Centralisation des mises a jour du Cvs.

Les dernières nouvelles du serveur.
Kiero
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Posts: 252
Joined: 06 May 2004, 18:29
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Centralisation des mises a jour du Cvs.

Unread post by Kiero »

SmallHorse (3.Jun.2004):
*) Changed: Borland Build Files from Macdarwin

Blue (2.Jun.2004):
*) Code from Striker
- Changed: Item delve info closer to original now
- Bugfix: Magician
*) from me
- Bugfix: Spell List display

mallHorse (1.Jun.2004):
- Changed: Added the code to support 1.69 server side
- Note: Launcher for 1.69 still needs to be rewritten, so be patient
a day or two
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Noret (1.Jun.2004):
- Bugfix: Some problems with equipping left handed weapons
- Bugfix: Power formula for resurrection spell is more accurate now (Bug# 963160)

Blue (31.May.2004):
- New: Timestamps in console window
- Bugfix: FriarTrainer did not promote the player
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SmallHorse (31.May.2004):
- Changed: 1.67 is not supported anymore
- New: 1.68 is supported now!!!
Important Note: You now MUST download and use the 1.68+ launcher from
our main homepage "http://www.dolserver.com" in the download section.
(http://www.dolserver.com/fileadmin/down ... der168.zip)

- !!N O T E!!
I have tested the 1.68 version just a little bit. It might still contain
lots of bugs in the packet-structure or even in sending/receiving etc.
It worked for me, but I have not test it completly! Use with care, this
is the initial debug version for 1.68, so don't expect anything...

- TODO: Fix the equipment packet to new format (see forum) ...
(equiped weapons on npcs and players might not appear to others)
Kiero
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Posts: 252
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Duff (4.Jun.2004):
- New: add crypt system (RC4 and RSA) to loginserver
- New: add Lspacketout to loginserver
Kiero
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Posts: 252
Joined: 06 May 2004, 18:29
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Smallhorse (5.Jun.2004):
- New: UseSlotHandler.cs ... initial checkin for future weaponswitch using the iconbar
- New: Items made stackable (came across this when I wanted to make arrows ;-)
InventoryItems & ItemTemplates have a "IsStackable" optional attribute now.
If two items are stackable and their template_id is equal, then they are stacked
in the inventory. The count is stored in the InventoryItem.Count property and
is updated automatically in the DB when you stack items, destack items, move stacks,
etc.
TODO: Change name of items in inventory Now="15 TestItem" Should="15 TestItems"
"You drop the TestItem" -> "You drop 15 TestItems"
"You pick up the TestItem" -> "You pick up 15 TestItems"...
- New: Added two methods to the PacketLib
SendDebugMessage -> to send a simple debug message to a client with optional formating
eg. xxx.Out.SendDebugMessage("Value0={0}, Value1={1}",123,321);
On the client this looks like: "[DEBUG] Value0=123 Value1=321" in the System Window
SendDebugPopupMessage -> same as SendDebugMessage but in an own popup window
- New: Added some helper methods to the GM scripts (mostly untested though!) I just hated
dieing when testing some new functions against mobs ;-)
"/givexp <ammount>" to give your target <ammount> XP
"/heal" to completely heal your target (if no target->self) including mana,endu,health
"/harm <ammount>" to hit your target for <ammount> damage
Kiero
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Posts: 252
Joined: 06 May 2004, 18:29
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oret (12.Jun.2004):
- Changed: StopAttack only if item was moved to (or from) weapon slot
- Bugfix: Merchants give money for all stacked items, not just one
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Noret (11.Jun.2004):
- Changed: Amnesia removes targets from NPC aggro table
- Changed: Heal spellhandlers code clean up
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Blue (10.Jun.2004):
- New: Basic bolt spells, no blocking and combat check yet
- Changed: DD spell damage matches more closely the original now
- Changed: Rewrote the spell system a bit to get it more clean
- Changed: Lowered Cast interrupt chance against even targets but targets con level has more influence now
- Changed: Adjusted full resist chance on spells
- Bugfix: Spell Damage Cap applied after resists
- Bugfix: Fixed crash in /who ALL under certain circumstances
- Bugfix: Recast timers
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Noret (10.Jun.2004):
- Changed: Startup weapons are placed in right hand, shields in left hand
- Changed: Vikings get starting shield
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Noret (9.Jun.2004):
- Changed: Item AF cap for overall AF calculations for non cloth armor is level * 2
- Bugfix: Encumberance and WS/WD/AF is updated when players equipment changes
- Bugfix: Item template ID is now used to check if items can be stacked
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Noret (8.Jun.2004):
- Changed: Different level up sounds for different realms
- Bugfix: IsStackable property in ItemTemplate was using m_isdropable for set/get (Bug# 968995)
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Smallhorse (8.Jun.2004):
- Changed: DOLDatabase is now using version 0.76 of the ByteFX Data Provider Library
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Noret (7.Jun.2004):
- Bugfix: Player's active weapons are now shown (packet has changed in 1.68)
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Blue (7.Jun.2004):
- Bugfix: Already connected (Bug #966985)
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Smallhorse (6.Jun.2004):
- Bugfix: New InventoryItems were stackable by default, causing some bugs
- Bugfix: Stacking an item onto itself caused it to vanish ;-) Ooopps ;-)
- New: *) GameServer has debug levels now look at GameServer.cs
*) New debug levels can be defined by simply adding the flag to the eDebugLevels enum
*) Debug levels can be tested with GameServer.Instance().IsDebugLevel(eDebugLevels.xxx)
*) During DEBUG builds ALL debug flags are set automatically, on release builds none
*) Debug flags can be set/removed while the gameserver is running by choosing the flags
in the GameServer/Debug levels/xxx menu of the GameServer console
*) Please whenever making debug output in the Console or to the player or anything,
make a debug-flag test now (and change the old code) and if needed implement a new flag
This will help us get unneccessary debug output removed instantly on release builds and
still leaves us the option open to check a debug flag at runtime if we need more debug
output
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Kiero
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Posts: 252
Joined: 06 May 2004, 18:29
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Blue (14.Jun.2004):
- Bugfix: Fixed an error when attacking with style and no weapon
- Bugfix: Loading styles made an error (more a warning)
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Noret (15.Jun.2004):
- New: Trainers info button shows spells and styles list
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Noret (14.Jun.2004):
*) code from Striker
- Changed: corrected formulas for item Delve info
*) code from me
- New: Delve info for styles
- Changed: Hunters spec keyname renamed to "Spear"
- Changed: New exp table, closer to what live servers have (yes...)
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Blue (14.Jun.2004):
- New: Much work went into Styles
- Changed: More resist on higher level mobs
- Changed: Damage with bolts depend from spec and targets level
- Bugfix: Styles are available after training
- Bugfix: No Endurance regen anymore in combat
- Bugfix: Regeneration starts after level up
- Bugfix: Follow code, mobs had sometimes incorrect heading
- and a fairly good amount of things I cant remember of...
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Kiero
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Posts: 252
Joined: 06 May 2004, 18:29
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Unread post by Kiero »

