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knowom
08-26-2013, 06:28 AM
New to these forums just started to try to experiment with EQEMU I only have rudimentary knowledge on it all, but slowly reading over this guide and doing it step by step.

I just reached the start.bat portion of the guide. I might have to wait until tomorrow to continue forward though. It's been a long night downloading installing and going through all the source file creations and such quite a bit too it all, but I'm sure all more went into it all that's far beyond my grasp and comprehension right now.

knowom
08-26-2013, 06:54 AM
"Launching your server for the first time" to be continued...maybe I can figure it out in the morning

knowom
08-26-2013, 05:59 PM
"Next, in your server folder, right click on the Maps folder and choose "SVN Checkout"
In the "URL of repository" line copy and paste the following:

http://eqemu-maps.googlecode.com/svn/trunk/



Change the Checkout Directory to Change the Checkout Directory to:
C:\EQ\EQEmuServer\Maps


(then click OK)

Ignore the warning that pops up saying the Maps folder is not empty (click Yes).

This will take a while, have a coffee."

After you do this is it normal for the EQEmuServer/Maps folder to be empty?

On the SVN checkout if I highlight and right click updating open parent folder I see all kinds of related stuff
"C:\Users\Aristoper\AppData\Local\Temp"

but when I go into C:\EQ\EQEmuServer\Maps it's empty just wondering if that's typical or I made some mistake

rencro
08-26-2013, 06:14 PM
Its 1.99 gb in size and is at revision 45...The Maps folder that comes with the EMU code is empty, perhaps you downloaded the actual maps somewhere else??

Or try again without trunk and you should get the wiki folder as well...

knowom
08-26-2013, 07:29 PM
Hmm idk...I'll come back to that I guess and figure out what went wrong if anything.

I think I missed the source peqdb_rev2506.sql step initially before I went back read and followed the steps over again.

Right now I'm looking at the eqemu_config.xml portion of the guide. I changed the server shortname/longname and it showed up on the shortcutlaunch.exe one thing I'm unsure on though is it says edit the items highlighted in red.

It said step 5 port forwarding I can skip that for now for local network hosting so I assume those red portions of the eqemu_config.xml I can skip for the time being as well if or until I feel like hosting a server?

These two sections I'm not sure 100% on I assume I have to change them to match.

<database>
<host>127.0.0.1</host>
<port>3306</port>
<username>root</username>
<password>xxxxx</password>
<db>peq</db>
</database>
<qsdatabase>
<host>127.0.0.1</host>
<port>3306</port>
<username>root</username>
<password>xxxxx</password>
<db>peq</db>


I'm assuming the password is the password I chose for "mysql -p_____" and I edit that over and the db is my Type source peqdb_revNNNN.sql in my case "peqdb_rev2506" ,but that's just a estimated guess.


Anyway I'll tamper with it a bit and see if my suspicion is right or not and I can get this thing working properly then some of the fun begins hopefully.

knowom
08-26-2013, 07:35 PM
Actually looks like from the xml comments area it says to leave db to peq and use your mysql password for the password so guess I was 50% right with my assumptions.

knowom
08-26-2013, 08:30 PM
log eqemu_error_world

---------------------------------------------
[08.26. - 19:38:03] Starting Log: logs/eqemu_error_world_1836.log
[08.26. - 19:38:03] Error in LoadRules query SELECT ruleset_id FROM rule_sets WHERE name='default': #1146: Table 'peq.rule_sets' doesn't exist
[08.26. - 19:38:03] Could not load EQTime file eqtime.cfg
[08.26. - 19:38:03] WorldDatabase::GetLauncherList: #1146: Table 'peq.launcher' doesn't exist
[08.26. - 19:38:03] Error in AdventureManager:::GetLeaderboardInfo: select ch.name, ch.id, adv_stats.* from adventure_stats AS adv_stats left join character_ AS ch on adv_stats.player_id = ch.id; (#1146: Table 'peq.adventure_stats' doesn't exist)
[08.26. - 19:41:04] Error in AdventureManager:::GetLeaderboardInfo: select ch.name, ch.id, adv_stats.* from adventure_stats AS adv_stats left join character_ AS ch on adv_stats.player_id = ch.id; (#1146: Table 'peq.adventure_stats' doesn't exist)



Not sure what this means using source peqdb_rev2506

rencro
08-26-2013, 09:02 PM
There are still some steps you need to finish, first, it looks as if you didnt source in

source load_player.sql;


Then if you want bots the load_bots.sql

after sourcing these in then you need to source in the "required" sql's in the C:\EQ\Source\utils\sql\git folder, since you are using 2506 there are no more updates in the svn folder. Apply those updates in order..

