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  #1  
Old 05-25-2016, 03:05 PM
Haynar Haynar is offline
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As a brief reminder. This thread is about takp. If you wish to discuss the pros and cons of other servers. Make a different thread. No server bashing. I think we have all had our fill of the drama.

Haynar
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  #2  
Old 05-25-2016, 03:17 PM
Happy Happy is offline
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Been enjoying TAKP so far. Good server, good peoples, thumbs up! Worth giving it a whirl if you love classic EQ but want to see AAs, Luclin, and Pop!
  #3  
Old 06-21-2016, 04:39 PM
dafier dafier is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
As a brief reminder. This thread is about takp. If you wish to discuss the pros and cons of other servers. Make a different thread. No server bashing. I think we have all had our fill of the drama.

Haynar
No offense to my previous comment. Just saying.
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  #4  
Old 06-15-2016, 01:01 PM
sektolzer sektolzer is offline
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Code:
Cavedude
* Eye of Zomm will no longer force the caster to stand after it has faded.
* Eye of Zomm will now swim at a painfully slow rate.
* Corpses will now sink to the bottom in water.
* Fixed an issue that sometimes caused corpses to end up in the wrong location when they fell off a boat.
* Rewrote /camp to fix an issue causing the player to leave their group when the camp is abandonded.
* Removed the "soandso has left the zone" message players recieved when a group member zoned.
* Moved a log message when a player leaves the group to a better spot to avoid spam and confusion.
* Added accountid column to group_id. This is for the benefit of world so it can remove a member of a group after the client's variables are cleared.
* Changed success in CheckIncreaseSkill() to use uint8, and added an enum for SKILLUP_SUCCESS and SKILLUP_FAILURE to make it less confusing and easier to read.
* Damage and death packets will now be sent in the correct order. This corrects some invalid messages including most pain and suffering messages.
* When death occurs on a combat swing, the final damage packet will no longer be sent. The death packet will handle the final damage message(s).
* Consolidated the death packet creation code to a single method.
* Environmental deaths (falling, drowning, etc.) will no longer produce the pain and suffering message and will now generate the proper message for the type of death endured.
* Added comments, logging, and performed a general cleanup of the damage code, particularly when a death is involved.
* Damage shields should now bypass runes.
* Non-melee damage messages will no longer filter under Damage Shields.
* Divine Intervention/Death Pact will no longer fade on a failed rolled. The buff will remain until you either roll a success or die.
* Changed the success chance of DI/DP to be closer to the client's formula.
* DI will now heal NPCs for 100,000 HP.
* When zoning, players will now receive the message "soandso is now the leader of your group." instead of "You have joined the group."
* The out of range spell check that happens at the end of a cast will no longer generate interrupted messages. Instead, only the caster will see "Your target is out of range, get closer!" using the spell failure text category.
* Changed healing messages to use the spell chat category.
* Corrected some NPC spell messages to use default white text instead of spell.
* Players will no longer see what spell has been cured, and instead will see "Your target has been cured."
* Fixed multiple messages that were not correctly displaying for corpse summon spells.
* Addressed a rare zone crash I see locally. (Not clue if it's fixed or not, I'm not exactly sure what's causing it.)
* Removed the hardcoded zone_controller NPC as it was creating issues with encounters. The NPC is now found in the DB with ID 10. It will need to be given a spawnpoint in whichever zones it is to be used in.
* Call of the Hero will now despawn the target's summoned pet and fade charm on their charmed pets.
* If the target of CoH is not within 100 coords of the caster, aggro will not be cleared and the caster may draw beneficial aggro.
* Randomized the zone-in locs of ports slightly to help prevent players from incorrectly falling to death. Please note: This does not prevent falling to your death while encumbered. The more weight you have, the more likely you are to fall while zoning.
* AE Mem Blur spells will no longer cause beneficial aggro.
* Added some logic I overlooked in the Divine Intervention rewrite.
* Bard pulses will no longer stick on targets who are invulnerable.
* Corrected the Bard stacking rules regarding spells and songs that are different types (Beneficial vs Detrimental.) This allows as an example Guardian Rhythms and Tashania to stack.
* Mobs buffed with Divine Aura will now be picked last when a NPC chooses who it will attack each swing.
* Mez spells with a Mem Blur component will have the Mem Blur effect skipped if the target is already debuffed with the same Mez spell. If a different Mez is cast, any Mem Blur component will be rolled as normal.
* Spells that use a stack blocker are now properly handled in the Bard stacking rules.
* NPCs that are immune or are too high in level for a charm or mez spell will now properly resist it.
* Healing a charmed pet will no longer create beneficial aggro.
* Minimum faction value cap is now -2000 instead of -3000.
* Bard song server filters should now match the client's filters.
* Bards will no longer see the "Your spell did not take hold" message when detrimental AE songs are cast and there are nearby players. Instead, the player target will receive a protected message.
* Spin stuns on NPCs will now have a random chance to break early. Whirl till you Hurl and Dyn`s Dizzying Draught have a higher chance to break.
* Corrected an issue causing the stun component of a spin stun to drop without fading the debuff.
Haynar
* Improved movement of mobs/pets over short distances, so they no longer look choppy sometimes while moving.
* Fixed an error with the delta position translations from the client, which was not accounting for the (+/-) correctly.
* Improved the loiter logic when a mob resumes moving, associated with feign death. Mobs should not linger every single time and will resume movement after they start facing their desired direction.
* Fixed an issue with rotations when mobs return to their guard position. They should rotate smoother until they are facing their guard heading.
* For NPCs, the delay in moving following loss of engagement, should no longer reset for other loss of aggro methods, such as coh, mez/memblur. The total delay is maintained so that even for FD, it does not reset after one attempt unless it has all been used up.
* Fixed an issue when a client's charm on an NPC breaks, causing their target to get corrupted.
* Snared pets will follow their owners a little better, rather than being snared to a stop, when they hit the distance they would switch to walking.

Database:
Robregen
* Pet should now duel wield without weapons.
* Added a missing flavor text to Froggy in Sebilis
* Goblin Drunkard in Sol A should now cast spells and a pet.
Robregen / Haynar
* added Various possible spawnpoints for Quillmane/PH found on live
* shorten the respawntime of trash roaming mobs in South Karana to 36 seconds.

Misc:
Haynar
* added pathfile for Runnyeye.

Quests:
Cavedude
* timorous section of Captains_Skiff is now working. (You can take the skiff to zone into butcher, but not the other way around currently.)
  #5  
Old 06-15-2016, 02:47 PM
nagmarr nagmarr is offline
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Join Date: Jan 2012
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nice work guys
  #6  
Old 06-20-2016, 07:49 AM
Amirite Amirite is offline
Kobold


Join Date: Jul 2011
Posts: 132
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server is rockin still, playing is remaining fun!
  #7  
Old 06-20-2016, 05:36 PM
Daldaen Daldaen is offline
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Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
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Server is pretty awesome though.

Has tons of excellent features above and beyond your typical EMU. You can move your characters between your game accounts at will. If you make a cleric on your warriors account and later want to box Cleric/Warrior for something, you can easily swap one of them onto another account in 1 minute and be ready to go. Among many other little customizations they've added to their website.

Once you get in game though, it's very true to the Al'Kabor code/mechanics, and content, with developers patching every 2 weeks and responding to bug posts daily.

Will eventually be releasing EQ's greatest 2 expansion Luclin and PoP. Very excellent!
  #8  
Old 06-21-2016, 04:39 PM
dafier dafier is offline
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Better to go P2002. [You must be logged in to view images. Log in or Register.]
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  #9  
Old 06-21-2016, 04:53 PM
Haynar Haynar is offline
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Since this will likely get cleaned up.

Why go p2002 over takp?

Can argue both sides. They have different things to offer. Different objectives.

P02 is switching to titanium client. Minimal GM presence.

Takp aims to preserve the eqmac server, with same era client.

With the client change, its apples and oranges.

Now the question is why play on p99 vs p02. Takp is no longer in the equation.

H
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  #10  
Old 06-21-2016, 05:12 PM
Pokesan Pokesan is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
P02 is switching to titanium client.
thus ends my beef. best luck to all of you @ p2002! [You must be logged in to view images. Log in or Register.]
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