View Full Version : Trouble in Feerrott
reddogut
10-02-2007, 10:14 AM
I have scoured the forums and found nothing. The problem is, in Feerrott there is a group of 5 or 6 npc's/mobs standing at the 'safe point' (that is, the spot that I show up on when I #zone in) all grouped up on top of eachother. How do I go about putting them where they belong? Also, I thought that maybe it was a DB problem, but it is doing it no matter which DB I use. I have tried PEQ and AX_CLASSIC.
cavedude
10-02-2007, 10:34 AM
It's been fixed on PEQ. The issue happened when several NPCs had z coords way out of whack. Not sure when exactly I corrected it, but best bet is to grab from the newest CVS:
http://eqemulator.net/forums/showthread.php?t=23536
reddogut
10-02-2007, 06:14 PM
I just finished wiping my old PEQ database and downloading the current one using CVS. I created the new PEQ database and sourced in both the load_system and load_player sql files and I still have this problem. Standing on the 'safe point' is 1 Dark Assassin, 2 'Roror's', A Large Pirhana, 2 Swamp Alligators and 2 Greenblood Zombies. Just for grins, I depoped the zone and then repoped... I got all of them back except for one thing... I then had 3 Greenblood Zombies and no Dark Assassin.
Angelox
10-02-2007, 10:58 PM
I just finished wiping my old PEQ database and downloading the current one using CVS. I created the new PEQ database and sourced in both the load_system and load_player sql files and I still have this problem. Standing on the 'safe point' is 1 Dark Assassin, 2 'Roror's', A Large Pirhana, 2 Swamp Alligators and 2 Greenblood Zombies. Just for grins, I depoped the zone and then repoped... I got all of them back except for one thing... I then had 3 Greenblood Zombies and no Dark Assassin.
That's because of the spawn group they're in; it has an assortment of NPC's, so sometimes a specific npc will spawn then somettimes will not.
Here's what I'm going to do when I get time (but you can do now);
go to allakhazam (http://eqbeastiary.allakhazam.com/search.shtml?zone=13) and research where these NPC's should be, Then go in game, tag the NPC I want to move, use either #goto (if Iknow the loc), or run to the spot I think he should be. Afterwords, #summon and #spawnfix. some are pretty easy, like fish go in the water and Alligators in or close to water. The ones you have to research are the named npcs - and you can keep #repop ing tell you see the named you want to move (move named first).
What I think is happening now is , their Locs are bad , so they get placed or (ghost) at the zone safepoint.
EDIT: NPCs that have grids (I saw many) can be fixed by reseting their coords to the first waypoint coord of their grid (waypoint coord looks good), that way you slavage the grid too.
cavedude
10-02-2007, 11:36 PM
I just finished wiping my old PEQ database and downloading the current one using CVS. I created the new PEQ database and sourced in both the load_system and load_player sql files and I still have this problem. Standing on the 'safe point' is 1 Dark Assassin, 2 'Roror's', A Large Pirhana, 2 Swamp Alligators and 2 Greenblood Zombies. Just for grins, I depoped the zone and then repoped... I got all of them back except for one thing... I then had 3 Greenblood Zombies and no Dark Assassin.
You can't be using the newest CVS then, because in it, Roror has a spawn_limit of 1, meaning it is impossible for him to spawn twice. I know this because I spent hours getting him just right (I'm sure you can appreciate working on a single mob for a while, Angelox)
We had to change our CVS server at one point, so if you are still using the old it is out of date. The link I gave above has current info.
To further on Angelox, the proper coords are already in the db, the z coord is just messed up for them. So, you just need to edit that z coord in the db. What I did was #npcstats on the NPC for the spawngroup ID, then using an editor find all of the spawnpoints for that group. Lower any z coord that is unusually high (they were about 3,000 if I remember) Feerrott should be about -15 to -30, but I'd #goto to the coord and set the z based on that.
reddogut
10-03-2007, 07:05 AM
Ok, now I am totally confused. I am using WinCVS version 2.0.2.4 (build 4) and following the following instructions to download the database:
FOR THE DATBASE:
Under Remote/Checkout Module/Checkout settings:
- Module name and path on the server: peq_db
- Local Folder to checkout to: a directory on your hardrive to download to
- Put a check mark by CVSROOT and enter the following in the box:
:pserver:anonymous@projecteq.cvs.sourceforge.net:/cvsroot/projecteq
- Click OK to start the download
FOR THE QUESTS
Under Remote/Checkout Module/Checkout settings:
- Module name and path on the server: peq_quests
- Local Folder to checkout to: a directory on your hardrive to download to
- Put a check mark by CVSROOT and enter the following in the box:
:pserver:anonymous@eqemuquests.cvs.sourceforge.net :/cvsroot/eqemuquests
- Click OK to start the download
And the database appears to downloading just fine. The sql files seem to compile just fine. How do I tell what version number of the database I am downloading? What is the current version number? I really appriciate your help guys. Thank you!
cavedude
10-03-2007, 07:15 AM
:pserver:anonymous@projecteq.cvs.sourceforge.net:/cvsroot/projecteq
Is incorrect, we had to change servers the correct address is:
:pserver:anonymous@peq.cvs.sourceforge.net:/cvsroot/peq
Then you'll be all set :)
reddogut
10-03-2007, 07:22 AM
Ok, I am just a dork.... I see what I was doing wrong. I guess I just need to pay better attention.
On a side note... would anyone be interested in me creating a FAQ and/or updating some of the EQEmu documentation out there? The current documentation is great, but outdated. And the updated information is just scattered all over the forums. Like TechGuy's Windows install guide.... It is great and got me started, but it is old. Maybe I could update it with more current information. I know that you guys have already spent so much time and effort (and probably money) to get this project to the point that is at. I would like to help. Let me know. And thank you for being so willing to help us as we explore EQEmu.
Lalolyen
10-03-2007, 08:11 AM
Actually a simple fix...
Target a mob, run to where he is supposed to be and type #spawnfix =) Done.
sfisque
10-03-2007, 01:06 PM
that is only half the solution. most outdoor mobs path, excepting "camps" and merchants. after the mobs are #spawnfix'ed, they probably need to be either attached to an existing path grid, or a new path grid created to handle their specific pathing. the wiki has a couple very good tutorials on grid editing (search for "grid" and "editing" should offer up a couple nuggets of gold).
== stanton
Angelox
10-03-2007, 01:18 PM
Like Cavedude said, most of them just have the Z coords too high, thats why they get popped into the zone safe coords. The grids are ok, so once you set the z-coords right, then the problem is solved. It's only about 11 of them that are like this (4 digit numbers) .
You can run this;
SELECT * FROM spawn2 where zone = "feerrott" order by z
In your MySql Query Browser, the first 10 on top are what have the wrong z coords. can just change z coord to -35 and that will fix the most of them. a few zombies are in the water, I don't think they belong there, but at least the ghosting stops. Probaly can move the few zombies to a land position.
EDIT:
Anyone who's running any of the old database, like EQ or an old PEQ, can fix that problem in Feerrott with this change.
Zandig
10-04-2007, 02:22 AM
Is incorrect, we had to change servers the correct address is:
:pserver:anonymous@peq.cvs.sourceforge.net:/cvsroot/peq
Then you'll be all set :)
I've updated the Wiki with the correct info.
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