Commit graph

150 commits

Author SHA1 Message Date
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65b9bf8c21 Removed inbulk distance, just use send_spawn_distance instead -- also zone in should send a larger radius (not less than 40) 2020-04-19 15:16:23 -04:00
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59dc1e49d4 RemveSpawn changes
- REmove spawn distance slightly increased to distance from send spawn distance.  Secondly widgets/signs/doors all stay, only NPCs will be removed/added back to reduce lag in client (reduce loading!)
2020-04-19 12:16:43 -04:00
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f2c72f60b1 Default Entity SetSpeed via LUA fix 2020-04-19 12:15:52 -04:00
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8b73f53ddd Removing bulk position update restrictions
this is hopefully the last time, but intermittent issues are hard to track!
2020-04-18 22:52:43 -04:00
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57b6811413 fix for runback speed and movement loop speed
Temporary speeds set to the entity class
2020-04-18 22:52:20 -04:00
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8a6302f7ce fix for movement loop mobs staying stationary (need a default base speed for entities) 2020-04-18 22:23:53 -04:00
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e7acea817d Update EQStream.cpp
Remove unnecessary dumppacket
2020-04-18 20:21:59 -04:00
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69cdfe945f Fixed breaking /speed command
Have to force SetSpeed to default the new speed set by client
2020-04-18 20:21:51 -04:00
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6ae65e339a stabilize ghost_map
More changes for issue #86
2020-04-18 19:52:06 -04:00
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4274a24f10 Help fix ghost_map crashes on client
Issue #86
2020-04-18 16:06:06 -04:00
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1b7baa6dc6 Update mob_movement_manager.cpp
Additional Fix #88
2020-04-18 13:53:30 -04:00
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c1c6fc8d2d NPCs aggro on unfriendly spell casted on them
Fix #89 -- need further review on how much hate should be added by the spell
2020-04-18 13:53:05 -04:00
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eb7209f1c2 Fear and combat runspeed
Fix #88 - combat runspeed set (versus using movement loop speed previously set)
Fix #87 - fear pathing prototype
2020-04-18 13:52:33 -04:00
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a4ff0e539f SetSpeedMultiplier modified to act as a fraction of 100
Fix #57
- SetSpeedMultiplier is already used in Spells for snare, but never worked correctly.
2020-04-18 13:49:05 -04:00
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eb7c5347d7 Fix server->client desync
Fix #85
- Remove restrictions on combined packets
- Reset the compression to the previous design
- Client bulk updates now send in one big sweep bulk packet versus a grouping of packets
2020-04-18 13:41:52 -04:00
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711413b75a Longer delay for non player populated zones (don't waste cpu)
Back to 1 second sleep timer for zones with no one in them
2020-04-16 22:41:40 -04:00
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6566a39e8e additional eqstream fixes
Additional code for Issue #61
2020-04-16 22:41:17 -04:00
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99b71b2049 added per foof's point that op_combined does not overload beyond a 255 byte packet
Also trying to see if garbage packets come up or not (not seeing any PACKET__ERROR, so trying to just hardcode a printf to see if we get one)..
Supports Issue #61
2020-04-16 18:10:21 -04:00
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ebc2400c4c Fixing combine packet logic to match eqemu's
Part of issue #61
2020-04-16 18:09:16 -04:00
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d50a6620ff SpawnScript given a default script if file is available
Fixes #84
2020-04-16 18:08:41 -04:00
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3a41978322 Exe Updates 2020-04-16 10:11:21 -04:00
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6e63a6ae93 Resolves proper rotation of antonica/commons spires
Fix #81

On CheckNode we now handle a VeXformNode with a nodeFlags of 1409875968 as resetting the yaw/pitch/roll to 0 for the next mesh.  There seems to be a VeXformNode after the mesh as well doing the same thing so I consider that 'resetting' to the original yaw/pitch/roll logic.
2020-04-16 10:11:08 -04:00
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a20186d45e aggro LUA function now called on initial engagement of NPC
Fix #72
2020-04-16 00:14:41 -04:00
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10f923c29e Hate aggro is ignored when NPC returns home, despite damage impacting mob
Fix #73
2020-04-15 23:24:47 -04:00
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7ab1bbc2f6 Exe Updates 2020-04-15 23:02:14 -04:00
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eeee2aac84 obj/eq2map export fix, support to move faster in model viewer holding down shift
Partial fix to issue #81, there are more rotational issues like spires in antonica yet to be resolved.

