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Official Core: 097 2008-02-26
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097 Coregina Roadmap
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Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Fri Jun 09, 2006 9:15 pm    Post subject: 097 Coregina Roadmap Reply with quote

This post hopefully won't be updated to badly, but, this is the current roadmap we have set up (subject to change without notice).

Quote:

Slogan
--------------
"POL - Providing mature development for 7 years...
Not sure what happened after that though.. now the drinkers have it... "

Remove all depreciated stat advancement code from the core. Scripts now handle this anyway. -- COMPLETED

Targeting needs to be revamped. Especially handling of "kill" packet sent to client instead of killing the request in core when a new cursor request is called over an existing. Should fix some issues with calling multiple cursors without client sending a result. -- COMPLETED WITH TARGET CANCELING COMMAND AND ALSO REVAMP OF TARGET SYSTEM.

Target handling needs better response if it recieves a target reply for an invalid sequence handler (invalid cursor ID). -- COMPLETED VIA ONLY ALLOWING 1 TARGET ABILITY. NEW ONES WILL RETURN ERROR ABOUT EXISTING.

Rewrite .EM support for better handling. Create and reorganize them into files such as attributes.em, map.em, etc etc. -- COMPLETED

Clean up code by double checking all functions for use.

Fix error reports and instances of weapon.cfg and wepndesc.cfg in core messages. This file no longer used by core. -- COMPLETED

Fix error reports and instances of armor.cfg and armrdesc.cfg in core messages. This file no longer used by core. -- COMPLETED

Remove MoveItem*/MoveCharacter* functions that was depreciated by the new MoveObjectToLocation function in 096. -- COMPLETED

Research possibility of more stat packet support for AOS? -- COMPLETED

Check into core supporting the other resistances but not be required. AR is still one of the resistances in AOS+. -- MOVED TO 098

Luck/Followers can be totally ignored in AOS statbar if core supported. Damage might be considered to be included in the packet. -- MOVED TO 098

Allow config files to be at the root of a package or in its /config/ subdirectory. Similarly to how include files work. -- COMPLETED

Deprecate the need for skills.cfg. Keep necessary information in attributes.cfg and have uoskills.cfg point to the attributes (instead of skills.cfg) -- COMPLETED

Multi Walkon script support. Should remember it only needs checked when first walking onto a multi/component, and no release their reference for it, until they walk off it.

Rework sending items to client when they are on a multi (and not a component of the multi). OSI handles this laggish issue by not sending items (Mobs and their equipped items they send though) until the player has walked onto the multi or one of it's components. Helps blackholing and saves bandwidth.

Implement 0xD1 Packet from client (Logout Status)

It was reported a long time ago, about SetWarMode() for players not updating the client correctly. Look into this possibility, and fix it, if possible via packets. -- NOT VALID, NO ISSUE

NPC.allignment for npcs. Return string. If it cannot be done without saving to npcs.txt, then have it based off hue for faster access. -- COMPLETED

Fix? clientinfo member on linux cores.

Remove known Memory Leaks (cfg and ecl-file handling).

Fix? Issue with timeout not working under linux cores (Inactivity timeout).

FindSubstance()'s makeinuse ability needs to add to the reserved list efficiently. Related internal functions need to check this list also. Defeats the purpose of noninuse, BUT, it should work if the same script is the one that reserved it anyway, right?

Progress on custom housing.

Fix SFOBS not seeing mutlis any longer.

Check insertscript not recieving existing stack info correctly via the moveItemToContainer core command. Didn't Racalac say something about this was intended anyway?

Rewrite MenuItem() and AddMenuItem to accept and use color entry for the packet.. -- COMPLETED

Add 3DParticle Effect for supporting new spell graphics, etc, without user relying on special packet functions to make it.

OpenWebsite() function. -- COMPLETED

Cliloc Send functions. -- COMPLETED

Support for new gump packets.

Optimize out the unused config files required by core, and no-longer-used/needed core internal spell abilities.

