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-   -   /hidecorpse looted (/forums/showthread.php?t=259216)

Speedi 12-02-2016 09:45 AM

Really?

I think they have more important things to worry about like fixing like paladin lay on lands bug, knight AC etc. Those two are just examples.

If you want something changed or fixed, make post in the proper area. Then wait like everyone else does.

Secrets 12-02-2016 09:51 AM

Quote:

Originally Posted by Speedi (Post 2414685)
Really?

I think they have more important things to worry about like fixing like paladin lay on lands bug, knight AC etc. Those two are just examples.

If you want something changed or fixed, make post in the proper area. Then wait like everyone else does.

Clearly this is immersion breaking. I raged a bit when I saw someone stream and had corpses disappear that they didn't clear out.

It shouldn't be too difficult to change hidecorpse when they already have support for command parser hooks.

Quote:

It's the classic timeline. Many features aren't accurate. Title window, sneak, pathing, etc.
Oh, I submitted Title window fixes about 2 years ago. Didn't get in though. :(

paulgiamatti 12-02-2016 09:52 AM

Well, it is something that would be incredibly easy to remove - I'm guessing it's still in game because a) no one has put forth the research, or b) devs also think it's worth keeping for quality of life.

Honestly, having to repeatedly rummage through a giant pile of corpses every single time I play in a group/raid doesn't exactly deepen my EverQuest Classic Immersion experience.

Secrets 12-02-2016 09:56 AM

Quote:

Originally Posted by paulgiamatti (Post 2414677)
Hmm, I vaguely recall this coming up before and someone ended up providing some pretty solid evidence that it was in game during classic era. But yeah this is obv a bugs forum thing - you can post there without doing research just to get the conversation started. Of course, my vague recollection has been known to be inaccurate: http://www.project1999.com/forums/sh...62&postcount=2

I use it every single play session and would hate it if it were removed - if it indeed isn't classic, which seems to be the case, I would categorize it as a worthwhile quality of life feature like item linking and queued tells.

Also, the "bugs" in bugs forum has always been a misnomer - it's primarily a place where people post things that aren't classic and provide research for it to be changed.

https://www.youtube.com/watch?v=qbTiJv7lkwc&

there's all the evidence you need

(hidecorpse and its variants was clientsided until Seeds of Destruction)

Secrets 12-02-2016 09:58 AM

Quote:

Originally Posted by paulgiamatti (Post 2414690)
b) devs also think it's worth keeping for quality of life.

Only reason I can think of. But why aren't maps in then?

paulgiamatti 12-02-2016 10:00 AM

Wait, you actually have a video of EQ from 2001?

Secrets 12-02-2016 10:01 AM

Quote:

Originally Posted by paulgiamatti (Post 2414694)
Wait, you actually have a video of EQ from 2001?

PoP-era everquest and it was taken about 5 minutes ago.

paulgiamatti 12-02-2016 10:02 AM

Quote:

Originally Posted by Secrets (Post 2414692)
But why aren't maps in then?

GM discretion - most stuff that is unclassic and especially stuff that is game-breakingly unclassic is removed, while some stuff that just makes the game less of a pain in the ass is kept. That's how it's always been - the server sways to the whims of lord nilbog.

paulgiamatti 12-02-2016 10:02 AM

Quote:

Originally Posted by Secrets (Post 2414695)
PoP-era everquest and it was taken about 5 minutes ago.

Ah, that's an official Daybreak thing? That certainly works as evidence.

Secrets 12-02-2016 10:05 AM

Quote:

Originally Posted by paulgiamatti (Post 2414697)
Ah, that's an official Daybreak thing? That certainly works as evidence.

Nope, it's an emulator for EQMac, which has a client stuck at early PoP.

