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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |
03-12-2013, 06:30 PM
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Discordant
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Join Date: Sep 2012
Location: Upstate NY
Posts: 274
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Lake Rathe Gnoll camp empty
My server seems to be running fine, but the lake rathe gnoll camp is empty.
I rebooted my server and zoned there with #zone. I saw undead there briefly (a second or 2) and then they depawned. Nothing else respawns..
Ideas?
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03-13-2013, 05:26 AM
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Developer
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Join Date: Nov 2012
Location: Halas
Posts: 355
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Were those undead camps only spawned at night? It was a long time ago since my shaman sat by those camps, dreaming of Totemic.
__________________
Drajor regards you indifferently -- what would you like your tombstone to say?
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03-13-2013, 07:19 AM
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Demi-God
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Join Date: Aug 2010
Posts: 1,743
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If it is the camps near the South Karana zoneline then it was regular gnolls during the day and undead gnolls and skeletons at night.
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03-13-2013, 08:22 AM
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Hill Giant
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Join Date: Feb 2013
Posts: 220
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If that is the case, do you have the DayNight condition thing working on your server?
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03-13-2013, 08:58 AM
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Discordant
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Join Date: Sep 2009
Posts: 270
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I haven't done a lot of investigation, but this has been mentioned on my server also. When I did go check it out some time ago, I had the undead spawn and at some point I know there were gnolls there, but there was also a period where the camp was empty.
I'll double-check the behavior this evening.
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03-13-2013, 06:41 PM
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Developer
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Join Date: May 2011
Posts: 108
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you have to make sure you have eqtime.cfg in your server directory as it reads the server time from there. I think it changes from time to time. But it is included in the PEQ svn.
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03-14-2013, 07:13 PM
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Hill Giant
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Join Date: Feb 2013
Posts: 220
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Finally got around to adding mobs to rathetear and it seems to have the same behavior. Both the live and undead mobs spawn for around 2 seconds, then everything despawns.
Going around the other zones, I am pretty sure all spawn_events simply are not working for me. Unfortunately all the information I can find on this seems to be rather outdated as it refers to using perl scripts that seem to be long superseded.
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03-15-2013, 06:07 PM
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Hill Giant
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Join Date: Feb 2013
Posts: 220
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Well after poking about some more, it turns out the first in-game year that the Spawn_events are scheduled to take place is 3193, and I was at year 0.
Setting the ingame time with the #date command made the camp work as expected.
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03-17-2013, 02:49 PM
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Discordant
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Join Date: Sep 2012
Location: Upstate NY
Posts: 274
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Quote:
Originally Posted by dagulus2
Well after poking about some more, it turns out the first in-game year that the Spawn_events are scheduled to take place is 3193, and I was at year 0.
Setting the ingame time with the #date command made the camp work as expected.
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Yep, setting real life date/time with #date fixed the problem once I ported out and back into lake rathe.
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03-18-2013, 01:13 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Quote:
Originally Posted by dagulus2
Well after poking about some more, it turns out the first in-game year that the Spawn_events are scheduled to take place is 3193, and I was at year 0.
Setting the ingame time with the #date command made the camp work as expected.
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You are better off doing what Robregen said, as the next time you update the DB your time will be off. You have to use the eqtime.cfg included with PEQ to avoid that.
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03-18-2013, 01:22 PM
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Discordant
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Join Date: Sep 2012
Location: Upstate NY
Posts: 274
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Quote:
Originally Posted by cavedude
You are better off doing what Robregen said, as the next time you update the DB your time will be off. You have to use the eqtime.cfg included with PEQ to avoid that.
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It looks to me like using #date updated my eqtime.cfg file.
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03-18-2013, 01:32 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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The next time the PEQ DB gets updated, the date will change again since PEQ is always running on TGC. Your eqtime.cfg will no longer match it and will break your spawn cycles again. You can keep doing #date, but that's kind of silly. Just write a script to copy eqtime.cfg from the PEQ release to your server directory and then never worry about it.
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