Difference between revisions of "Category:Game Operation"

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(Created page with "This category holds articles detailing the various features and operations that should be supported by the EVEmu server in the game, with specific notes as to how to implement...")
 
 
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This category holds articles detailing the various features and operations that should be supported by the EVEmu server in the game, with specific notes as to how to implement those features in EVEmu. These articles are organized into large functional groups below
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This category details the various operations of the EvEmu server along with specific systems that deviate from live.<br>
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These articles are organized into large functional groups.<br><br>
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'''work-in-progress'''<br>
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I am working on updating this page with notes from my code design<br>
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- Allan
  
  
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'''KNOWN DEVIATIONS FROM OFFICIAL CCP EVE ONLINE OPERATION'''
 
'''KNOWN DEVIATIONS FROM OFFICIAL CCP EVE ONLINE OPERATION'''
  
* Destiny warping and collisions are not going to be as accurately or exactly calculated as the eve client and official server since we do not have access to their exact math formulas used for these calculations.
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* Destiny - turns, orbit and collisions are not going to be as accurate as the eve client and official server since we do not have access to their formulas used for these calculations.  In fact, collisions are disabled, turns are almost close, and orbit is hacked to high hell.  desync is a routine problem once ships turn or orbit.
* All O.R.E. ships with exception of the Rorqual and the Orca have wrecks with typeIDs from '''invTypes''' table in the EVEmu database '''invTypesToWrecks''' table that are specific to Galente-specific wrecks, even though there are similar wrecks for all the other races. At this time, we have no idea why CCP has wrecks for the ORE ships for each race, but we're going to use Galente race wreck types for these ships.
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* All O.R.E. ships have wreck typeIDs for each race. We have no idea why CCP has these wrecks for each race, but we're using Gallente wreck types for these ships.  This could be edited to use pilots race for determining wreck typeID, but is not implemented that way at this time.
  
 
= <span id="Essentials" class="mw-headline"> Essentials </span> =
 
= <span id="Essentials" class="mw-headline"> Essentials </span> =
  
* [http://wiki.evemu.dev/index.php?title=Attributes_and_Effects&action=edit&redlink=1 Attributes and Effects] - Basics on what Attributes and Effects are and how they make EVE work
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* [http://wiki.evemu.dev/index.php?title=Attributes_and_Effects Attributes and Effects] - Basics on what Attributes and Effects are and how they make EVE work
* [[Category_Module_Manager.html|Module Manager]] - Modules and Fittings
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* [[Category_Module_Manager|Module Manager]] - Modules and Fittings
  
 
= <span id="Combat" class="mw-headline"> Combat </span> =
 
= <span id="Combat" class="mw-headline"> Combat </span> =
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<br />
 
<br />
  
 
= <span id="EVEmu_Original_Features" class="mw-headline"> EVEmu Original Features </span> =
 
 
* [http://wiki.evemu.dev/index.php?title=Category:PCP&action=edit&redlink=1 Player Controlled Players (PCP)]
 
  
 
<div lang="en" dir="ltr">
 
<div lang="en" dir="ltr">
  
 
<div id="mw-pages">
 
<div id="mw-pages">
 
== Pages in category &quot;Game Operation&quot; ==
 
 
This category contains only the following page.
 
 
<div class="mw-content-ltr" lang="en" dir="ltr">
 
 
=== S ===
 
 
* [[Ship_Combat.html|Ship Combat]]
 

Latest revision as of 22:19, 8 April 2021

This category details the various operations of the EvEmu server along with specific systems that deviate from live.
These articles are organized into large functional groups.

work-in-progress
I am working on updating this page with notes from my code design
- Allan


List of Known Deviations from Official CCP EVE Online Operation

KNOWN DEVIATIONS FROM OFFICIAL CCP EVE ONLINE OPERATION

  • Destiny - turns, orbit and collisions are not going to be as accurate as the eve client and official server since we do not have access to their formulas used for these calculations. In fact, collisions are disabled, turns are almost close, and orbit is hacked to high hell. desync is a routine problem once ships turn or orbit.
  • All O.R.E. ships have wreck typeIDs for each race. We have no idea why CCP has these wrecks for each race, but we're using Gallente wreck types for these ships. This could be edited to use pilots race for determining wreck typeID, but is not implemented that way at this time.

Essentials

Combat

Organizations



Industrial



Exploration



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