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View Full Version : New server up, legit-custom


Lamec
05-01-2007, 11:49 PM
Hi,

Please try out the Nunya Bidness server (yes, the name will probably change some day, when I have a creative moment...)

Highlights: the mines of the gloomingdeep - open for business
(gutted and rebuilt since the data was making a mess, heh) - not all of the mobs are installed yet, but characters should be able to get to level 10 here quite easily. All of the amenities (kobold skull charm?!?, trainers, armour quest, spell vendors, etc..) are there, even a couple of named mobs with rare drops (more to come, of course...)

Coming soon (or I may never sleep well again...) LDON! I know you've heard this before, but we're almost there... NPC can send people to dungeons (still needs some touching up,) the "dungeon master" allows you to chose your quest type, then, the dungeon populates based on the quest/group parameters (finish before the timer is up, or the creatures go poof, heh). Still need to finish the points distribution and loottables for these zones, but it's within reach at this point. Once again, this will work as close to live as possible (given current eqemu constraints), unless live doesn't make sense, lol ;) So, you will be able to take a group of two (or maybe even solo) an ldon...


Although this is still a work in progress (and probably will be for life, heh.) It's based on the PEQ database/quests with modifications and 0.7.0 of Eqemu (needs titanium client unpatched if you don't want problems, me thinks...) The modifications are to make things make sense, not mods to make uber new items or things like that. An example would be throwing axes, they've been modded to actually work correctly, so, they stack (you can even buy a stack! and get a stack, lol) and they throw one at at time instead of the entire stack (as one might assume they should work.)

New quests are popping up daily (these are replicated as closely as possible to live through information publicly available at websites such as magelo, allakahazam, etc... If they need any corrections, please /petition)

For zones where the exact information isn't available, such as the gloomingdeep, as much as possible has been installed and then some creative liberties were taken, once again, to make things make sense (ie... added trainers, since bind wound won't work unless you train it once, can't have newbies with stacks of bandages and no way to use em, lol ;).

There's only two of us working on this, so we'll be fixing things as people need them (hence the newbie zone first...) So, if you're at a spot where you need a quest "installed" or fixed, please /petition and we'll try to get to it asap.

No website yet...

Our goals are simple:
1) get some use out of the nearly $500 in disks we have collecting dust,
2) not pay 15$ a month or more to be able to use those disks
3) have some fun playing everquest (yes, we like to actually play too, so if you need a group member, we'll bring out our legit chars...)
4) and most importantly, fix things that just don't make sense so the game is more enjoyable (why replicate a square tire when you know it works better round?)

NOTE: We "won't" ever ask for, or accept donations/gifts/money in any way. We're already paying for the server, ip connectivity, etc... so why not get some use out of it? :)

Server stats: windows vista machine, dual amds with 2.5 gig of ram, 500mbps internet connection. People have reported very steady connections and low latency.

miotch
05-02-2007, 11:53 AM
i "had" a stable connection until this evening.. i can see the server online, but i cannot log in. so i retry, and i retry, and i log in. but then disconnect at char selection.

Lamec
05-02-2007, 01:54 PM
i "had" a stable connection until this evening.. i can see the server online, but i cannot log in. so i retry, and i retry, and i log in. but then disconnect at char selection.

Could you please explain what happened before you got the bad connections? I guess I picked a bad time to take a nap, lol. My bud rebooted the server after you had problems, but didn't hang around to see if that fixed it =\ I did notice a couple of chars got sent to bad points in glooming deep, but not sure how (that's why I'd like to know what happened before this "event")

I did move the chars to better locations, but don't seem to have any problems with connectivity now =\

techguy84
05-02-2007, 03:45 PM
Amazing server Lamec. I might just be inspired to take a look at it, and thats good by my standards as I dont play unless testing my own config for my guide.

I love that you have got MoGD working*, and also the work you have going on LDON since instances are a big problem with the Emu. It will work fine until you get a big pop on your server then there may be problesm since multiple people can go to the same zone.

Lamec
05-02-2007, 09:50 PM
Amazing server Lamec. I might just be inspired to take a look at it, and thats good by my standards as I dont play unless testing my own config for my guide.

I love that you have got MoGD working*, and also the work you have going on LDON since instances are a big problem with the Emu. It will work fine until you get a big pop on your server then there may be problesm since multiple people can go to the same zone.

Yes, we're trying to work this from within the constraints of Eqemu, no instances. But, there are around 10 dungeons per ldon theme, and each that we're building will have the capability to run a quest for any level/quest structure. So, unless we have 30 groups in LDON at once, we won't need to instance.

