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aed4f20a22
Revert "chest trap write lock when shuffling the map"
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This reverts commit 1db0dba76c
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2020-04-14 16:43:50 -04:00
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c33262bc56
Revert "Exe Update"
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This reverts commit 3bf530d236
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2020-04-14 16:43:47 -04:00
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3bf530d236
Exe Update
2020-04-14 16:42:41 -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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55bb3d752c
Update EQ2World__Debug_x64.exe
2020-04-14 16:23:41 -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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af90a2adaa
Exe Updates
2020-04-14 12:33:13 -04:00
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5a8ffc3385
Groundspawn adhere to ground (lol)
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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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42705721e7
Exe Update
2020-04-14 09:48:12 -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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61f23c9881
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-04-14 09:40:32 -04:00
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8c7f15da40
Exe Updates
2020-04-14 09:40:29 -04:00
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a17c7915ee
Support for flying mobs (InitialState = 49156), runback also supports original gridid for NPC
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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)
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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
Gogs
d9c2de646c
Added more scripts to QH/Qeynos. Started on NQ
2020-04-13 23:25:48 -07:00
Gogs
4b6bd20bbe
Added more scripts to QH/Qeynos. Started on NQ
2020-04-13 23:21:03 -07:00
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bf4bf5ec4d
Quest updates from LUA ->Server directory
2020-04-13 20:59:59 -04:00
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773ac0a6cd
Exe Update
2020-04-13 20:57:16 -04:00
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393cc8880d
Create solusekseye.nav
2020-04-13 20:55:12 -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
Gogs
51f7db0a02
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-04-12 23:49:59 -07:00
Gogs
2ab3c638c5
Updates, and new stuff imported from Cynnar
2020-04-12 23:49:36 -07:00
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c2ad4c739d
Create fallengate.nav
2020-04-12 23:33:13 -04:00
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eb2da06643
Exe Update
2020-04-12 23:02:52 -04:00
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1ae5f04961
support for /itemsearch broker to input item id
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Fixes #77
2020-04-12 23:02:47 -04:00
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201bb32c5b
Exe Update
2020-04-12 22:44:21 -04:00
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5121519b09
grid gets set to 0 when current grid is accurate one
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Fixes #76
2020-04-12 22:44:14 -04:00
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d23f19517d
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-04-12 20:00:39 -04:00
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0c6d3b693b
Exe Updates
2020-04-12 20:00:37 -04:00
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eb05763702
Bulk Position Updates + Y coordinate fixes + reset spawn distance back
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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
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Fixes #75
2020-04-12 19:56:59 -04:00
Gogs
8f1ac16c41
South Qeynos Pathing Complete
2020-04-11 19:37:11 -07:00
Gogs
987c149f79
Update to Installer 0.2
2020-04-11 15:14:54 -07:00
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1d00919196
Exe Update
2020-04-10 23:26:52 -04:00
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89ff042377
Update Combat.cpp
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Fixes #74
2020-04-10 23:26:44 -04:00
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54abbd5645
Update EQStream.cpp
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Fixes #62
2020-04-10 23:25:21 -04:00
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e6451964d2
Create qey_elddar.nav
2020-04-10 22:32:56 -04:00
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ee84725f6a
Create steppes.nav
2020-04-10 22:17:50 -04:00
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7ddb96f42a
New nav files!
2020-04-10 21:14:54 -04:00
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e301425ad9
Exe Update
2020-04-10 08:24:15 -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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507db57736
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-04-10 07:52:43 -04:00
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f397791dcf
Updated Maps
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With Model Viewer update repositioned objects
2020-04-10 07:35:15 -04:00
Gogs
89afd6d772
Fix for respawn on the dumb pig
2020-04-09 20:41:01 -07:00
Gogs
fa3afb9bd8
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-04-09 20:35:54 -07:00
Gogs
c7a0136ec5
QH v1 Complete.
2020-04-09 20:34:50 -07:00
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20a0096991
Updated EQ2Modeler export process to fix some bad positioning of widgets
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Fixes #69
2020-04-09 22:53:20 -04:00
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4c07d67ef4
Exe Update
2020-04-09 21:48:26 -04:00