OR....you could just use the latest peq db dump here..

http://www.eqemulator.org/forums/showthread.php?t=37026

and start with a new db, source in the latest dump, source the user_tables, then the views and you are done. Note there are no bots in this db, and to get them in you have to make some customization if you decide to go this route...

knowom
08-27-2013, 12:03 AM
"source load_player.sql;"

When I type that and hit enter I get
Failed to open file (name), error: 2


Is that because I all ready loaded it? or am I missing something?

knowom
08-27-2013, 12:22 AM
Whatever it was that I had wrong I seemed to have fixed it I think had a bunch of loading Query ok blah blah blah messages of the source sql files think I'm on the right track.

I don't have much extensive experience with mysql last time I recall using it was awhile back for I believe it was a php web forum or something.

knowom
08-27-2013, 12:48 AM
"In this folder are two sub-folders, one called required, and one called optional. As the names suggest, any .sql files in the 'required' folder must be applied. The ones in the 'optional' folder are ... optional."

Are these required for peqdb_rev2506??

or is that just for past db revisions?

that portion is a little bit unclear to me in the guide couldn't get those to load with mysql either so perhaps not?

knowom
08-27-2013, 01:12 AM
Woot Found some phat login loading to avatar creation page loot!!

Progress...

To be continued.... :)

knowom
08-27-2013, 02:14 AM
I got a server up and made a few characters on it. Will work on it more tomorrow and see what I can do with it and how easily.

rencro
08-27-2013, 11:04 AM
########

Gratz!!!

########

knowom
08-27-2013, 07:47 PM
Do you know if it runs a lot quicker if you run the server on a separate PC on your LAN and connect to it from another PC?

I'd imagine it would be a bit quicker, but I'm not sure if it makes a big impact or not. I'm running it on a Intel Q9550 CPU atm technically it's the X3360, but it's essentially the same CPU.

knowom
08-28-2013, 10:56 PM
How do I know my server is functioning correctly or not? I'm using peqdb_rev2506.SQL? Should the server be spawned when you log on to it? Or do I need to build the NPC spawns and items one by one? Also how do I edit the peqdb with SQL from the guide?

rencro
08-29-2013, 12:24 AM
Should be fully spawned...You did not follow the guide completely, and in so doing, you missed sourcing into your db the required sql updtaes into your database from the utils/sql/git/required folder...

Source in those sql's (skip the mercenary ones for now) and then restart you server...

knowom
08-29-2013, 12:56 AM
Apparently I'm just gonna start again on the guide from scratch just to be safe.

knowom
08-29-2013, 02:52 AM
So I think I know what I did wrong for peqdbrev_2506

I believe I was suppose to CD C:\EQ\Source\utils\sql\svn I was suppose to source mercs.sql

Then optionally CD C:\EQ\Source\utils\sql\git\optional and source the files in said folder in ascending order.

Then source CD C:\EQ\Source\utils\sql\git\required the files in said folder in ascending order.

I believe the issue was because I initially thought due to the peqdbrev_2506 #thing mentioned in the guide about the svn folder it also carried over and applied to the git folders.

I'll find out in a second if that was the case or not also didn't realize you need to cd to each sql's folder first before you go into mysql peq or maybe I didn't have to do that part not sure.

knowom
08-29-2013, 06:15 AM
Well that was the problem I got that issue sorted out and got a backup db with my account world flag in place.

So I have a base DB now I can drop/source to go off of which is pretty cool I guess. A lot of stuff I gotta learn how to do with EQemu though, but it's a start.

knowom
08-29-2013, 06:36 AM
Is it difficult to restore particular zones, or items, or npcs, or really anything that you can tweak back if you alter it to the source installs?

Envisage
08-29-2013, 07:47 AM
That really just depends on how well you know SQL. I dump our DB once every hour just in case a screw up would happen.

