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Welcome to the Everquest Emulator, An Open Source project committed to providing Custom Everquest Servers.
If you are looking to play on an EQEmulator Server, try our Getting Started Wiki Guide.

Server Status Update
May 30, 2021 - 8:51 PM - by Turmoiltoad
Project Lazarus is moving to Legends status. Please congratulate Dhaymion for his hard work and commitment to building a community and a custom world that everyone can enjoy. Great work Dhaymion!

EQTitan and The Firiona Vie Project and Clumsy's World have moved to Preferred status. These servers are worth checking out.

Other worlds to keep an eye on are Classless, which recently changed hands and has started fresh on the Standard list, and IxiQuest--they have been growing fast, so try them out!
0 Replies | 2,453 Views
EQEmu Changelog Gets a Facelift!
Sep 15, 2019 - 1:13 AM - by Akkadius
Since 2003 (17 years!), we've used the legendary changelog.txt in our source repository to record our server code changes. This has worked great but today we are going to be using GitBook for all of our server changes from here on out!

This will allow us to be able to create expressive changelog notes, with visuals, rich code examples which should be far easier to navigate and consume

0 Replies | 24,913 Views
Server Rank Changes
Sep 15, 2019 - 12:53 AM - by Akkadius
Most of our updates have been in Discord in recent time but we will be making a better effort to at least reciprocate to the forums for the time being

+ Preferred

General unofficial criteria for being preferred is having 20-30+ players on daily, good standing in the community, up for 3-6+ months stable
  • EQ Classless
  • Project Lazaurus

- Preferred

We are considering removing dead preferred servers from the list. This is a harder one because these servers got to preferred for a reason and don't deserve to be unfounded on the standard server list, but would be better to have on some sort of standard list. If the community has input on what we should do on these servers please voice your opinions in thread *constructively*
20 Replies | 43,741 Views
Installer 'Stable' Windows Binaries Have Been Updated
Aug 15, 2019 - 10:30 PM - by Uleat
The installer 'stable' windows binaries have been updated to the latest code changes as of this posting.

PLEASE ensure that you update your dll files to get the most recent fixes in the zlib compression library!
2 Replies | 37,700 Views
Windows Server Compile Errors
Aug 12, 2019 - 9:21 PM - by Uleat
For anyone using Visual Studio 2017 or 2019, please update your compiler software.

Recent changes in our code have activated certain code in the Standard Libraries that can cause compile failures in Visual Studio.

Fortunately, Microsoft has addressed these issues..but, they do require updates.
0 Replies | 25,781 Views
Changes to Heading -- Breaking Changes
Feb 16, 2018 - 4:46 PM - by demonstar55
Heading was wrong. So I fixed it. Sadly this means quests and DB have to be fixed.

The required SQL included (2018_02_13_Heading.sql) will fix spawn2 and gird heading entries.

Quests can be fixed with running eqemu_server.pl. Some headings that the script finds fishy will be remarked with "needs_heading_validation" and will require manual intervention.

If you wish to manually fix headings in your quests you will have to look at calls to quest::spawn2, eq.spawn2, eq.unique_spawn, quest::unique_spawn, GMMove, MovePCInstance, MovePC, and moveto. Doubling the current heading values will result in new correct headings. Anything that references a heading from say another mob don't need to be modified.

If you go on to official servers and use MQ2 to get headings you can do /echo ${Math.Calc[${Target.Heading.Degrees}*512/360]} to convert it to correct "EQ degrees"
3 Replies | 30,912 Views
NPC Spell AI Casting Changes
Feb 01, 2018 - 8:05 PM - by demonstar55
I added a special case for priority 0 spells. This new special case basically emulates what we believe EQ devs call "innate spells."

NPCs with innate spells will try to spam these on their reuse timers. Ex. Lord Naggy's AE fear is always cast on recast timer. You should be able to count on it.

Most of normal EQ mobs function like this and eliminates the need to use quest scripting.

I also added support to define a valid HP range an NPC will cast a spell. The min_hp field is the low end of the range and max_hp field is the high end. For example, lots of mastruqs in GoD will cast Protection of Discord at low HP, setting max_hp will allow the NPC to not cast this until they reach this percentage. This range is also purely based on the caster's HP ratio.
3 Replies | 28,229 Views
Dev Blog: New Server Config Loader (Json)
Jan 13, 2018 - 7:48 PM - by Akkadius

Thanks to the work of Shin Noir (Xackery) from RebuildEQ, we've converted our server config loader from XML to JSON.