One issue we are concerned with is how to "make" people leave the dungeon when it's done. The quest manager can depop the dungeon at the time limit(as he was the one who populated it...) but if someone chooses not to leave, I haven't been able to find a way to kick them out of it (the zone..) Any advice here would be much appreciated. (quest::movegrp doesn't seem to work right, and besides, can't get a target on a timer event =\ )

I assume I could use some form of the client-> functions, but at this point, I'm not familiar enough with perl and how it interfaces with c++ to come up with the correct syntax ;)

Lamec
05-03-2007, 03:41 AM
i "had" a stable connection until this evening.. i can see the server online, but i cannot log in. so i retry, and i retry, and i log in. but then disconnect at char selection.

Ok, I changed all the zones back to dynamic, this problem seemed to crop up when I made them static.

miotch
05-03-2007, 10:21 AM
disconnected on all the boxxes at the same time around 420 pm eastern today.. i got back online at 720 pm eastern tonite and cannot connect ..again..

Lamec
05-07-2007, 10:28 PM
Made a bunch of changes to increase stability, tcp/ip changes, clipping plane changes, etc... It seems to have made quite a difference, no unexplained drops in the past day or two...

Updated to the newest version of the exe from the cvs, which means berserker stuff works now :) (and other various fixes listed in the changelog)

Thanks dev team for the fixes :)

Lamec
05-13-2007, 06:53 AM
First LDoN dungeon is open, in beta mode (that means it might still have some buggies, but is playable...)

The adventure code is custom, using perl quest scripting. It's a lot like live, with some obvious differences. The dungeons are dynamic level, so there's no level restriction on LDoNs. You can solo, or group (haven't quite got to raids yet, but we've discussed some neat ideas...)

I haven't gotten the adventure recruiters working ala EQ so they're a little texty (but they work for any adventure at any camp, and you can join your group's adventure from any camp.)

I took a some creative leaps with the adventures. I looked at collect and slaughter and asked myself, are they really different? Next, I asked myself, why do so few people do the rescues and assinates? So, I ended up with one adventure style, that combines the best of them all (I hope...) You get points per kill (sorta slaughterish,) you get a bonus if you can rescue the lost adventurer (this involves killing the jailor), and/or kill the boss mob. Points are based on your level, 1 pt. per kill lvls 1-20, 2pts 20-40, 3pts above 40.

LDoN vendors up and running in the bazaar (these work just like live.) Not all the vendors are up yet, but a nice sampling (and if there's something specific you need on a vendor, we can fix that right away for you.)

Have played, and tuned this quite a bit. Am able to solo the dungeon (except the named mobs) with a necro, soloing with a melee class is a bit rough (as one would expect.) Groups of 2, that compliment eachother well will find it a decent challenge (I hope...) Groups of 3 or more should slaughther the place and score big points fast (is my guess...)

It is possible to get a lot of points quickly, and get your LDoN gear early, instead of passing by it because you get to velious/pop gear faster... Augments are working (though I guess a pond in the baz would be a good idea...and cancel might be a bit buggy...)

Fixed charms so they work at max stats, no matter what... Until I can figure out how to get them to work the way they should (if I can figure it out, lol.)

Loots in the dungeon are cash and items that you can forage in that dungeon (I always hated trying to get LDoN forage items, well no more!) In fact, there's a forage patch next to each camp, and the items that are available in that theme can be foraged in the zone where the camp for that theme is located. So, you can forage guk them stuff in south ro. And with the forage patch attendant, anyone can forage there with the attendants help (auto forage, if you stay in her range...) Don't have to LDoN to get the stuff you need to make LDoN armor.

Also, made some more improvements to glooming deep. By the time you leave there, you should be ready to LDoN :)

Right now there's only one dungeon open (and an empty server, lol) so, please share it if others are waiting :) I can put timers on the dungeons, but I'd rather not. Hopefully, the way the dungeon is built, I can open more of them soon.

If you'd like to know more about the quest PLs used (or the database triggers used) to make the dynamic level dungeon, let me know and I'll post as much as people want to know.

Also, if they dev team wants the fixes to the code for the LDoN vendors, it includes commenting out case 0: in the updateLDoNPoints function and the lines before it that add total ldon points to points available (just commented lines out and presto, it worked.)

Also, there's a mapping issue with the data from 13th floor(or PEQ) database to the LDoN vendor. 13th floor numbers for theme are exponential, 1,2,4,8,16,(31 for all). However, the vendor is expecting them to be 0 (for all) through 5. For now, I just fixed the data not sure if you would put a mapping in the code or not...

It looks like Sony may have remapped the data in one of the patches (since theme 0 looks like it's for the _other_ ldons, crystals and such, I guess...)