This latest update resolves the discrepency of not rotation/scaling to match the model viewer 3d to the exported obj/eq2map files
2020-04-15 23:01:52 -04:00
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cb00d35b1d Update VeRoomItemNode.cs
Update by theFoof
2020-04-15 22:59:42 -04:00
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aed4f20a22 Revert "chest trap write lock when shuffling the map"
This reverts commit 1db0dba76c.
2020-04-14 16:43:50 -04:00
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1db0dba76c chest trap write lock when shuffling the map 2020-04-14 16:42:33 -04:00
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16814d1787 fix for chest_traps not existing in DB 2020-04-14 16:23:37 -04:00
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5a8ffc3385 Groundspawn adhere to ground (lol)
Fixes #80

forceMapCheck added at Spawn level and applicable to GroundSpawn class, once map is loaded this can force a future map check and send all forced updates to clients to make sure they receive the new Y position.

This was only applied to ground spawns because other spawns may be floating, thus you do not want to force a Y position on them.
2020-04-14 12:33:07 -04:00
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edad5a4382 After runback make sure npcs resume their movement loop 2020-04-14 09:48:04 -04:00
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a17c7915ee Support for flying mobs (InitialState = 49156), runback also supports original gridid for NPC
Fix #78
- Flying mobs only follow pathing when Line of Sight is not established, otherwise they 'free float'
- The runback logic needs to keep the original gridid for NPCs in case they don't properly 'reset'
- In the same respect flying mobs do NOT change their gridid, this causes their return to ghost out of visual sight.  Keeping gridid static keeps NPC visual.
2020-04-14 09:16:33 -04:00
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ae6f55fd12 Update to capture unhandled packets that can desync client (orig credit: theFoof)
Based on DM conversation, extracted GetProtocolPacket -> IsProtocolPacket

https://github.com/Jabantiz/EQ2Emulator-Rewrite/blob/master/trunk/source/common/Packets/ProtocolPacket.cpp

ProtocolPacket* subPacket = ProtocolPacket::GetProtocolPacket(p->buffer + processed + offset, subpacket_length, false);
if (subPacket) {
     //I've seen some garbage packets get sent with wrong protocol opcodes but the rest of the combine is still correct
     //So don't break if GetProtocolPacket fails
     ProcessPacket(subPacket);
     delete subPacket;
}
else if (ntohs(*reinterpret_cast<uint16_t*>(p->buffer + processed + offset)) > 0x1e) {
    //Garbage packet?
    crypto.RC4Decrypt(p->buffer + processed + offset, subpacket_length);
    LogError(LOG_PACKET, 0, "Garbage packet?!:");
    DumpBytes(p->buffer + processed + offset, subpacket_length);
}
2020-04-14 09:13:32 -04:00
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73f9d05759 enabled visualization and info updates to be part of bulk updates 2020-04-13 12:38:53 -04:00
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1ae5f04961 support for /itemsearch broker to input item id
Fixes #77
2020-04-12 23:02:47 -04:00
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5121519b09 grid gets set to 0 when current grid is accurate one
Fixes #76
2020-04-12 22:44:14 -04:00
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eb05763702 Bulk Position Updates + Y coordinate fixes + reset spawn distance back
Fixes #63 - Simple implementation of bulk position updates, adapted from Stitch's old eq2emu pvp src
2020-04-12 19:58:41 -04:00
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d7340614c4 Deflate can cause a larger packet to be created overflowing the data stream
Fixes #75
2020-04-12 19:56:59 -04:00
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89ff042377 Update Combat.cpp
Fixes #74
2020-04-10 23:26:44 -04:00
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54abbd5645 Update EQStream.cpp
Fixes #62
2020-04-10 23:25:21 -04:00
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fa85a124cd If zonemap (EQ2Map) is not loaded line of sight is disabled (all will see each other even through walls) 2020-04-10 08:24:08 -04:00
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62c2053c76 Support for faster than normal runspeed when set for runback 2020-04-10 07:58:50 -04:00
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27b3267108 Jab's & smash's Mar 31st r2892 fix for HO deadlocks 2020-04-10 07:55:31 -04:00
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20a0096991 Updated EQ2Modeler export process to fix some bad positioning of widgets
Fixes #69
2020-04-09 22:53:20 -04:00
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4364b3e06a Update NPC_AI.cpp
Fixes #68
2020-04-09 21:48:19 -04:00
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3e17b28316 Create VPK_Tool.zip 2020-04-07 23:10:19 -04:00
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9a43ebf474 Model Viewer (map editor) Added support to load .draw files, but no textures! 2020-04-06 22:47:56 -04:00
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8fa28fa054 EQ2Modeler (aka EQ2 Map Editor) upload 2020-04-06 21:25:56 -04:00
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012f6f962f missing recast nav stuff 2020-04-06 14:25:04 -04:00