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View Full Version : EQEMu 0.5.1 Release


DeletedUser
11-25-2003, 04:01 PM
EQEMu 0.5.1 has been released!!

The database has been modified, you must source in the Server Update0.5.1.sql file included in the source/binary zip files!

Win32 Binaries: http://prdownloads.sourceforge.net/eqemu/EQEMu-0.5.1-Win32.zip?download

Source: http://prdownloads.sourceforge.net/eqemu/EQEMu-0.5.1-Source.zip?download

If you need the map files or various SQL files (db.sql is included in source and win32 binaries) get them here:
http://prdownloads.sourceforge.net/eqemu/EQEMu-0.5.1-Misc.zip?download


Changelog:

==11/25/03==
LethalEncounter: Added a new table called ground_spawns. This will allow you to spawn items randomly throughout the zone. Use this for only random locations, use the object table for static ones.

==11/24/03==
Image: Fixed zoning and deaths so you no longer drop from the server.
Image: Properly enabled LDoN on EQEmu.
Image: Basic Adventure Merchant code implemented, throwing it to the STL guys to properly optimize.
LethalEncounter: Fixed Tradeskill objects. If the objects show up as bags, thats a db issue

==11/23/03==
Trumpcard: Several zone performance enhancements, as well as changes to decrease combat lag.
LethalEncounter: Reworked pets, they should now work properly.

==11/21/03==
LethalEncounter: Merchants wont trade with people while they are fighting now.
LethalEncounter: Players can no longer attack while invulnerable.
LethalEncounter: Fixed an AA bug that gave the player 199 aa points.

==11/18/03==
LethalEncounter: Lotsa cool fixes like crash fixes and guild fixes and cool stuff like that

==11/17/03==
LethalEncounter: Finally got /who all done and *hopefully* free of bugs.
LethalEncounter: Fixed a crash bug with guilds and added some of the Guildmanagement features.

==11/16/03==
Trumpcard: Several deallocate and mem leak errors corrected.
solar: Fixed bug with mobs assisting entities they shouldn't. Often this
show itself with other mobs helping the player when the player
attacked one.
LethalEncounter: Added in the GuildManagement tool. You will need 2 new columns in your character_ table for this.
LethalEncounter: Fixed a couple crash bugs with guilds and spells.

==11/15/03==
solar: Fixed a bug in commands where if you didn't define an accesslevel for a command
in the addon.ini it would default to accesslevel 0 instead of the hardcoded default.
solar: Modified #help command to search for a partial command specified as argument.
solar: HP wasn't being updated to client properly and would fall out of sync[/url]

Bearik
11-25-2003, 04:52 PM
Excellent. That was fast :)

mattmeck
11-25-2003, 06:01 PM
WOW, You guy's are fast. 8) you get 2 thumbs up.

Kroeg
11-26-2003, 02:39 AM
Yeah.. the quickness is dictated by all the people crying that no db's work with it... hehe.

arkaria
11-26-2003, 02:49 AM
Just awesome guys. You ROCK!!

tatung
11-26-2003, 02:54 AM
I opened up my current EQ database and sourced in the update sql...all whent good it created new table and changed the items..

I then ran the new world and boot5zones.It shows that the servers connect to the world.exe..all loaded fine..

I then ran my EQ connected to my server chose my char and then i get Zone unavailbel!!!! =(....

Is there a way to remove what that upgrade did to my DB so i can go back to using the old version...

Edgar1898
11-26-2003, 02:59 AM
your db is outdated, just compare your character_ table to the one in the release folder..... and update as necessary

rubyrhinosaur
11-26-2003, 03:02 AM
excellent work... im gonna go test it out later :)
just having a smoke and coffee.... owww my head

Shadajriel
11-26-2003, 03:23 AM
i'm excited to try this new database out, was wondering if bychance there was any known bugs with the #grid, and respective #wp , #gassign commands? in 5.0, and if they were addressed in 5.1, if not pardon this question as it definately doesn't belong on this forum, but i'm just asking about the release itself not the question :) (lol did that make sense? )
anyway,
wahoo ! neato job

shadajriel
the stupid :D

Draugr
11-27-2003, 02:35 AM
Question, I may just be stupid and mis-understand this comment.

Image: Properly enabled LDoN on EQEmu.

Does that mean Lost Dungeons of Norrath work on EQEMU? Randomized Dungeons and all? Pocket Dimesions, etc...?

I'm sure it can't be as that must require a lot of new coding. I just wanted to find out if LDoN mean something else or if Image is unbelievable and actually got this in.

Thanks

DeletedUser
11-27-2003, 06:30 AM
The expansion was not enabled properly on the world server the features of LDoN still need to be implemented, however I did get Adventure Merchants working. But obviousely you need a method to earn points to use those merchants.. Im sure eventually all the LDoN features will be implemented, just give some time.

arkaria
11-27-2003, 11:18 AM
../common/version.h: No such file or directory

version.h is not in the source zip

arkaria
11-27-2003, 11:34 AM
Ahhh I see it's just in the wrong folder in the zip

ozme
11-27-2003, 12:34 PM
Not trying to like complain or whine just asking if u guys think that its possible for bard instrments will someday increase their song's preformance on the emulator. I know that it must be hard to get them to work because eqlive has alot of problems with them....