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OptimShi last won the day on April 8

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About OptimShi

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  1. decal?

    Yes, they will all work once full functionality is back in. They won't not work right now, but a combat macro won't do you much good when there are no monsters.
  2. Did you use the MagTools plugin? If so, you've probably got data we need! You'll find your MagTools logs in your [Documents]\Decal Plugins\Mag-Tools\ folder. We'd request you zip up the entire contents of this folder and upload them to https://aka-steve.com/uploads/ Note, these logs may contain chat logs. If you do not want these included, please remove all the *.ChatLogger.txt files. Other data in here may include Inventory logs, combat lags, corpse logs. This data will help the emulator efforts build out world data and refine certain systems! If you wanted to help AC live on, here is your chance. Thank you very much!
  3. how to help

    Best bet would to join us in Discord. https://discord.gg/mVtGhSv And poke around the code, see what it's doing, try to break it, and most importantly ask any questions you might have!
  4. Crashing on login

    As for the ACE.exe not compiling, check out the FAQ at https://github.com/ACEmulator/ACE It's towards the bottom and mentions the StyleCop stuff... Basically, if you don't have it to begin with, the ACE project won't load. (You may also need to right click on ACE in the Solution Explorer and "Set as Startup Project", as well. It will be bold if it is...) That may actually solve your other issue. From what I can figure out from that error, the calls it makes reference to don't currently exist. Also, the Server Time message no displays to the console (it's goes to a log). The only messages you should see are "Staring ACEmulator...", some about binding to ips/ports and loading of the cell and portal dat files. (Followed by "ACEmulator command prompt ready.") So if you can load the ACE solution properly and rebuild everything, it should behave a little better... Let us know!
  5. Can someone explain views?

    So a "View" is basically like a pre-defined query that typically pulls information from multiple tables into one virtual table. As the name implies, it's for viewing the data but not really editing it. Don't have access to the database at the moment, but I believe the view you're speaking of references ace_object and base_ace_object. By looking at the structure of those two, you should hopefully see how/where you'd need to add in a new item. (There may be other places that an item touches, too, I don't know off-hand)
  6. Can't import latest world updates

    That's because all of those world objects have been incorporated into the main SQL files. They are simply broken out in case you wand/need to erase it all and re-import without re-creating the tables themselves.
  7. When can I has armor?

    You can add this code to the ACE/Entity/Player.cs (add it after the "PhysicsData.CSetup = ..." line) if you want to feel a little warmer. (Made from only the finest Hoary Mattekar Hide...) Also doesn't hurt to find a nice fireplace. ModelData.PaletteGuid = 0x007e; ModelData.AddPalette(0x1abb, 0x40, 0x8); ModelData.AddPalette(0x1ab2, 0x48, 0x8); ModelData.AddPalette(0x1b9e, 0x28, 0x18); ModelData.AddPalette(0x0ed4, 0x28, 0x28); ModelData.AddPalette(0x05b0, 0x50, 0xc); ModelData.AddPalette(0x05b0, 0x74, 0xc); ModelData.AddPalette(0x048a, 0x60, 0xc); ModelData.AddTexture(0x0, 0x0bb0, 0x2a8d); ModelData.AddTexture(0x0, 0x0cbe, 0x2a8e); ModelData.AddTexture(0x5, 0x03d8, 0x2a8b); ModelData.AddTexture(0x1, 0x03d8, 0x2a8b); ModelData.AddTexture(0x6, 0x03da, 0x2a8c); ModelData.AddTexture(0x2, 0x03da, 0x2a8c); ModelData.AddTexture(0xa, 0x2a91, 0x2aaf); ModelData.AddTexture(0xb, 0x2a92, 0x2ab0); ModelData.AddTexture(0xd, 0x2a91, 0x2aaf); ModelData.AddTexture(0xe, 0x2a92, 0x2ab0); ModelData.AddTexture(0x0, 0x1879, 0x1879); ModelData.AddTexture(0x0, 0x1878, 0x1878); ModelData.AddTexture(0x1, 0x1880, 0x1880); ModelData.AddTexture(0x2, 0x187f, 0x187f); ModelData.AddTexture(0x5, 0x1880, 0x1880); ModelData.AddTexture(0x6, 0x187f, 0x187f); ModelData.AddTexture(0x9, 0x03d5, 0x187c); ModelData.AddTexture(0x9, 0x03d4, 0x187d); ModelData.AddTexture(0xa, 0x187b, 0x187b); ModelData.AddTexture(0xb, 0x187a, 0x187a); ModelData.AddTexture(0xd, 0x187b, 0x187b); ModelData.AddTexture(0xe, 0x187a, 0x187a); ModelData.AddModel(0xc, 0x0058); ModelData.AddModel(0xf, 0x005b); ModelData.AddModel(0x11, 0x01ec); ModelData.AddModel(0x12, 0x01ec); ModelData.AddModel(0x13, 0x01ec); ModelData.AddModel(0x14, 0x01ec); ModelData.AddModel(0x15, 0x01ec); ModelData.AddModel(0x16, 0x01ec); ModelData.AddModel(0x17, 0x01ec); ModelData.AddModel(0x18, 0x01ec); ModelData.AddModel(0x19, 0x01ec); ModelData.AddModel(0x1a, 0x01ec); ModelData.AddModel(0x1b, 0x01ec); ModelData.AddModel(0x1c, 0x01ec); ModelData.AddModel(0x1d, 0x01ec); ModelData.AddModel(0x1e, 0x01ec); ModelData.AddModel(0x1f, 0x01ec); ModelData.AddModel(0x20, 0x01ec); ModelData.AddModel(0x21, 0x01ec); ModelData.AddModel(0x0, 0x1a16); ModelData.AddModel(0x1, 0x1a0d); ModelData.AddModel(0x2, 0x1a06); ModelData.AddModel(0x3, 0x01ec); ModelData.AddModel(0x4, 0x01ec); ModelData.AddModel(0x5, 0x1a11); ModelData.AddModel(0x6, 0x1a09); ModelData.AddModel(0x7, 0x01ec); ModelData.AddModel(0x8, 0x01ec); ModelData.AddModel(0x9, 0x120d); ModelData.AddModel(0xa, 0x19f7); ModelData.AddModel(0xb, 0x19ed); ModelData.AddModel(0xd, 0x19ff); ModelData.AddModel(0xe, 0x19ef);
  8. Other Programs.