This is now live, whenever new binaries are used, world.exe will automatically pull down a config converter before attempting to load the config. This looks something like this:


World will use the new eqemu_config.json effective immediately. All other utilities that were built around loading config variables from XML will have to be adjusted or updated to use the JSON format.

A backup of the old XML config will be located in serverdir/backups/
  • The Perl MySQL plugin has been updated already: see here
  • Linux Installer now uses the new .json format
  • Windows Installer now uses the new .json format
  • DiscordEQ OOC chat relay built by Shin should have a new release ready for this change: see here

If you find any tools or utilities tied to the old XML format that needs to be changed or adjusted, let us know in this thread and we will make sure that things get adjusted appropriately.
19 Replies | 38,144 Views
Dev Blog: 2017 && 2018
Jan 04, 2018 - 11:13 PM - by Akkadius
Greetings Norrathians!

This blog update is to make everyone aware of the major changes that have happened over the past year.

We've made massive progress on so many fronts this last year, many milestones that would otherwise be hard to know about unless you've been paying very close attention to commits and changelog messages, so here we go!

Netcode Rewrite (KLS)

  • [mackal] Auras have been implemented
  • [mackal] Food and Water consumption algorithms have been fixed to match close to live
  • [mackal] Emulator Combat engine has been massively overhauled to match Live like formulas to be 98% accurate with Live changelog
  • [mackal] Extended target functionality

Server Installers
  • [Akkadius/N0ctrnl] Linux and Windows installers were introduced in late 2016 to streamline the EQEmu Server installation processes
    • Linux Installs to date: 959
    • Windows Installs to date: 3,489

Mob Z Axis Breakthrough
  • [Akkadius/Noudess/KLS] - Mob Z axis correction has had a major breakthrough in 2017 - we cracked race/size offsets for models - this helps bigly with
    • Corpses going underground
    • NPC's hopping during a pull
    • Pet's hopping during combat
    • NPC's hopping while pathing
    • NPC's going half into the ground while pathing
    • NPC's falling through the ground in general
    • While these problems can still happen depending on the zone and situation, the chances of them occurring have been vastly decreased

Server Side Performance Enhancements (Akkadius)

I've personally taken this issue down to the core, because we're at a mature point in our project where we can focus on shaving the fat off of some of our quickly implemented code that has created many performance issues.

We've been able to continually measure PEQ and EZ zone processes running hot with players in them, profile the code stack and find problematic code paths and measure over time. We've come a long way.

It allows servers to run better, faster, with less cpu cycle consumption to create the best gaming experience possible!

PEQ with 840 players online (chart by netdata) at a steady low cpu util

So many other changes

Please let me know if I missed something worth mentioning here, the idea is to highlight what we have been doing as a whole - cause not everyone is up to speed all the time....

To keep from making this post too long - there's tons in the Github commits and EQEmu changelog that may not be seen here, and many people are contributing to bug fixes and slight feature changes to the project everyday!

Thanks to everyone who brings this project together

  • We have a lot of work to do in this department and is one of my highest priorities, details posted here

  • KLS has spent a lot of time working on a Navmesh system for our code and it has come a long way, from everything to a navmesh tile generator to in game logic to follow those tiles
  • Navmesh is basically waypoint pathfinding, using a shortest path algorithm to determine what tiles/path to use between it and its target
  • The Navmesh tool KLS built generates 95% of the tiles automatically, you may need to create manual connections in zones where necessary
  • You can see an example of this below

EQEmu Server Config Format
  • Thanks to Shin Noir - the server standard config will soon be .json as soon as I can merge it into master and have time to resolve any issues
  • Future Loginserver release will also use .json
  • Another thought is to also define paths to resources so the main server folder can become decluttered of resources/files

Expedition System and Shared Tasks
  • The groundwork for this system has been started again - but progress has been halted for now, but this is an immediate future priority

Our brother project PEQ has made some considerable strides as well
  • New website and forums: http://peqtgc.com/forums/index.php?articles/
  • Released Omens of War expansion
  • Dragons of Norrath pre-work
  • Continual work on old content continuity
  • Ever growing population
  • Streamlined 'Getting Started Process'
  • The team has been making solid progress and if you're interested in helping out - check out Discord on the left and the #public channel and jump in!
  • Project tracker: https://trello.com/b/fDpukzMU/projecteq
  • Systems Pending Development: Expeditions DZ system - Shared Tasks
5 Replies | 30,049 Views
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