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Blue (18.Jun.2004):
- New: Added basic aggro (for first start mobs>=Lvl3 get default aggro of 30)
- New: /mob aggro command added 0 = no aggro, 100 = guard like, attacks even violets
- Bugfix: Error in connection code caused server to not accept new connections
- Bugfix: Mobs attacked even after zoning
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Noret (18.Jun.2004):
- New: /hood command
- Changed: Experience cap formula according to 1.48 patch notes
- Changed: GainExperience now takes experience bonuses as params for later use
- Changed: Enchanter and Mentalist get same spec lines order as on live
servers (Bug# 975186)
- Bugfix: Half-levels were not working if living gained too much experience
- Bugfix: Left handed weapons can be equiped again (Bug# 975009)
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SmallHorse (18.Jun.2004):
- New: Added a "Send Packet" entry to the player-list in the GameServer.
This is an admin only feature and very useful for developers!

Clicking on this menu entry in the context menu for a playing
player will bring up a packet dialog where you can enter a custom
packetcode and custom packet data that you can send to this player.

The dialog currently also displays the player's SessionID, ObjectID
as well as the player's target ObjectID in hex values for use in the
packet to send.

This dialog has already prooven very successfull and useful during
my ranged attack and combat animation tests. It let's you play around
with packets on the fly and with ease...

Note on usage: Simply enter the packet-code you want to send eg. "BC" and
in the textarea enter hex values seperated by space, comma or semicolon.
Eg. "0B 95 00 00 02 3A 00 00 F4 33 80 00"

The target OID etc. information is refreshed on a 2.5 second basis or by
clicking the "Refresh Values" button.

When you are finished, simply close the dialog with the X button...
If the player exits, zones, or goes out of playing-mode somehow, the
dialog is automatically closed too.

Happy packet testing!

- Bugfix: Switching weapons with quickbar icons now correctly updates the
WeaponSkill etc.
- New: Introduced enum for ranged attack state in GameLiving. This is just a little
add and won't enable anything to do with ranged attacks just yet, lots more
for ranged combat will follow soon when I have finished tests.
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SmallHorse (16.Jun.2004):
- Changed: You can now activate weapons that you are wielding by pulling
their icons to your quickbar and then clicking on them! Also
prints out some messages.
- Bugfix: Stacking items were not saved at the new position when moving
them, they always stayed at the same location unless you moved
them to the same slot twice ...
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Noret (16.Jun.2004):
- New: Added "Player just entered the game!" message
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