To-Do List for v0.98 Beta

Here you can post threads requesting help on the official POL Ultima Online Emulator Core 098.

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MuadDib
Former Developer
Posts: 1090
Joined: Sun Feb 12, 2006 9:50 pm
Location: Cross Lanes, WV

To-Do List for v0.98 Beta

Post by MuadDib » Sat Oct 13, 2007 12:37 pm

As usual, never hold us to it. This is some of the current To-Do list for 098. Wish us luck :)

Updated as of Feb 03, 2009 at 6:36pm CST (GMT -6)

Code: Select all

098 - BAW (Beer and Waffles)
    UnKnown
        Check into core supporting the other resistances but not be required. AR is
        still one of the resistances in AOS+.
    UnKnown
        If all AOS+ Resistances are added to storing on armor, mobs, etc, then we might
        want to consider a new way of "saving" them so as not to bloat all data files
        with 4 resistances per. Maybe single entry somehow.
    UnKnown
        Check into possibilities of extending what could be hashed together in the
        saved data files to compress data file size and speed up save/load times.
    Unknown
        HOUSING
    Unknown
        Optimizing up internal code, possible a bit of re-organizing. This is the core for
        re-organizing our end, and optimizing. Let's not break ANY scripts! :)
    Unknown
        Finish Repsys hook. Current bug, when setting mob to criminal, it causes hook to exit.
    Unknown
        More UOKR support. Additional gump packet for UOKR added. Will need to look into new packet
        structures for UOKR support too. Ugh.
    Unknown
        Optimize out the unused config files required by core, and no-longer-used/needed
        code in the spells.cpp from the old spell system.
    UnKnown
        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. Handle this
        similar to regional zones for best result maybe??
    UnKnown
        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.
    Unknown
        Fix? clientinfo member on linux cores.
    Unknown
        Remove known Memory Leaks (cfg and ecl-file handling) if possible.
    Unknown
        Fix? Issue with timeout not working under linux cores (Inactivity timeout).
    UnKnown
        Color in ListStatics* - we've to add'em to realm-folder/uoconvert first.
	MuadDib:
		Add all Resistance stuff as Damage too, for AOS Elemental Damage.
	MuadDib:
		Check method for implementing the new Elemental Resistances/Damage into
		Core combat. Shouldn't be difficult, but only need to be done if it can
		be done VERY efficiently. Otherwise, could hinder the core, which case the
		combat syshook can make use of them instead :)
	MuadDib:
		Item.Quality needs implemented for AOS Elemental also like it is for AR. Right
		now, cannot see how Quality affects ANYTHING except reporting maxhp member o_O
	MuadDib:
		If Combat is AOS Upgraded, need to force check for self and opponent to make
		sure it remains balanced. If pvp is active, and at least 1 pc is NOT AOS, or
		one is NPC, make it use only original style for AR/Damage. This is for oldschool
		balancing. Although, I doubt I will add AOS combat to the core. No need for it.
	Unknown:
		Convert all spellbooks to create packets from the bitwise ALWAYS. This includes
		oldschool magery books. If a spell is added to the SpellBits, then it needs to
		be DELETED from the container (for backwards compatible data files that has books
		with scrolls in them). The goal is to STOP having spellbooks eat up so much space
		by having scrolls still exist inside them.
	UnKnown:
		SQL Driver integration.
	UnKnown:
		SQL.EM (Sanitize everything!)
	UnKnown:
		SQL Data Saver using the driver. Modeled after other emulators already using this.
	UnKnown:
		Find remaining Memory Leaks in Executor.
	UnKnown:
		Find remaining Memory leaks in Config handling.
	MuadDib:
		use element_damage for damages when added. damage_fire etc for members.
	MuadDib:
	    Player.Followers() return an array of npcrefs.
	    Player.Followers_Add(NPC) add npc to it.
	    Player.Followers_Remove(NPC) remove npc from list.
	    Player.Luck u16 integer r/w member
	    Player.Followers_Max = u16 int for max allowed with Add.
	    Saving of Follower Information will work by saving the NPC's serial to the
	        player. Will need to leave this as serials while player = offline, and
	        during Logon, check for these NPCs and remove their serial if they are
	        not alive. If alive, convert serial to reference.
	MuadDib:
		Look into populating Damage bytes in Statmsg correctly based on weapon in hand
		/intrinsic.
	MuadDib:
		Move existing servspecopt.cfg settings that are for CLIENT SPECIFIC STUFF to 
		uoclient.cfg system and make them client specific members populated at creation
		like StatCap already is!
	MuadDib:
		Rewrite AR to use resistance struct as physical resist. Internally, ar will be gone
		and use this method instead. eScript members will reflect physical resist, PLUS still
		keep the AR for backwards compatible.
	MuadDib:
		Rewrite refresh_ar() to check if the item being equipped NEEDS the resistances recalced.
		This will save on packet building, and execution when an item being equipped contains
		no Resistance.
	MuadDib:
		Write a refresh_dmg() to recalc element damages for damage in statmsg. Will need to find
		all points where a weapon's damage can get modified, and send this. That means when
		max_hp, etc are all modified. Ugh. Model this after refresh_ar().
	MuadDib:
		Investigate Damage storing from weapons and player for combat system. Should base
		damage be moved to element_damage struct like AR was with resist? Possibly.
	MuadDib:
		Throw Sheep at Nando!
	MuadDib:
		resist_fire_mod, etc. Same for damage.
	MuadDib:
		AR and Physical Resist MUST be seperated. So that loading Itemdesc Physical Resist
		is possible. AOS+ handles Resists different that legacy AR. 30=30 on that item. Regardless
		of zone coverage. To support BOTH of these, on a single server, with both AOS and
		legacy clients, add an Expansion Check in Core Combat (to know which to use, Physical
		or AR), and Expansion Check in Statmsg to know which to send!

MuadDib
Former Developer
Posts: 1090
Joined: Sun Feb 12, 2006 9:50 pm
Location: Cross Lanes, WV

Re: Original Roadmap v0.98

Post by MuadDib » Tue Feb 03, 2009 4:36 pm

updated To-Do tonight.

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