Login | Register


All times are UTC - 5 hours [ DST ]


It is currently Fri Apr 04, 2025 1:42 pm





Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 7 posts ] 
Author Message
 Post subject: the finer points of what makes eqclassic different?
PostPosted: Mon Jun 11, 2012 9:01 pm 
Decaying Skeleton
Decaying Skeleton

Joined: Mon Jun 11, 2012 8:48 pm
Posts: 13
Server: The Seventh Hammer
Faction: 2
Confused but eager.
Moved by anticipation.
Truth lurking nearby.

Hi. I just came across this website/project a few days ago and excited to see a new face in the classic EQ experience.

I read a few posts, particularly the one about "what makes eqclassic different" but I couldn't quite wrap my head around why its different. From what I understand, the devs here are coding, from scratch, the server side code that was "the eq experience". Isn't that what other projects have done? I know most projects started with a good database (ie. peqs database available to the public) and have created server-side code that can communicate with a given client and of course works around whatever scripting language they picked for quests, npc behaviors, etc.

Maybe somebody could give an example of what EQClassic code can do that other projects out there CAN'T do, I would understand it a bit better.

Thanks


Top
 Offline Profile  
 
 Post subject: Re: the finer points of what makes eqclassic different?
PostPosted: Tue Jun 12, 2012 12:00 am 
Trakanon
Trakanon
User avatar

Joined: Thu May 28, 2009 2:11 pm
Posts: 2696
Location: U.S.
Server: Tarew Marr
Faction: 106
As a quick note, none of the following should be considered "finer" points of comparison, as they are all major differences in execution.

First and foremost, we are developing our software around an actual classic client (EQTrilogy [2001]). EQEmulator servers that advertise themselves as classic are running off of EQTitanium (c. 2006) or later. Every non-classic feature that was added between 2001 and 2006 or beyond is present in these clients, so hacked up approaches are deployed to disguise, restrict or limit their existence. On top of this, some classic features have been removed over the years. Remember ambient music in cities / boats, MIDI generated music, spell bolts, properly functioning boats, message boards, humans blind at night, the original / Velious UI, forced spellbook mediation, etc.? Everything you remember about classic EverQuest is available in the EQTrilogy client--very little of it is present in EQTitanium or later.

Beyond the choice of client, there are staggering differences in development. Here at EQClassic, we author all of the work behind each system. EQEmulator server operators are just that--server operators (monkeys pulling levers until the bananas appear). They are not professional developers and they certainly have not authored the work responsible for their creations (if you find a server operated by Father Nitwit, Quagmire, or any of the other EQEmulator pioneers, I will certainly eat my words). Now, when I refer to work, I am speaking of the actual intelligent work; the linear algebra driving their line of sight and collision algorithms, the UDP/IP with TCP emulated netcode, the A* BFS pathing algorithm, etc. In other words, when these systems need to be fixed or expanded, they cannot do so. Even when small things need to be fixed or expanded, they cannot do so. Ever wonder why so many things go ignored in bugs reports? They are waiting for someone else to fix it.

Another critically important development difference is our dedication to synchronize what you see in the client with the server's own representation. Just because you see 1235 AC in the character window does not mean you actually have it (even if you did have it, I do not believe EQEmulator understands the two-part AC [mitigation & avoidance] system). Beyond this, we also listen to and meet the client's expectations. Ever wonder why your HP levels are jumping back and forth in the client on an EQEmulator server? EQEmulator calculates what it believes your current HP amount should be and then jams it down the client's throat, completely ignoring the client's say in the matter (the same thing applies to mana).

As a final point of developmental differences (for discussion, as many others exist), when creating our own systems, we do extensive research to ensure that our implementations are correct or close to it ahead of time. How many charts, graphs, benchmarks and quality assurance reports have EQEmulator server operators offered you to validate their work? How many algorithms have been shared with you for review? How many views of their database(s) have they made public?

Moving into the theoretical realm (as EQClassic does not offer any services at this time), the following are the differences that should matter most to players. I have recently offered ideas on how to maintain server integrity, which include powerless--in every sense of the word--GMs and guides, purely transparent management, inventory scanning, robust event logging / auditing and my vow to never have a personal stake in any EQClassic service. Any time I spend with an EQClassic service would be spent protecting it and making it as enjoyable as possible for others--not betraying it.

I could continue with this discussion well beyond the length of what you are willing to read, but I believe these are some of the most important points. The unfortunate reality is most players are content as long as mobs are swinging and they can hit back. A majority of players do not care about the accuracy of the game or how much easier it is than it should be; they just want to see and experience the things they remember and EQEmulator servers are more than willing to exploit this.

_________________
Yeahlight@gmail.com


Top
 Offline Profile  
 
 Post subject: Re: the finer points of what makes eqclassic different?
PostPosted: Tue Jun 12, 2012 12:09 am 
Lesser Icebone Skeleton
Lesser Icebone Skeleton
User avatar

Joined: Fri May 29, 2009 10:50 am
Posts: 229
Server: Povar
Faction: 13
Dear lord...

That post got me more excited.


Top
 Offline Profile  
 
 Post subject: Re: the finer points of what makes eqclassic different?
PostPosted: Tue Jun 12, 2012 2:11 am 
Undertaker Skeleton
Undertaker Skeleton

Joined: Tue Jun 02, 2009 1:58 am
Posts: 976
Location: Texas
Server: Rodcet Nife
Faction: 33
Damn, that post was all kinds of awesome!

Yeahlight wrote:
EQEmulator server operators are just that--server operators (monkeys pulling levers until the bananas appear).


rofl, spoken like a true engineer! :lol: :mrgreen:

_________________
70 High Elf Magician of Rodcet Nife
Played June 2000 -> August 2005
Former Raid Leader of <Conviction>

Fizik - 52 Necromancer on Al`Kabor (EQ Mac)


Top
 Offline Profile  
 
 Post subject: Re: the finer points of what makes eqclassic different?
PostPosted: Tue Jun 12, 2012 5:58 am 
Lead Server Developer
Lead Server Developer

Joined: Sat May 30, 2009 1:39 pm
Posts: 2086
Server: Solusek Ro
Faction: 67
your Q should already be covered here: viewtopic.php?f=12&t=2986

_________________
You have become better at assembler (0xFF)!
Your faction standing with that company could not get any worse.


Last edited by Kibanu on Tue Jun 12, 2012 9:32 am, edited 1 time in total.
Unlocking topic


Top
 Offline Profile  
 
 Post subject: Re: the finer points of what makes eqclassic different?
PostPosted: Fri Jun 15, 2012 12:34 am 
Decaying Skeleton
Decaying Skeleton

Joined: Mon Jun 11, 2012 8:48 pm
Posts: 13
Server: The Seventh Hammer
Faction: 2
Brilliant. Thanks for the detailed answer. I'm definitely on board with you guys now.

And yes, I always did wonder why HP and Mana numbers always skipped around on the eqemulator servers. :)


Top
 Offline Profile  
 
 Post subject: Re: the finer points of what makes eqclassic different?
PostPosted: Mon Jun 18, 2012 11:18 am 
Moderator
Moderator
User avatar

Joined: Sun May 31, 2009 2:16 pm
Posts: 402
Location: Germany
Server: Solusek Ro
Faction: 7
Question answered, thread closed. 8-)


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 7 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to: