missed a change. this fixes an error message on the console. i just did a complete patch.
Type: Posts; User: Newby
missed a change. this fixes an error message on the console. i just did a complete patch.
structs and opcodes...
Arrr....
structs and opcodes...
I've found some auras with an additional 4 bytes and some without. I haven't found a way to distinguish them yet.
structs and opcodes...
New patch file, this should fix some error messages.
Lots of changes, a few structures were completely (ahem) restructured. This might need some tweaking after some feedback.
more changes this month than last, i think i got most of the big struct changes...
structs and opcodes...
Filter files for TOL hunter achievements.
I just noticed I mispelled "bloodfalls", the one zone I couldn't test since it's flagged. Could you fix that?
Updated zones.h file for the expansion:
Index: src/zones.h
===================================================================
--- src/zones.h (revision 1226)
+++ src/zones.h (working...
Saving Preferences (under File menu) should save all window positions. I just restart showeq if I mess something up. You do have to zone, though.
Maybe just add a "Reload Preferences" menu item,...
Struct and opcodes, as usual. I've also added spawntime to the filter string to match against when using zone filters. The match is limited to what you can do with a regular-expression, so it just...
structs and opcodes...
I can confirm this, I suspect the table widget being used to display the spawn list doesn't know that column is a time field and is treating it as a string. I assume showeq isn't passing it a time...
structs and opcodes, nothing unusual.
structs and opcodes...
One small fix, doors weren't getting decoded properly. Since this hasn't yet been applied to the repository, I'm just posting the whole thing again.
structs and opcodes...
It's not just opcodes that change when they patch. They deliberately shuffle around the position data in a few structs as well. It would be possibly to take that out of compiled code and have seq...
Showeq messes with names beginning with "a", "an" and "the", by moving them to the end of the name with an interspersed comma. Presumably, this is to make the spawn list sort more reasonably. I...
Displaying NPC walk paths is a little buggy, and shows lines all over the map. To enable, under the Options menu, turn on "Record Spawn Walk Paths" and set "Walk Path Length" if desired. Then to...
and third..