    Though I've been informed that updating the cell.dat/portal.dat from within the game could cause issues as there are certain Turbine patents for these that ACEmu would not be able to replicate without potentially running into some legal issues (because they're patented, obviously). Assuming a World Builder was developed, folks may still offer a means of downloading updates manually, but that's up to the individual and I believe ACEmu's "official" stance, as I understand it, is to not have anything to do with that (again, for legal reasons)
  9. Other Programs.

    I would suspect at some point, having a world editor system where you could import new models, change the landscape and design dungeons would be possible. Much MUCH easier, however, will be a quest designer system, assuming you're not adding any new assets (textures, models, dungeons, etc). Someone will very likely design a nice tool to be able to input directly into the Emu database a full quest line with text, triggers, rewards, etc. If all goes well and things prove successful, I'd expect a system for sharing/importing these quests into the server you're running to be available, as well. But all this is very far down the line...months...years even.
  10. Now what?

    Looks like the admin flag has been moved from the characters table and into the characters_bool table. UPDATE `character_properties_bool` SET `propertyValue` = '1' WHERE `propertyId` = 44 AND `guid` = 1; // Update the guid = 1 to the matching guid of your character. (And I believe I was wrong about the feature being removed... It seems to work when updating this field/value now)
  11. Getting Started with the ACEmu Server

    Either create the file "config.json" in the ProjectDir (Source\ACE\config.json) or remove the copy command from the Build Events (Select the "ACE" solution, go to the Project menu and "ACE Properties..." and under Build Events is the "copy ...." command (you can remove it).
  12. Now what?

    That field is just an INT (Technically, "TINYINT" or "BOOL").. So your code would look something like this: UPDATE `character` SET `isAdmin` = ' WHERE `guid` = 1; (Change the table/field name if I don't have them right...going off memory).
  13. Now what?

    Looks like this was adjusted slightly in one of the commits. Your character now needs to be an admin (see table "ace_character"."character" in the database) You can manually edit your character and set "isAdmin" to 1 (default is 0)
  14. Now what?

    The town locations are part of the "@teleloc" command. To use it, type "@teleloc [LOCATION]" where [LOCATION] is any one of the places in the database. You can also add your own if you know the exact location (you can use @gps in ACE or the general /loc in the client) There is also a @telexyz command which takes 8 parameters (see the teleport_locations tables for examples of these) And also @teleto which takes N/S E/W parameters (e.g. "@teleto 1.5n 30e") Finally, you can also just click anywhere on the in-game map to teleport to that location (though this will obviously not let you enter any dungeons...) As for stats, the server handles run and jump speed and ignores what the client tells it (because that would be easy to manipulate) and those calculations/functions are not yet implemented.
  15. Ideas/Brainstorming

    What about adding back in "old" skills, like "Sword", "Staff", etc as well as deleting skills. I assume the latter could be done at a basic level by altering difficulty level on whatever the action is, so it would always fail (e.g. all summoning items require a skill of 500), but could you remove the skill from the character panel? I guess the technical side of this question is are the skills the client can use sent from the server to the client, or does the client maintain a list of all the available skills?