Add polsys.em command IncRev() to increase revision via script. Allows scripts to force updates for custom changes involving tooltip hooks. TO cover things such as race, graphic, hidden, concealed, etc that we do not auto increv() in core cuz no basic/standard need. -- COMPLETED VIA INCREVISION()

Rewrite IncRev() commands to also resend the object cache request to client. -- COMPLETED


Last edited by MuadDib on Wed Sep 06, 2006 6:23 pm; edited 2 times in total

Author Message
Tomi



Joined: 21 Feb 2006
Posts: 30

PostPosted: Sat Jun 10, 2006 5:16 am    Post subject: Reply with quote

Many nice feature updates there but...

what about speedhack prevention ?
what about support for osi encrypted clients ?
what about Movemode A (air) for npc ?

Author Message
Guest






PostPosted: Sat Jun 10, 2006 5:59 am    Post subject: Re: 097 Coregina Roadmap Reply with quote

MuadDib wrote:

Rework sending items to client when they are on a multi (and not a component of the multi). OSI handles this laggish issue by not sending items (Mobs and their equipped items they send though) until the player has walked onto the multi or one of it's components. Helps blackholing and saves bandwidth.


If you intend to make it like OSI, please consider making it optional.
We're happy with the way it is right now, and since there are multis
with flat roofs or balconies, it is very well possible that the player can
(and should) see decoration from outside, and that is what I would
prefer.

Xandros

Author Message
Marilla



Joined: 02 Feb 2006
Posts: 329

PostPosted: Sat Jun 10, 2006 10:34 am    Post subject: Reply with quote

I, again, agree with Xandros. I like the looks of everything there, but I would definitely vote for making the 'only-see-items-when-in-the-house' thing optional. Of course, it seems a normal thing that you guys do often make such things configurable, which is great, but just to make sure!



Smile

Author Message
melanius
Site Admin


Joined: 28 Jan 2006
Posts: 37
Location: Greece

PostPosted: Sat Jun 10, 2006 11:43 am    Post subject: Reply with quote

Since 095 deprecated the equal sign for equality and switched to == for it, maybe we should consider using = to deprecate := for assignment.

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Sat Jun 10, 2006 12:10 pm    Post subject: Reply with quote

I thought about it, but atm unsure. This goes for the multi change (on/off), and the = assignment.

Firstly, we wish to get 097 done as fast as possible, without sacrificing quality in the release. Second, we want to try to concentrate on fixes and optimization really. I know a lot of the roadmap does not seem to fit those 2 categories, but that is the "published" roadmap. When I say "clean out some unused code", that means a ton of crap needs to go, hehe.

The change with targeting, should help clarify some things with the reason. Also, the target cancel change should fix script issues it can cause.

On the multi change, for items being sent... Besides bandwidth aide, and blackhole fixes, it also helps cuz the same system is to be used with multi walk-on scripts. But as far as make it configurable, I am unsure. Cuz that means having two entirely different systems just for sending items in range. Unsure how that will affect core performance yet. And, that may end up being something left for 098 (the item sent part).

Far as the stuff we are NOT doing in the 097 roadmap....... that doesn't mean we don't plan on ever adding them. Let's face it, 096 ended up being dragged out WAY WAY WAY too long, just to keep adding stuff. Give us time, it can be done, but at the best pace we can give ourselves.

Hope this info helps. If not, just flame away all-the-while 097 gets done faster than expected Smile

Author Message
Xandros



Joined: 17 Feb 2006
Posts: 76

PostPosted: Sat Jun 10, 2006 6:48 pm    Post subject: Reply with quote

MuadDib wrote:

On the multi change, for items being sent... Besides bandwidth aide, and blackhole fixes, it also helps cuz the same system is to be used with multi walk-on scripts. But as far as make it configurable, I am unsure. Cuz that means having two entirely different systems just for sending items in range. Unsure how that will affect core performance yet. And, that may end up being something left for 098 (the item sent part).


Ok... in case you come to the conclusion that an option is not reasonable,
just count me in on the "leave it as it is" side. One of the things I hate
most is when OSI changes things to send less data, which often leaves us
less choice in how we want to display things (just think vendor menu).

And last but not least, when POL97 will be released in about 4 years,
bandwidth will be a much smaller issue anyway. Wink

Xandros

Author Message
tekproxy
Distro Developer


Joined: 06 Apr 2006
Posts: 350
Location: Nederland, Texas

PostPosted: Sun Jun 11, 2006 10:29 am    Post subject: Reply with quote

First, I should get an award, because I didn't create a "When is 097 going to be out?" thread, and secondly, good job guys! 096 is finally out woo hoo! 097 roadmap looks very nice.

