View Full Version : PEQ Ykesha Beta DB and Quests Released
cavedude
08-24-2007, 05:40 AM
I've decided to package up the database and quests to provide a proper release for those asking for it. It occured to me to name it Ykesha because that is more or less complete, including most of the expansion's quests. *Please note that PoP was skipped and is by no means complete or even playable in this release!* The next release branch will carry the PoP name and then on to LDoN and so forth.
Tons of great things in this release including hundreds of new quests and bug fixes, a pretty complete Vex Thal, all Epic 1.0 quests except Berserker, Beastlord, and a partially complete Paladin, PoK fully working including a good amount of its quests, several overhauled or newly popped zones, and countless tweaks, additions, etc. You will also find most of the zones the 0.6.2 client supports are popped, some with basic loot and faction. However, aside from Luclin and below, Ykesha, and PoK, none of those zones have even been looked at, so they are probably unplayable.
Here is the link for the database: http://downloads.sourceforge.net/peq/peq-ykesha-beta1.zip?use_mirror=osdn
And the quests: http://downloads.sourceforge.net/eqemuquests/peq-ykesha-beta1-quests.zip?use_mirror=osdn
I'll be updating the main ProjectEQ page with the links as I find time.
Installation is the same as the previous releases. Please report any unreported bugs on the ProjectEQ forums at: http://www.projecteq.net/phpBB2/ If you need your forum account activated until we get our anti-spam system up you may PM me on these forums.
Have fun!
cavedude
11-12-2007, 03:45 AM
The PEQ Ykesha final release is now available for download from here:
http://downloads.sourceforge.net/peq/peq-ykesha-release.zip?use_mirror=osdn
Quests can be had here:
http://downloads.sourceforge.net/eqemuquests/peq-ykesha-release-quests.zip?use_mirror=osdn
A brief overview of this release includes:
-A more complete Ykesha including a finished Torgiran Mines and Hate's Fury
-Angelox's Gloomingdeep, Hallowshade wars, and Kithicor/Lake Rathe day/night cycles
-Addition of the Berserker epic
-Several overhauled tradeskills
-A fully working Shadowrest
-Many new quests
-Hundreds of the normal bug fixes for all expansions
-And last but certainly not least tiers 1 - 3 of PoP fully playable with the flagging/progession system in place and events/trials.
Additional files will be needed for Lake Rathe and Kithicor to work properly. Once I get those sorted out, I will link them as well.
Our next release will carry the PoP-Ykesha name, expect that after Elemental/Time are in and tested by the players on Grand Creation.
Angelox
11-12-2007, 10:38 AM
Here's an explanation on how to get the day and night to shift - I'll post a Linux and a Windows script/example.
First, what happens;
I made a variable in quest_globals table called "shifter" - shifter will have 24 values and will change every EQ hour, starting with "8" (8:00 am).
How to make this variable change by the EQ hour?
With a script, that runs outside the emulator I called "shifts". Call shifts from your startup script, example;
#!/bin/sh
wine MiniLogin.exe > logs/MiniLogin.log &
P=`pwd`
export LD_LIBRARY_PATH="$LD_LIBRARY_PATH:$P"
#make sure we have a place to log
mkdir -p logs 2>&1 > /dev/null
#boot up world
if [ ! -e .lock-world ] ; then
touch .lock-world
./world &
# wait for shared memory to load
sleep 20
fi
#start up the official launcher
if [ ! -e .lock-launcher ]; then
touch .lock-launcher
./shifts &
./eqlaunch zones &
fi
Attached to this post is a package; time.tar.gz (http://www.nahunta.org/~angelox/files/time.tar.gz)
install the time directory in your /server directory (/eqemu/server/time), with the sql files. shifts goes in /eqemu/server.
If you downloaded the latest PEQ, then it will all work.
the "shifts" script is for Linux - my next post here will be a windows/version script.
This will work fine, I've used it with no problems on my server, and now its running flawless with PEQ.
EDIT:
Actually no need to make a windows batch, just add this line to your startup.bat file;
start perl.exe shifts.pl
rename shifts to shifts.pl and you will have to edit shifts and change the time/*.sql to time\*.sql (or maybe perl will know )
Angelox
11-12-2007, 11:45 AM
You will need to run this into your database also:
INSERT INTO quest_globals
(`charid`, `npcid`, `zoneid`, `name`, `value`)
VALUES
(0, 0, 0, 'shifter', '1');
INSERT INTO quest_globals
(`charid`, `npcid`, `zoneid`, `name`, `value`)
VALUES
(0, 0, 20, 'kith', '1');
INSERT INTO quest_globals
(`charid`, `npcid`, `zoneid`, `name`, `value`)
VALUES
(0, 0, 51, 'lrathe', '1');
John Adams
11-12-2007, 01:15 PM
Nice work on the DB and quests, guys. PEQ is my favorite DB. ;)
That night/day shift thing looks awfully complex. There really is no provision in the emulator to handle it internally? I know I could never get it to work, but I thought it was my lack of understanding.
sdabbs65
11-12-2007, 11:12 PM
Nice work on the DB and quests, guys. PEQ is my favorite DB. ;)
That night/day shift thing looks awfully complex. There really is no provision in the emulator to handle it internally? I know I could never get it to work, but I thought it was my lack of understanding.
