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Thread: New patches coming soon

  1. #1
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    New patches coming soon

    I will post a patch today to fix corpse movement (ie you don't see PC corpses move when they are dragged).

    I will also post a patch regarding the warning message about sizeof NewCorpse.

    Just wanted to let you know it was on its way...

  2. #2
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    patches posted to SF patch manager

  3. #3
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    Next patch from me will be the spawnlogging feature that got removed when seq 4 came out.

    Data will be in the same format as before with possibly one exception (required to fix some bugs in the previous version where zone change data was a little mixed up).

    Not sure when it will be done, maybe today maybe later in the week. I have most of the code written but I need to change my packet logging class around a bit to make it a little cleaner.

  4. #4
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    I don't recall if the old logging feature was able to do this, but a nice thing for the logging to do would be to output the spawn point of the mob to the log. The reason, might make it easier to isolate wandering place holders for various mobs like Quillmane in SK.

    Obviously this wouldn't give a direct in game advantage, but could be used post process to go through the log and find all mobs that appeared at a certain point.

  5. #5
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    Cryonic spawn location was in the spawnlog format before and remains the same in mine.

    Some changes from previous spawnlog format:

    1. Zone name in the zone header is now the short name
    rather than the long name. (ie. ecommons instead of
    East Commons). The reason is because it is possible for
    there to be loggable spawn info prior to the server sending
    us the long name information. This fixes some of the odd
    reporting right around zone changes in the previous version.

    2. Player names might be in a different format, not sure what
    it was before and I am still playing with it to see how much
    of a choice I have. Different format meaning how
    firstname/lastname are displayed on player spawns.

    Changes I *want* to make and would like to know if anyone objects. Only matters to log file parsers which would have to get updated to deal with the change in format:

    1. Level of spawn on all entries
    2. Name of killer on killed spawn entries


    Not having much time to code at the moment. But this is almost done. Just have to decide on some cosmetic code issues and do some testing.

  6. #6
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    2. Name of killer on killed spawn entries

    What are the limits of this capability? Is it actually possible to log everyone that kills an orc pawn in greater fay or is it just a case of which npc has been killed by another npc?

    it'd be very handy to know how something died and what or who killed it so I can't see any objections to that.

    Serberus

  7. #7
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    It's whoever got the killing blow, be it NPC or PC.

  8. #8
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    spawnlogging patch posted

  9. #9
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    Thumbs up

    Great - Thank you very much

    - Lord Crush

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