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Jun 13, 2006 12:46 am    Post subject: Reply with quote

Please!!!
Let's not go to '=' for assignment. That will cause confusion I think. Besides if you do that it will add to the length of upgrading that will be required from scripts that are based on earlier POL versions.

I am perfectly happy with the operators as they are right now.

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Tue Jun 13, 2006 2:46 am    Post subject: Reply with quote

While I like the idea of = personally.... it's just that, personally. Let's face it, escript is about "ease of use". And yes Yu, in my opinion, it might add to confusion. Who knows. But just one person's opinion.

Author Message
melanius
Site Admin


Joined: 28 Jan 2006
Posts: 37
Location: Greece

PostPosted: Tue Jun 13, 2006 6:34 am    Post subject: Reply with quote

I understand you worrying Yukiko, but moving := to = will make it easier for newcomers and I didn't say change it now, rather have a version to deprecate it and change it in 098, not a minor version such as 096.4 or 097.2.

I read your reply on http://forums.polserver.com/viewtopic.php?t=491 and I don't think its a matter of fixing, rather a matter of making it consistent with the rest of the programming world.

I agree that eScript should not be afraid to break consistency when it will make it easier for the end user and preferably more verbose/cleaner, but I don't see the point of := over =.

Edit:
Although this may sound corny POL is actually still in beta thus the lack of 1 release (although its more than stable), so API changes/breaking should be tolerated by end users as all the devs do is strive for the better end result (always hearing what the users have to say along the way Smile)

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Wed Jun 14, 2006 12:08 am    Post subject: Reply with quote

Melanius it isn't just the ':=' issue as I stated. If it was just one change that wouldn't be a problem. But you read my post about that so I'll forgo any redundant posting here.

Let's face it. Programming/scripting will always require some learning curve. I'll be the first to admit that eScripts for loop is more cryptic than I like but I certainly don't want to see us go to the BASIC for syntax which is something like this:
Code:

For x = 1 to 100; step 2
   Do stuff
Next


or our if syntax go to :
Code:

If x= 20 Then do this
else do that


Those two examples are definitely easier to understand from a newbie frame of reference.

My 13 year old son learned eScript almost entirely on his own with very little questions asked of me. So it is possible to learn. Oh and he had no prior programming experience at all. I think eScript is simple enough. What needs to happen is the Distro scripts need to be made more readable by commenting them better and reducing the number of includes that get included in an include inside an include ad nauseum. I have seen what is happening with Distro now and I think it is definitely a major improvement. The best thing that happened to POL besides the core development was the nice docs Rac did for the ems scripts and all that. Once you update that for POL 96 I think you have a very good system for learning to script.

Anyway, I know POL will go whatever way it goes. I just don't see the need to change things that are working fine. Every change, no matter how small, is just one more thing we have to search out and change in our scripts. Ever wonder how many times the ':=' appears in the 95 Distro scriptbase? I do but don't have a program to do a count on multiple files but I bet it's a lot.

Just something to think about.

Author Message
melanius
Site Admin


Joined: 28 Jan 2006
Posts: 37
Location: Greece

PostPosted: Wed Jun 14, 2006 5:13 am    Post subject: Reply with quote

Yukiko, I think you missed my point entirely here.

I understand your concern but I tried to explain you the reasons to think out of the POL box.

If the main issue is moving a scriptbase from := to = I can assure you it can be done with a simple regex python/perl script way too easy, there's nothing to think on that matter.

Anyway, its too early to be worried on this. Lets enjoy 096 release Smile

Muad, sorry for hijacking the topic!

Author Message
Aeros



Joined: 24 Apr 2006
Posts: 69

PostPosted: Wed Jun 14, 2006 11:12 am    Post subject: Reply with quote

Or even UltraEdit's "replace in files" function Wink

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Wed Jun 14, 2006 12:15 pm    Post subject: Reply with quote

Let's remember, the roadmap is only a guide for us developers. Already there has been things not on it, go in. And things on it, might be held off. Who knows.

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