I been watching this thing for a while now but nobody ever mentions it's for a
*nix Build I guess they just think everyone runs *nix these days.
the Day Night cycle is designed as a *unix script but you can easy use it for windows also.
theres a program called crontab that lets it work for windows.
CRONw is a small collection of Perlie things providing the main functions of a *nix-style CRON to the Perl-enabled Windows world.
It runs as a system service without any additional tools, using the functionality provided by Win32::Daemon
http://cronw.sourceforge.net/
Angelox
11-12-2007, 11:49 PM
Actually, I first made it as a .bat file for windows-when it was just two lines intended for the day/night mobs in Rathe a Kithicor.
Maybe someone will make a script in C and we'll have it in the source. the SQLs I made for npc_types and spawn conditions, will always be needed regardless what is done. Something like a new variable called $time would be nice. (if $time >=800 and <=1900, then it would be day time, or you could say , if $time==1936 , you could spawn some mob and start something )- $time would just return the current EqEmu time.
I just like to make things work "now", and will do anyway I know how to. It's all working nicely with no problems, so why not?
Seems to me Perl is underestimated in EqEmu. Just thought of as a "quest" tool , when you can do so much more. When I want to do something different, first thing I start thinking of is "Perl" solutions, probably because I haven't learned much in C yet.
Zandig
11-14-2007, 02:41 AM
I don't believe this version is on the CVS?
It seems the last time the CVS was updated was 24 October.
Is the CVS not being updated?
Anyhow, thanks for the database! Much appreciated.
cavedude
11-14-2007, 03:02 AM
I've been lazy, I'll get to updating it today.
cavedude
11-14-2007, 03:22 AM
Oh, I also forgot to mention the release includes the newest 13th floor item database, as well as the village of Gukta in Rathe Mountains fully working.
CVS is updating now, give it some time before grabbing it.
Zandig
11-15-2007, 02:04 AM
Thanks Cavedude.
Finally a new/upated 13th floor items!!
sdabbs65
11-16-2007, 01:59 AM
Thanks Cavedude.
Finally a new/upated 13th floor items!!
You can update your Items every week.
it's not that hard to do.
I don't think it's really an update tho since they keep reuseing the same icons
and just giving them different names, like a leaf turns into a brownie leaf... pfff thats the big guy for ya.
13th floor website is http://eqitems.13th-floor.org/
Zandig
11-16-2007, 02:22 AM
You can update your Items every week.
it's not that hard to do.
Is there a new/updated/working perl script to do this that I missed?
cavedude
11-16-2007, 02:54 AM
No. We just created the new columns 13th floor needed, and then tweaked the items as the bug reports came in from TGC. A freshly converted 13th floor dump will not work with EQEmu as they don't use a stackable table, and somewhere along the line Sony changed the bitmask for the ammo slot so that had to be changed back to the old for ammo items to work. There were also a few other tweaks I had to make, but they are in my sql at home. It wasn't all that hard, I am just lucky to have a server with enough players on it to find the bugs quickly.
But for the most part, sdabbs65 is correct. Once you get the initial conversion done, and get a sql with updates made it isn't all that hard to keep up with their updates. This last one was a pain due to the fact that an update hadn't been done in a while, so many new columns where made and almost 10k new items came down.
John Adams
11-19-2007, 12:04 PM
Gosh, I wish I could brag about having something to do with this, but I hadn't touched items since June. ;)
I'm also finding that equipping my toon with some of the newer fancy items, I am crashing my zones a lot more than before. Maybe I am just_that_oobar?
cavedude
11-20-2007, 01:23 AM
I found that too with my GM account. Grand Creation has gotten a few crashes related to Focus Effects, or at least that's what the core dump claims. Until I've found time to investigate, I've removed any weird equipment from my toon.
Sakrateri
11-20-2007, 02:43 AM
"weird equipment"= L33t? ubar? or stuff you shouldnt have in the first place? lol
really though , nice work guys
John Adams
11-21-2007, 07:45 AM
weird = anything not currently supported by the emulator, I imagine.
For instance, I started loading up with all the newest Rogue gear, with stats like +500HP, and found my zones crashing. Not sure if we're breaking something by going over a max int size, or coincidence.
demen302
11-28-2007, 06:49 PM
Is this file still around anywhere? link is not working. time.tar.gz Would to try the day night shifts. Thanks!
