Go Back   EQEmulator Home > EQEmulator Forums > General > General::News

General::News EQemu news posts.

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 09-04-2005, 07:47 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Wink 0.6.2 released

hey folks.

0.6.2 has been released... as good as its gunna get for now anyways. I have not tested any of the binaries for windows, I just built them. Files are on sourceforge.

Make sure you patch to live before DoD hits (the 13th I think)... this is it for a while.

See doodman's post about 0.6.2 in the news and the changelog for SQL changes. (its also on the PEQ forums in db releases, velious compatibility)

You will need to run the ppconvert utility to convert any old players (back up first!), as converting has been removed from world/zone.

Also, PEQ has released velious rc1 which is compatible with this release, see www.projecteq.net.

enjoy.

Last edited by fathernitwit; 09-04-2005 at 10:30 PM..
  #2  
Old 09-04-2005, 08:20 AM
billhugh
Fire Beetle
 
Join Date: Mar 2004
Posts: 18
Default Is..

Is 6.2 the one that will work with the current patch?

I patched about a week and a half ago. Am I still out of luck?

Thanks
BH
  #3  
Old 09-04-2005, 08:38 AM
Dr Zauis's Avatar
Dr Zauis
I know how to fix that!
 
Join Date: May 2005
Posts: 447
Default

Quote:
Originally Posted by billhugh
Is 6.2 the one that will work with the current patch?

I patched about a week and a half ago. Am I still out of luck?

Thanks
BH
You are in luck!
__________________
Server_Op: ForbiddenZone
  #4  
Old 09-04-2005, 08:56 AM
Lorestel
Fire Beetle
 
Join Date: Jul 2005
Posts: 1
Default Yay!

Hooray! *bows down to overlords*

Last edited by Lorestel; 09-04-2005 at 05:00 PM.. Reason: I was an idiot!
  #5  
Old 09-04-2005, 10:32 AM
billhugh
Fire Beetle
 
Join Date: Mar 2004
Posts: 18
Default Tut

Now we just need someone to write one of those nifty tutorials on how to get our own server running!!

BH
  #6  
Old 09-05-2005, 06:04 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Great work, devels!

As a side plug keep an eye out for the next release of the Dark Rogue Production's Server Pack utilizing 0.6.2.
  #7  
Old 09-05-2005, 08:55 AM
Koshoji
Sarnak
 
Join Date: Jul 2004
Location: Oregon
Posts: 69
Default

So this will work with windows and also minilogin?


I'm so excited about this! I'm going to go burn a copy of my Live EQ folder to dvd right now
__________________
"Always move twice"
-Bruce Juchnik Hanshi

Last edited by Koshoji; 09-05-2005 at 04:58 PM..
  #8  
Old 09-05-2005, 09:12 AM
solid11's Avatar
solid11
Discordant
 
Join Date: Dec 2004
Posts: 266
Default

Tis a GREAT day indead!!
__________________
  #9  
Old 09-05-2005, 10:21 AM
Magoth78
Discordant
 
Join Date: Jun 2003
Posts: 345
Default

Good job devs, as usual.

If anyone's running a 0.6.2 server, could he make a test for me please? set the ServerType to 1 and the leavecorpse to 1 variables. I would like to see if it's working well on this version.

Thx by advance,
Mag
__________________
User's projects:
-- Original EMPIRE I/II and Factions! servers
-- Web GM Portal
-- EQoffline/bots
  #10  
Old 09-05-2005, 02:08 PM
Shredomatic
Fire Beetle
 
Join Date: Jan 2003
Posts: 8
Default

Wicked. Now we just need some servers to play on.
  #11  
Old 09-05-2005, 02:54 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

updated binaries on sourceforge to hopefully fix a shared mem issue.

corpses might not be working right, but if they are not, it should be fixable.
  #12  
Old 09-05-2005, 05:50 PM
asitfails88
Fire Beetle
 
Join Date: Jul 2005
Posts: 2
Default a

what is the new eqhost code?
  #13  
Old 09-05-2005, 06:56 PM
vRandom
Sarnak
 
Join Date: Jun 2005
Posts: 91
Default

Quote:
Originally Posted by fathernitwit
updated binaries on sourceforge to hopefully fix a shared mem issue.

corpses might not be working right, but if they are not, it should be fixable.
I tried the new binaries, posted the results in this topic, as not to make this current one the support topic or something like that....

http://www.eqemulator.net/forums/showthread.php?t=19261

vRandom
  #14  
Old 09-05-2005, 07:59 PM
Magoth78
Discordant
 
Join Date: Jun 2003
Posts: 345
Default

FNW,

"corpses might not be working right, but if they are not, it should be fixable."

-- I've checked into the code in 6.0dr2 (the version I'm running actually) and the 0.6.2 version. The code about the corpses (attack, playercorpse, entity.cpp) seems to be the sames.
I've made a ghetto fix (as u can see in the post: http://www.eqemulator.net/forums/sho...620#post112620 ) but it causes the corpse's owner or the player's killer to crash, depending of who I'm sending the SendZoneCorpsesBulk on.

If it can kinda helps..

Mag
__________________
User's projects:
-- Original EMPIRE I/II and Factions! servers
-- Web GM Portal
-- EQoffline/bots
  #15  
Old 09-06-2005, 04:01 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

fixed binaries again, hopefully for good this time.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

   

All times are GMT -4. The time now is 12:56 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3