Image
ac5227da56
version update to scorpio stage
2020-11-01 17:01:13 -05:00
Image
5cf0e6ec17
Updated maps + compressed for faster on load processing
2020-11-01 16:52:16 -05:00
Image
99997be878
New/Updated navpaths for classic zones
...
Fix #130
2020-11-01 16:48:01 -05:00
devn00b
f61840c8b8
Restart/Startup Script
2020-10-30 01:23:08 +00:00
devn00b
70fb900574
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-10-25 17:24:15 +00:00
Image
d836c1579a
Exe Updates
2020-10-24 16:48:34 -04:00
Image
6ed7941ece
Numerous memory leak fixes / initialization/deinitialization issues
2020-10-24 16:48:27 -04:00
devn00b
561854da0e
Update to spawnscripts/quests/spells
2020-10-23 21:45:51 +00:00
Image
3332305202
Model Viewer lib/exe updates
2020-10-23 08:48:33 -04:00
Image
c1e0b5748b
Misc code updates for model viewer
2020-10-23 08:48:19 -04:00
Image
32a5e3eccd
added checks to see if a collision mesh exists on models, if not we don't put it in the map
2020-10-23 08:47:58 -04:00
Image
a9a4e66898
Exe Updates (try #2 )
2020-10-23 08:19:36 -04:00
Image
8342ccc0d2
Exe Updates
2020-10-23 08:13:17 -04:00
Image
0b80b8b12a
mem leak fix / cleanup
2020-10-23 08:13:11 -04:00
LethalEncounter
9554876c2f
Linux compile fix
2020-10-21 21:56:07 -04:00
LethalEncounter
339071500e
added /waypoint command
2020-10-21 21:21:45 -04:00
LethalEncounter
2afc04311b
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-10-21 20:13:13 -04:00
LethalEncounter
65109b0d5d
Glowpaths/waypoints added
...
Fixed spell error messages for DoF client
Fixed food/drinks for DoF client
Changed items to allow archetypes to use an item if all the classes in the archetype are allowed to use it
Added a ton of LUA functions to support various gameplay features
Loot icon only added to corpse if the corpse has loot
Class skills will now rise appropriately with level
Fixed various bugs
2020-10-21 20:12:06 -04:00
Image
8522d64f39
Update tutorial_island02.nav
2020-10-20 23:23:06 -04:00
Image
33cfcaae31
Exe Update
2020-10-19 22:36:32 -04:00
Image
0d7e64ed3b
fix water creatures out of water
...
on npc creation need to check their model type since we memcpy in the appearance vs setting the model type
2020-10-19 22:36:26 -04:00
Image
396f0e8f2b
exe update
2020-10-19 22:20:22 -04:00
Image
dfa46589c8
shallow water will more easily detect now
2020-10-19 22:20:17 -04:00
Image
98df682add
Exe Update
2020-10-16 23:16:05 -04:00
Image
5c31dddfba
better LoS level with human least (was way too leanient before)
2020-10-16 23:15:59 -04:00
Image
40aabed5fb
Exe Update
2020-10-16 22:45:53 -04:00
Image
39cd2627d5
oops wrong offset, ground spawn only on Y
2020-10-16 22:45:46 -04:00
Image
1e157b0b6b
Removed non collision polys from maps, includes the water planes of oceans that were blocking line of sight
2020-10-16 22:31:39 -04:00
Image
5de59c57ee
Exe Update
2020-10-16 22:20:16 -04:00
Image
9a76f80546
Remove Water checks in CheckLoS, reduce InWater target pos
2020-10-16 22:20:11 -04:00
Image
4291ab1f49
Fixes to ClassWaterOcean/2
2020-10-16 22:17:12 -04:00
Image
64d42e161e
Exe Update
2020-10-16 16:32:49 -04:00
Image
31c751647b
Update tutorial_island02.EQ2Map
...
- Removed the water line level in the tutorial_island02, was blocking line of sight against in and out of water
2020-10-16 16:31:55 -04:00
Image
e2a5f86be8
Update Spawn.cpp
...
- Fix low water line issue, slight offset (-1.0f) also helps for groundspawns slightly out of water
- Added an 'eye level' to line of sight
2020-10-16 16:31:47 -04:00
Image
601a97dc62
model viewer exe updates
2020-10-14 22:30:36 -04:00
Image
0dae7dccb7
Model viewer changes to export region maps
2020-10-14 22:30:22 -04:00
Image
282b783249
new .EQ2Region maps in Regions directory for water maps and future region tracking
...
Issue #71 region maps for water
2020-10-14 00:37:21 -04:00
Image
6b70adc911
Exe Updates
2020-10-13 23:53:03 -04:00
Image
9290bceb60
Code changes for region maps (Water!), additional lua functions
...
Issue #71
- Region Maps support water! Later on to add lava/no fly/other potential regions
- new LUA functions:
* InWater(spawn)
* HasControlEffect(spawn, type)
* GetBaseAggroRadius(spawn)
* GetAggroRadius(spawn)
* SetAggroRadius(spawn, distance, override) - override true sets base to this, otherwise its temporary and doesn't impact GetBaseAggroRadius
* SetDeity(spawn, value)
2020-10-13 23:52:55 -04:00
LethalEncounter
cda936ad3f
Fixed bug with missing #include for Linux compiles
2020-09-25 21:58:36 -04:00
LethalEncounter
274ec84b47
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-09-24 19:53:56 -04:00
LethalEncounter
09bf3a3378
Fixed bug #3 (World crashing when port already in use) - will gracefully exit
...
Changed string* WorldDatabase::GetZoneName to string WorldDatabase::GetZoneName, this will prevent memory leaks when people forget to delete the memory
Changed ZoneScripts to use the one in the ZoneScripts directory if the lua_script field in the zones table is empty, but the zonescript file exists on disk, warning is displayed it World
2020-09-24 19:33:01 -04:00
image
c7e37ab551
Exe Update
2020-09-24 16:11:47 -04:00
image
36ff32c676
fixed lua stack
2020-09-24 16:11:42 -04:00
image
c5efcdfe78
Exe Update
2020-09-24 15:52:16 -04:00
image
ca02320a93
update version to libra 1
2020-09-24 15:52:10 -04:00
image
d5f670fef2
reset function stack for LUA
2020-09-24 15:52:01 -04:00
image
41692b8be0
Update EQ2World__Debug_x64.exe
2020-09-24 08:19:32 -04:00
image
0a1e8a7c12
Added MovementLoopAddLocation back from its previous removal in change ebddaba763
2020-09-24 08:19:30 -04:00
image
2ac335014f
Exe Update
2020-09-23 15:43:39 -04:00