Aryse Andenter
06-25-2005, 02:37 AM
Some more code changes to share. Note that this post is only for code changes, a lot of stuff has changed with respect to content that the designers have been working on but this post is only for code changes.
* Implemented what we hope is the solution for the "Exodus Bug". This is what people are referring to as "hitting exodus and dying while zoning". Basically, the zone would land the exodus spell on the player but due to network latency the client would sometime later actually begin the zoning process. During that latency window, the zone would continue to process the player which could result in the player being killed by an NPC or DoT while in this transitional state. We've made substantial changes to the zoning process in order to correct this problem. Please let us know of any related problems ASAP, this bug is a high priority for us.
* The raid window is now available to all EverQuest players.
* The LFGroup windows are now available to all EverQuest players.
* A bug related to large NPCs in certain zones warping when in flee mode has been fixed. Please be on the lookout for new pathing related issues. Bazu NPCs in wall of slaughter, for instance, now flee correctly.
* The mapping window is now enabled in all zones.
* The potion belt window now stores it's visible/invisible status between zoning.
* The advanced display options indow has been enhanced substantially.
* Group management has been substantially reworked. You can now invite players to your group from other zones and from any distance in the same zone.
Cheers-
Message Edited by Grumbuk-Dev on 06-16-2005 01:46 PM
http://eqforums.station.sony.com/eq/board/...message.id=6139 (http://eqforums.station.sony.com/eq/board/message?board.id=testing&message.id=6139)
Hi folks,
Here are some code changes that have made it to Test recently that I think people might be interested in. They haven't all passed QA yet but if people want to go test things out before the next live update this is probably a good time to try them out:
-----------------------
* Auto Consent Group, Raid and Guild are now toggle buttons available in the Options window.
* The way EverQuest deals with INI files has been improved. Players on slower computers will notice this this most. Momentary framerate hitches that you may have noticed when opening bags or doing other things that caused INI files to be written out should be much improved.
* Loading optimizations have been made. We've seen some systems load the game as much as 12 seconds faster, but this will vary per system.
* Players no longer have to find a guild master to begin using new skills made available by reaching a new level.
* Spell hate for spells with a fixed amount of hate now include hate-focus effects. Previously, spells with fixed amount of hate assigned to them would disregard hate focus effects.
* Leadership and raid assist ranges now have the same distance rules as the /assist command.
* Accounts that do not have PoP or later expansions, but are eligible for veteran rewards, are now able to access them.
* A rendering problem with luclin models on older GeForce cards (1/2/4MX) has been corrected.
* Persistent general channels have been added that currently have General, Class and Current Region set up. There is an button in the options window to control whether or not you wish to auto join these channels.
* Fixed an old issue with AA timers not being initialized properly. Previously, any new activatable AA ability that has a reuse timer would have an uninitialized value which would sometimes prevent players from using it.
Cheers!
---------------------------
Eric Cosky - "Grumbuk"
Assistant Lead Programmer, EverQuest
Sony Online Entertainment
http://eqforums.station.sony.com/eq/board/...message.id=6132 (http://eqforums.station.sony.com/eq/board/message?board.id=testing&message.id=6132)
The group invite change will make many raid times shorter... and it will also make some of those hacks unnecessary. (Darn... that one was always a great way to catch the hackers. :P ) Good thing I don't raid any more either, that would get in the way of my excuse for always being in the wrong part of the zone/the wrong zone.
The potion belt status being stored will be rather helpful on Zek.
Altogether some pretty useful stuff to keep in mind.
* Implemented what we hope is the solution for the "Exodus Bug". This is what people are referring to as "hitting exodus and dying while zoning". Basically, the zone would land the exodus spell on the player but due to network latency the client would sometime later actually begin the zoning process. During that latency window, the zone would continue to process the player which could result in the player being killed by an NPC or DoT while in this transitional state. We've made substantial changes to the zoning process in order to correct this problem. Please let us know of any related problems ASAP, this bug is a high priority for us.
* The raid window is now available to all EverQuest players.
* The LFGroup windows are now available to all EverQuest players.
* A bug related to large NPCs in certain zones warping when in flee mode has been fixed. Please be on the lookout for new pathing related issues. Bazu NPCs in wall of slaughter, for instance, now flee correctly.
* The mapping window is now enabled in all zones.
* The potion belt window now stores it's visible/invisible status between zoning.
* The advanced display options indow has been enhanced substantially.
* Group management has been substantially reworked. You can now invite players to your group from other zones and from any distance in the same zone.
Cheers-
Message Edited by Grumbuk-Dev on 06-16-2005 01:46 PM
http://eqforums.station.sony.com/eq/board/...message.id=6139 (http://eqforums.station.sony.com/eq/board/message?board.id=testing&message.id=6139)
Hi folks,
Here are some code changes that have made it to Test recently that I think people might be interested in. They haven't all passed QA yet but if people want to go test things out before the next live update this is probably a good time to try them out:
-----------------------
* Auto Consent Group, Raid and Guild are now toggle buttons available in the Options window.
* The way EverQuest deals with INI files has been improved. Players on slower computers will notice this this most. Momentary framerate hitches that you may have noticed when opening bags or doing other things that caused INI files to be written out should be much improved.
* Loading optimizations have been made. We've seen some systems load the game as much as 12 seconds faster, but this will vary per system.
* Players no longer have to find a guild master to begin using new skills made available by reaching a new level.
* Spell hate for spells with a fixed amount of hate now include hate-focus effects. Previously, spells with fixed amount of hate assigned to them would disregard hate focus effects.
* Leadership and raid assist ranges now have the same distance rules as the /assist command.
* Accounts that do not have PoP or later expansions, but are eligible for veteran rewards, are now able to access them.
* A rendering problem with luclin models on older GeForce cards (1/2/4MX) has been corrected.
* Persistent general channels have been added that currently have General, Class and Current Region set up. There is an button in the options window to control whether or not you wish to auto join these channels.
* Fixed an old issue with AA timers not being initialized properly. Previously, any new activatable AA ability that has a reuse timer would have an uninitialized value which would sometimes prevent players from using it.
Cheers!
---------------------------
Eric Cosky - "Grumbuk"
Assistant Lead Programmer, EverQuest
Sony Online Entertainment
http://eqforums.station.sony.com/eq/board/...message.id=6132 (http://eqforums.station.sony.com/eq/board/message?board.id=testing&message.id=6132)
The group invite change will make many raid times shorter... and it will also make some of those hacks unnecessary. (Darn... that one was always a great way to catch the hackers. :P ) Good thing I don't raid any more either, that would get in the way of my excuse for always being in the wrong part of the zone/the wrong zone.
The potion belt status being stored will be rather helpful on Zek.
Altogether some pretty useful stuff to keep in mind.