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Thread: MySEQ Client 2.0.0 is being started

  1. #1
    Registered User MQSEQ2's Avatar
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    MySEQ Client 2.0.0 is being started

    Ok folks enough time has gone by so today is the day that I have officailly created the Client 2.0.0 source directory. This means I've copied the 1.15.17 code ito a new directory and I'm in the process of converting the code to use the new Server 2.0.0. I will be devoting my time to the new version so the 1.x will not be changed to fix bugs.

    ETA is ASAP, I plan on releasing a beta of the code sometime this weekend. I will add as much new stuff as I can but should have everything the current 1.x can do. I know the SpellInfo won't be totally done at first but I need to get the 2.x stuff out so we can get others to help program in the future. I'm also trying to clean up the code as I go without breaking it. Soon the code will be modular in respect to the functions.

    You can thank TBird for riding my arse everyday asking is it done yet, no, Is it done yet, No, IS IT DONE YET, NO!!!!!!!! hehe

  2. #2
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    WOO HOOO...


    Now....

    Giddy-YEP.....little dawgie!!!!


    hehehe

  3. #3
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    Wonderfull =) will test the client as much as possible =

  4. #4
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    That's music to my ears !

    Get moving !

    Mixy!

  5. #5
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    Will 1.x and 2.0 be able to run side by side? So we can compare to previous versions?

  6. #6
    Registered User MQSEQ2's Avatar
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    They currently do that's because the 2.x stuff is setup on a different port which is configurable.

  7. #7
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    In the immortal words of Special Ed

    YEAAAAH !!!

  8. #8
    Registered User MQSEQ2's Avatar
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    Currently Working in Client 2.0.0

    Guild List - Working
    Zone Info - Working
    Spawn Info - In the process
    Player Info - Not coded yet
    Target Info - Not coded yet
    Ground Items - Not coded yet

    You can see the progress as I'm working on. The not coded yet is more like not finsihed the converting in the Client. I'm slowly but surely getting the stuff in there. I have also remove alot of of code that hadn't and/or won't be used anymore.

  9. #9
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    WOOF....

    NOW...

    Back to work Spanky.....


    hehehe

    Sounds Awesome man....

  10. #10
    Registered User MQSEQ2's Avatar
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    The map is loading and looking good.

    I feel like the redhead sted step child

  11. #11
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    /cheer

  12. #12
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    /cheer MQSEQ, wtg buddy.
    Just because you're paranoid, it doesn't mean everyone isn't out to get you!

  13. #13
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    Great news!

    But unless you can code and post here I suggest you get back to work! I'm just joking but seriously I did want to thank you for the amount of effort you are putting into this project. Thanks again.

    I'm new...

  14. #14
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    Woohoo! Looking forward to seeing the new verison! WTG!

  15. #15
    Registered User MQSEQ2's Avatar
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    Can you say "WE HAVE SKITTLES" with con colors!

    The SpawnInfo is now working.

    Currently working on the PlayerInfo, I have the major part for the PlayerInfo working now I just need to capture the SpawnData for the Player so I can get link the Player to his proper SpawnInfo. This will allow us to have the correct heading, run speed, etc. for the player. It should be done in a bit.

    Things are progessing very nicely and should have some type of Beta sometime this weekend.

    Time to take a break and go work out so I can think clearly.

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