Chest Icon when no Bandoliers are set.
== 02/09/2015 ==
Trevius: (RoF+) Setting Alt flag on characters in the Guild Management Window is now saved and functional for filtering.
Trevius: (RoF+) Guild Invites between RoF+ and previous Clients is now functional.
== 02/08/2015 ==
Kayen: Implemented npc specialability (44) COUNTER_AVOID_DAMAGE which when applied to the ATTACKING NPC will make their attacks more difficult to be avoided by riposte/dodge/parry/block.
Parama0: Negative modifer value that affects ALL avoid damage types dodge/parry/riposte/block) chance on defender. Ie (44,50 = 50 pct reduction to ALL)
Parama1: Negative modifer value that affects RIPOSTE chance on defender. Ie (44,1,0,50 = 50 pct reduction to riposte chance)
Parama2: Negative modifer value that affects PARRY chance on defender. Ie (44,1,0,0,50 = 50 pct reduction to parry chance)
Parama3: Negative modifer value that affects BLOCK chance on defender. Ie (44,1,0,0,0,50 = 50 pct reduction to block chance)
Parama4: Negative modifer value that affects DODGE chance on defender. e (44,1,0,0,0,0,50 = 50 pct reduction to dodge chance)
Example of usage: Player has Improved Dodge V (+50 pct dodge chance), you want to negate this bonus you would set 44,1,0,0,0,0,50 on your NPC.
== 02/07/2015 ==
Akkadius: Reduced #repop time dramatically by taking down hundreds of individual SELECT/DELETE/INSERT queries in routines and bringing it down to very few
See: https://www.youtube.com/watch?v=9kSFbyTBuAk
== 02/06/2015 ==
Uleat: Updated returns for Inventory and ItemInst const iterators. (const == const)
Uleat: Replaced 'iter_inst' and 'iter_contents' typedefs with their stl definitions
Uleat: Removed 'limbo' from the 'HasItem' series of checks - including lore checks. The client excludes this range and it causes issues when performing item searches - dupe lore checks were added to account for this.
Uleat: Updated command #iteminfo to show light source information and a few other things
== 02/05/2015 ==
Trevius: Fixed Environmental Damage for RoF2.
== 02/03/2015 ==
Trevius: Crashfix for TempName() when numbers are passed at the end of the name.
Uleat: Tweaking of item type exclusions to alleviate strobing conditions with light sources
== 02/02/2015 ==
Akkadius: Implement Packet logs with dumps
- Category: 41: Packet: Server -> Client With Dump
- Category: 42: Packet: Server -> Client With Dump
See: http://wiki.eqemulator.org/p?Logging_System_Overhaul#packet-logging-levels
== 02/01/2015 ==
mackal: Add quest debugging to lua
eq.debug("Test debug level implicit 1")
eq.debug("Test debug level explicit 1", 1)
eq.debug("Test debug level explicit 2", 2)
eq.debug("Test debug level explicit 3", 3)
Akkadius: Add Packet Logging Categories
- 5 - Packet: Client -> Server - Logs::Client_Server_Packet
- 39 - Packet: Server -> Client - Logs::Server_Client_Packet
- 40 - Packet: Client -> Server Unhandled - Logs::Client_Server_Packet_Unhandled
See: http://wiki.eqemulator.org/p?Logging_System_Overhaul#packet-logging
== 01/31/2015 ==
Trevius: Fixed FindGroundZ() and GetGroundZ() to once again utilize the X and Y arguments that are passed to them.
== 01/30/2015 ==
Akkadius: Implemented event type "EVENT_ENVIRONMENTAL_DAMAGE"
- This event triggers when taking any sort of environmental damage. Example use:
sub EVENT_ENVIRONMENTAL_DAMAGE{
quest::debug("EVENT_ENVIRONMENTAL_DAMAGE");
quest::debug("env_damage is " . $env_damage);
quest::debug("env_damage_type is " . $env_damage_type);
quest::debug("env_final_damage is " . $env_final_damage);
}
Result: (Test falling in Velks): http://i.imgur.com/tPRL7yL.png
- Implemented LUA counterpart of this same implementation above
Akkadius (Bobaski): Add PoK New Merchant sql/git/optional/2015_01_30_poknowledge_spell_vendors.sql
== 01/29/2015 ==
Trevius: Added more information to Mercenary Logging.