Angelox
11-28-2007, 10:38 PM
Is this file still around anywhere? link is not working. time.tar.gz Would to try the day night shifts. Thanks!
The link works, just a little slow to start sometimes - try a few times and you'll get it
Knightly
01-12-2008, 12:08 PM
I'm not sure if this should go in this thread or not, but I've made some changes to Angelox's time script on my own server and thought I'd share in case anyone else is as lazy as I am.
I really like the time sync, but I tend to change my database password from time to time and the shifts.pl was a problem for me to edit every time (again - laziness). I also don't like keeping track of extra directories, so I took out the need for the hourX.sql files.
Finally, I run a Windows Server most of the time and seeing a blank window makes me feel like it's not doing anything. Obviously, I can look in the database and see that it is, but I added output anyway (take out the green line below if you don't want this).
My shifts.pl is as follows (you'll need to change the variables at the top of the script to match your database login information):
#!/usr/bin/perl -w
$dbhost = "localhost";
$dbuser = "user";
$dbpass = "pass";
$database = "db";
$timenow = 8;
while (1) {
print "Setting time shifter value to $timenow.\n"
`mysql --host=$dbhost --user=$dbuser --password=$dbpass --database=$database --execute="UPDATE quest_globals set value='$timenow' where name ='shifter';"`;
sleep 180;
$timenow++;
if ($timenow > 24) {
$timenow = 1;
}
}
This eliminates the need for the time.tar.gz file, but you'll still need to follow Angelox's instructions above for starting the script as well as complete the insert steps in Angelox's post above:
INSERT INTO quest_globals
(`charid`, `npcid`, `zoneid`, `name`, `value`)
VALUES
(0, 0, 0, 'shifter', '1');
INSERT INTO quest_globals
(`charid`, `npcid`, `zoneid`, `name`, `value`)
VALUES
(0, 0, 20, 'kith', '1');
INSERT INTO quest_globals
(`charid`, `npcid`, `zoneid`, `name`, `value`)
VALUES
(0, 0, 51, 'lrathe', '1');
Also, I wasn't clear when I first set this up about adding the quest lines but Angelox helped me out on that one. From his quests, he has this spawn event for NPCs in zones he wants the time to be updated on (mostly it's on the Nexus Scion and Priest of Discord templates since they're in so many zones):
# Night and Day checker
#Angelox's
#This script will re-sync zone time
sub EVENT_SPAWN {
if ($shifter==20) {quest::settime(20,0);}
elsif ($shifter==21){quest::settime(21,0);}
elsif ($shifter==22){quest::settime(22,0);}
elsif ($shifter==23){quest::settime(23,0);}
elsif ($shifter==24){quest::settime(24,0);}
elsif ($shifter==1){quest::settime(1,0);}
elsif ($shifter==2){quest::settime(2,0);}
elsif ($shifter==3){quest::settime(3,0);}
elsif ($shifter==4){quest::settime(4,0);}
elsif ($shifter==5){quest::settime(5,0);}
elsif ($shifter==6){quest::settime(6,0);}
elsif ($shifter==7){quest::settime(7,0);}
elsif ($shifter==8){quest::settime(8,0);}
elsif ($shifter==9){quest::settime(9,0);}
elsif ($shifter==10){quest::settime(10,0);}
elsif ($shifter==11){quest::settime(11,0);}
elsif ($shifter==12){quest::settime(12,0);}
elsif ($shifter==13){quest::settime(13,0);}
elsif ($shifter==14){quest::settime(14,0);}
elsif ($shifter==15){quest::settime(15,0);}
elsif ($shifter==16){quest::settime(16,0);}
elsif ($shifter==17){quest::settime(17,0);}
elsif ($shifter==18){quest::settime(18,0);}
elsif ($shifter==19){quest::settime(19,0);}
}
I had a problem comparing the diffs between quests because such a huge block was different when adding this code in, so I shortened it to the following:
sub EVENT_SPAWN {
if ($shifter > 0 && $shifter < 25) {quest::settime($shifter,0);}
}
Day & Night shifts add such nostalgia for me that this is one of my favorite addons for the emulator. Mahalo Angelox!
So_1337
01-17-2008, 02:40 AM
Will we ever see Angelox's work on time committed to the source and merged into it? I'm always wary of breaking things by adding too many customizations, and I try to wait for things to get the greenlight and wind up pulled into the latest build. If there's some concerns preventing this, I understand, I was just wondering if it's being considered at all.
Thanks.
cavedude
01-17-2008, 03:00 AM
Angelox made no code changes to time, his changes are all perl scripts and they are perfectly safe to use.
So_1337
01-17-2008, 03:54 AM
Ahh. I forgot that quest_globals isn't one of the tables that gets cleared with drop_system. Silly me. Thanks :)
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