Also see the client disassembly from the binary:

Code:

int __cdecl do_hidecorpses(EQPlayer *a1, char *a2)
{
  const char *v2; // eax@2
  const char *v3; // eax@2
  const char *v4; // eax@2
  int result; // eax@2
  EQPlayer *v6; // ebx@4
  char *v7; // eax@4
  const char *v8; // eax@5
  const char *v9; // eax@9
  char *v10; // eax@13
  const char *v11; // eax@14
  const char *v12; // eax@18
  int v13; // esi@19
  const char *v14; // eax@26
  char v15; // [sp+10h] [bp-58h]@9

  if ( *a2 )
  {
    v6 = EQPlayer::top;
    v7 = (char *)StringTable::getString(g_stringTable, 0x3395u, 0);
    if ( UTF8_stricmp(a2, v7) )
    {
      v10 = (char *)StringTable::getString(g_stringTable, 0x3397u, 0);
      if ( UTF8_stricmp(a2, v10) )
      {
        v14 = (const char *)StringTable::getString(g_stringTable, 0x3399u, 0);
        for ( result = CEverQuest::dsp_chat(EverQuestObject, v14, 15, 1); v6; v6 = (EQPlayer *)*((_DWORD *)v6 + 31) )
        {
          result = *((_BYTE *)v6 + 168) - 2;
          if ( (unsigned __int8)result <= 1u )
          {
            result = *((_DWORD *)v6 + 33);
            if ( result )
            {
              if ( *(_DWORD *)result )
              {
                *(_DWORD *)(result + 440) = 0;
                result = t3dSetActorInvisible(**((_DWORD **)v6 + 33), 0);
              }
            }
          }
        }
      }
      else
      {
        v11 = (const char *)StringTable::getString(g_stringTable, 0x3398u, 0);
        for ( result = CEverQuest::dsp_chat(EverQuestObject, v11, 15, 1); v6; v6 = (EQPlayer *)*((_DWORD *)v6 + 31) )
        {
          result = *((_BYTE *)v6 + 168) - 2;
          if ( (unsigned __int8)result <= 1u )
          {
            v12 = (const char *)CEverQuest::stripName(EverQuestObject, (char *)v6 + 1);
            strcpy(&v15, v12);
            result = stricmp(&v15, (const char *)LocalPlayer + 1);
            if ( result )
            {
              v13 = 0;
              do
              {
                result = stricmp(&v15, (const char *)LocalPlayer + 1);
                if ( result )
                {
                  if ( EQ_PC::IsAGroupMember(LocalPC, &v15) )
                  {
                    result = *((_DWORD *)v6 + 33);
                    if ( result && *(_DWORD *)result )
                    {
                      *(_DWORD *)(result + 440) = 0;
                      result = t3dSetActorInvisible(**((_DWORD **)v6 + 33), 0);
                    }
                  }
                  else
                  {
                    result = *((_DWORD *)v6 + 33);
                    if ( result && *(_DWORD *)result )
                    {
                      *(_DWORD *)(result + 440) = 1;
                      result = t3dSetActorInvisible(**((_DWORD **)v6 + 33), 1);
                    }
                  }
                }
                ++v13;
              }
              while ( v13 != 6 );
            }
          }
        }
      }
    }
    else
    {
      v8 = (const char *)StringTable::getString(g_stringTable, 0x3396u, 0);
      for ( result = CEverQuest::dsp_chat(EverQuestObject, v8, 15, 1); v6; v6 = (EQPlayer *)*((_DWORD *)v6 + 31) )
      {
        result = *((_BYTE *)v6 + 168) - 2;
        if ( (unsigned __int8)result <= 1u )
        {
          v9 = (const char *)CEverQuest::stripName(EverQuestObject, (char *)v6 + 1);
          strcpy(&v15, v9);
          result = stricmp(&v15, (const char *)LocalPlayer + 1);
          if ( result )
          {
            result = *((_DWORD *)v6 + 33);
            if ( result )
            {
              if ( *(_DWORD *)result )
              {
                *(_DWORD *)(result + 440) = 1;
                result = t3dSetActorInvisible(**((_DWORD **)v6 + 33), 1);
              }
            }
          }
        }
      }
    }
  }
  else
  {
    v2 = (const char *)StringTable::getString(g_stringTable, 0x3392u, 0);
    CEverQuest::dsp_chat(EverQuestObject, v2);
    v3 = (const char *)StringTable::getString(g_stringTable, 0x3393u, 0);
    CEverQuest::dsp_chat(EverQuestObject, v3);
    v4 = (const char *)StringTable::getString(g_stringTable, 0x3394u, 0);
    result = CEverQuest::dsp_chat(EverQuestObject, v4);
  }
  return result;
}



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