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  #16  
Old 10-30-2014, 03:49 PM
Davood
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aug error and spell error should be fixed.

also start zone should be fixed too

it is my understanding they were supposed to start in guild hall?

few other things im sure ill find.

ill give you a hint. the DB went from x tables to 3x tables, there is alot of structure that was hardcoded or quested before

2007 -> 2014 is a long jump. hopefully we can land there together. if i get it up and running I'll be interested in discussing acquiring volunteer GMs because I have no intention of logging in except to fix technical issues. I don't have any time to GM anything.

development - I can bring some things in if you want. we can do somethign where you mail soe.eq.zeboxuruk.davood and tell him/me which features from alakamin you liked and would want to see as part of zeb

some of them might be

item courier
god system (probably overkill for small scope non dungeon crawl design)
monster system
expanded skillsets
graphics hacks (server side)
variable # command menu based on quests etc
etc

all of those things i have built as drop and play systems so if there is alot of interest i can easily port them over .

oh taht reminds me. i need to convert the old global system to the new one blah
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  #17  
Old 10-30-2014, 03:52 PM
Davood
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i mean global quests
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  #18  
Old 10-30-2014, 03:56 PM
Davood
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i've left the old GMS and guides in place for now

i'm going to also be using all of the QS tables. and possibly, if i dont get complaints, implementing my shouters with top ten lists etc.

Should I do a full char wipe? or leave it as is? I'm not the original author of this content so i dunno if deleting 8,000 characters is a good idea
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  #19  
Old 10-30-2014, 04:02 PM
Davood
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ok global quests fixed . was only a few anyways.
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  #20  
Old 10-30-2014, 04:07 PM
Davood
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ok seems stuff is working but start zones seem to be all over

i can fix it but im curious were the players all supposed to start in one place on teh zeb server? if m analysis is correct, they should all be starting in the guild hall.
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  #21  
Old 10-30-2014, 08:55 PM
rencro
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http://www.eqemulator.org/forums/sho...ight=Zebuxoruk

from this thread:

Layout:
The server is centered on the City of Cabilis. This is where players will start, prepare, and gather for their adventures into the world. Three "open world" zones attach to Cabilis: Warsliks Woods, Field of Bone, and Western Wastes. Each of these zones contain quests, dungeons, and the not-so-rare dragon. Cabilis is also home to a slew of merchants that will sell you all sorts of things. I have spent a lot of time developing a balanced economy through merchants and item drops so money is worth something. All NPCs, Items, and Quests are completely custom, (everything except the zones they are in). To help you get around the custom world I have compiled some Custom Maps on the Zeb Downloads Page.

Also, the combat mechanics code changed quite a bit from back then so using newer mechanics with older db may result in dps not being what is was.
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  #22  
Old 10-30-2014, 10:18 PM
Davood
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Thanks - i will update the starting zone(s)
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  #23  
Old 10-31-2014, 12:31 AM
Davood
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Does anyone have the custom maps or the excel progression spreadsheet that is referred to in that thread?
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  #24  
Old 10-31-2014, 01:07 AM
Davood
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uhh

i think factions are broken. everythign is indifferent? or is it. im going to bed willi test more tommorrow

happy halloween
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  #25  
Old 10-31-2014, 03:08 AM
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Secrets
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Depending on when the server database was released, there's a cabilis-era and a nexus-era Zeb server. Personally if I remember correctly the Nexus-era one was older and better content-wise.

That being said the jump from 2007 -> 2014 is probably too much. NPC damage, health, AC, pathing, attack speed, avoidance - these are all variables that are screwed to hell and back. You're better off using Akkadius' zone importing tools to transfer the NPCs and re-tune them.
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  #26  
Old 10-31-2014, 10:30 AM
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Amra
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This is nexus version. The thread that is referred to was a relaunch of zeb which was after this release.
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  #27  
Old 10-31-2014, 11:15 PM
Davood
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anyways i managed to convert everything. the factions seem to be ok please tell me if im wrong - i can easily redo that part

and yeah i figured out last night that this was the "nexus" version.

i am going to do some testing with melee and spell casters and see how broken npcs are. seems the special attacks etc were all converted properly databasewise
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  #28  
Old 11-02-2014, 01:23 PM
Davood
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OK fixed the following things today:

respawn and variance fixed
factions fixed - just need some more testing. database-wise it looks good now
issues from emails - all dealt with. Will reward you with stuff later once i put in item couriers
check skill limits - fixed was only 15 entries in class_skill now has all entries.
fix zone points - fixed
analyze other potential static tables - lots of static data was simply lacking. that is now resolved.

regarding factions

Code:
SELECT
nt.id, nt.name, nt.class

FROM
npc_types as nt

WHERE
nt.npc_faction_id = 0 AND
nt.class < 17 AND
nt.id NOT IN
(
	SELECT np.npcID
	FROM
	pets as np
) AND
nt.race <> 127 AND 
nt.size > 0 AND
nt.level > 1 AND
nt.bodytype <> 66

ORDER BY
nt.name,nt.class,nt.id;
still gives me 702 matches but i think those don't matter as they look like quest-ish npcs. I will investigate some more. the original missing faction assignment list was ~5000 npcs

next up is fixing the npc_types table with min max damage attack counts etc
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  #29  
Old 11-02-2014, 01:26 PM
Davood
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oh i've updated the spell master (had a nice script i wrote for alakamin) - you can pick and choose what levels etc of spell you want. later when I have time ill generate a script that will let you menu-ally (pun on manually) pick and choose specific discs and spells from the spell dude and maybe even associate a price too.
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  #30  
Old 11-02-2014, 02:29 PM
Davood
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npc_types is cleaned up.

now i await more feedback.
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