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    Re: spawn list missing

    Couldn't get what server to launch? Are you in the wrong forum?
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    Re: spawn list missing

    Is the spawnlist window set to "docked" in the menu? It's possible it's showing but appearing under/behind the main window.

    You could also try replacing seqdef.xml with the version in the ...
  3. Sticky: Re: Current Development Status and Future Plans. Your Feedback Requested

    The current batch of changes on the dev branch have been merged into trunk as of 6.1.0.0.

    I'm not sure what next bits I'll be working on, but it will probably be a least a couple of weeks before I...
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    ShowEQ 6.1.0.0 for Live 03/10/21

    Announcing the release of ShowEQ version 6.1.0.0. This version is compatible with the March 10th release.



    cn187 (03/10/21)
    ----------------
    - Updated version to 6.1.0.0
    - Support for EQ...
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    Re: Height Filter doesn't work on maps?

    For the converted maps, I updated the bash script in the mapping forum. It was scaling the Z-axis, putting it out of range. Looking at the current SEQ code, this doesn't appear to be necessary, but...
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    Sticky: Re: Updated mapconvert script

    Updated script to not scale the Z-axis since it doesn't appear to be necessary any more. This should fix depth filtering issues.
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    Re: Height Filter doesn't work on maps?

    I'll move the thread.
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    Re: Height Filter doesn't work on maps?

    I think I see the issue, but won't be able to test until the login server comes back up.
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    Re: Height Filter doesn't work on maps?

    Based on my experience, I think the map conversion script screws up the line depth. If I use the maps directly without conversion, it seems to work fine (but I had to adjust the background color so...
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    Re: ShowEQ 6.0.0.2 for Live 02/17/21

    I expect those warnings aren't related.

    Though, you're showing the OP_ZoneEntry warning, which should have been fixed with this update. So you may want to "make clean", make sure you're fully...
  11. Thread: Spell window

    by cn187
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    Re: Spell window

    OK, I had some time to play with the struct changes applied, and it looks good. The issues I was having with duplicates seems to be resolved by the struct change.

    I looked through the code...
  12. Thread: Spell window

    by cn187
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    Re: Spell window

    I didn't notice your post about committing to my dev branch until after I was done playing tonight, so I haven't actually tried your changes yet.

    Without your changes (but with the OP_Buff...
  13. Thread: Spell window

    by cn187
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    Re: Spell window

    Fransick, I don't usually use the spell window, but I'll pull it up tonight and see how things behave over the course of normal play. Is 0x11f1 the same as what you found for OP_Buff?
  14. Sticky: Re: Current Development Status and Future Plans. Your Feedback Requested

    If anyone wants to preview/test the stuff that I'm working on that will eventually make it into the next feature release, I've created a copy of my private dev branch at...
  15. Sticky: Re: Current Development Status and Future Plans. Your Feedback Requested

    Interesting... But not surprising, I guess.
  16. Thread: Spell window

    by cn187
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    Re: Spell window

    The last time I tried it, it "sort of" worked, but not fully. I'll add it to the list of stuff to work on.
  17. Thread: Spell window

    by cn187
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    Re: Spell window

    I'm not sure how much you've dug into the code, so forgive me if already you know this stuff. But here's the basic flow:



    interface.cpp:2360

    m_packet->connect2("OP_Buff", SP_Zone,...
  18. Sticky: Re: Current Development Status and Future Plans. Your Feedback Requested

    Sorry it's taken me a bit to respond to this... the past few weeks have been a little hectic.

    Originally, they used to send raw XP numbers and the client would turn that into a percentage. As far...
  19. Thread: Spell window

    by cn187
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    Re: Spell window

    I've included the opcodes for spellcasting in today's release. A quick test shows it adds my own spells OK, but I haven't tested spells cast by others. I didn't see any struct length warnings or...
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    ShowEQ 6.0.0.2 for Live 02/17/21

    Announcing the release of ShowEQ version 6.0.0.2. This version is compatible with the February 17th release. NOTE: Qt4 is now required. Please post any problems or issues with the new build in...
  21. Thread: Spell window

    by cn187
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    1,498

    Re: Spell window

    I think there's one for the spell window, and another for spell messages. I know they're not on the list of opcodes that I find regularly (though I have found them in the past), and I don't think...
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    Sticky: Re: Showeq 6 and Raspberry Pi 4

    To aid in troubleshooting, please do the following:


    1. Ensure that ShowEQ is built with debug support. This is the default, so unless you run ./configure with the --disable-debug switch, you...
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    Sticky: Re: Showeq 6 and Raspberry Pi 4

    It's just `showeq`, no extension.
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    Sticky: Re: Showeq 6 and Raspberry Pi 4

    Running `make install` will default to installing ShowEQ under the /usr/local/ hierarchy, with the executable in /usr/local/bin. This should already be in your path.
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    Sticky: Re: Showeq 6 and Raspberry Pi 4

    I haven't messed with the pi much, other than a test install on an older one. Hopefully BlueAdept or one of the other pi users can point you in the right direction.




    I know I've seen posts...
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