Since it's come up a few times about ROF content on various recent threads, It hought I'd shar a few thougts/explain a few things that can confuse folks. It's not meant to be 100% detailed (and maybe a little loose on accuracy)
EQEmu is best thought of as two things:-
- The server
- The content
The Server
The server allows the client to connect, deals with the mechanics of spawns, spells and so on. Think of it like MQNext - it's the platform that hosts the functionality. On it's own it doesn't do a great deal (in MQNext that's done using plugins).
For each EQ client, it uses a slightly different language to talk back and forth ("opcodes" but also the content may change too as they add more fields/features). This is the same as you have in ShowEQ/MySEQ - each client change needs a corresponding change in codes. If this feels familiar - it is, it is not unlike the process that MQNext has to do every live patch. To support features on the server, the EQEmu devs also have to reverse engineer this language. For example, what does the server send the client when you complete an achievement?
The Content
The content comes from two things: 1) the database, and 2) the quest scripts. Combining these two, these are not unlike the macros - RGMercs or KissAssist for example. They actually do the things.
The database is an SQL server, and it's basically populated much the same as raidloot.com, eqresource, magelo etc
The quest scripts are either Lua or Perl scripts. These are hand written by volunteers.
New Content
For new content to be available:-
New Client
For the new client, you would need the server to support it, whch involves reverse engineering from "packet captures".
The Good News
The good news is that anyone can contribute to the open source quests to move things forward.... just learn yourself some Lua
https://github.com/ProjectEQ/projecteqquests
EQEmu is best thought of as two things:-
- The server
- The content
The Server
The server allows the client to connect, deals with the mechanics of spawns, spells and so on. Think of it like MQNext - it's the platform that hosts the functionality. On it's own it doesn't do a great deal (in MQNext that's done using plugins).
For each EQ client, it uses a slightly different language to talk back and forth ("opcodes" but also the content may change too as they add more fields/features). This is the same as you have in ShowEQ/MySEQ - each client change needs a corresponding change in codes. If this feels familiar - it is, it is not unlike the process that MQNext has to do every live patch. To support features on the server, the EQEmu devs also have to reverse engineer this language. For example, what does the server send the client when you complete an achievement?
The Content
The content comes from two things: 1) the database, and 2) the quest scripts. Combining these two, these are not unlike the macros - RGMercs or KissAssist for example. They actually do the things.
The database is an SQL server, and it's basically populated much the same as raidloot.com, eqresource, magelo etc
The quest scripts are either Lua or Perl scripts. These are hand written by volunteers.
New Content
For new content to be available:-
- You need the server to support the feature. For example, evolving items were only recently added.
- You need the database data (some of it will be there like mob names, spawn points, but things like abilities, spells and damage might not).
- You need the quest scripts written.
New Client
For the new client, you would need the server to support it, whch involves reverse engineering from "packet captures".
The Good News
The good news is that anyone can contribute to the open source quests to move things forward.... just learn yourself some Lua
https://github.com/ProjectEQ/projecteqquests