Now if you are talking a massive edit for a zone useually we backup the parts that are important like for instance doing a zones spawns. We'll back up grid, grid entries, spawn2, spawnentry, and just in cause npc_types which match spawnentry. Only really had to do that three times.

But other wise a good idea is to install the default db to like peq2 in mysql so you have a copy of it and you can just find what you need if you do bork something.

knowom
08-29-2013, 07:56 AM
Completely learning as I go here with this stuff. It'll probably become more familiar over time, but right now it's all rather foreign to me to figure out.

It's interesting just learning some of the different gm commands you can do quiet a lot with just those, but I'm certain there are more convenient and easier methods to tweak stuff.

Envisage
08-29-2013, 08:02 AM
Most of our db work is done out of game. In PEQ's editor which we have modified or through a program like navicat or hedisql.

The only time one of our db people actually log in is to add spawns and for pathing.

But yes for certain things depends on what your doing there are ways to set stuff a lot faster in sql alone than in game.

knowom
08-29-2013, 08:33 AM
Yeah I'm gonna have to look into that stuff I gotta kinda get familiarized a bit first with a bunch of EQemu/PEQ stuff in general.

I think the first thing I want to work on I guess is the character creation page to customize it maybe make it so you can be a Ogre Wizard for example or Troll Cleric and some tinkering with the base stats and such.

Basically a place to start learning how stuff works a little bit better and go off of I guess.

rencro
08-29-2013, 12:40 PM
Although you can do lots of editing from inside the game itself, I recommend you do all your editing using the peq-php editor, and make sure sql logging is on, then save those sql's as your own custom sql's. And whichever edits you cant do in the peq-php editor, then write them out yourself and manually source them in. This way, if you make many custom changes, and, lets say the daily dump of the peq-db adds ROF content, then you can just "drop_system", source in peqs new changes, then source back in your custom content....

Makes it easier to "start over" as well...I highly recommend heidi sql, though I use navicat too..

knowom
08-29-2013, 06:10 PM
So for peq-php editor I need to also install php and apache it sounds like and I'm guessing alla clone as the same.

Are there any editing programs that don't require additional installing of stuff like php/apache?

I can probably figure it out and do, but it's been awhile and it's two more things to install and run.

knowom
08-29-2013, 08:05 PM
Somewhat figured out how HeidiSQL works basically I can end tables even copy the source tables from the default data base over to my private server if needed or wanted and can saved what I do edit in a table as a SQL that I can export to a SQL files which I can source to my PEQ DB I take it? Now if I source a table in does it overwrite the old table or merge the data with the old or a cross between the two not exactly sure how that all works yet.

knowom
08-29-2013, 09:38 PM
About how many zones can I expect to be able to run on LAN off a Q9550 with 4GB ram and windows 7?

Adding /Realtime or /High to your EQ start shortcut along with the /affinity 1 seemed to make a noticeable improvement for me with connecting to my server w/o it timing out on me.

knowom
08-31-2013, 04:20 AM
So how many static zones should I be able to handle on a server with 4GB of ram roughly?

I'm thinking 15 races in total (titanium) [not using Drakkin] for the server. So I figure 15 city zones required for my intentions. Another 15 connected zones attached to said city zones. Then another 15 dungeon zones.

So that's 45 zones pretty much required though I could get away with less dungeon zones if I needed to and reduce it down to around 5 which would shaved it down to roughly 35 required zones.

Now ideally I'd like to add a bit more travel/dungeon zones on top of the 35-45 zones if possible something like 10 more outdoor zones and 5 more dungeons for about 50-60 zones in total.






Here's my general server idea I'd like to strive for eventually as a project. I'd like take the 15 races cities and coordinate space them out in general circle if you will with a travel zone separating them in between that also features a dungeon in it or off of it in a neighboring connected zone and I'd like a end game dungeon in a zone right dead in the middle of it all which players from each race eventually can get to and fight within.

The hope is to create some type of unpredictable evolving territorial control and conquest going on with racial alliances being formed and broken amongst the different races of the world.

Raiding other races cities and various outlying dungeons for loot progression is somewhat I want to be a vital part of the server which in turn eventually leads to being able to handle tougher portions of the game.

Eventually I want it to lead to the very center of the struggle for power and a dungeon where there will be a 1 ring to rule them all sort of a situation going on.

I'd like to make it so once a raid kills a mob a this struggle point they get character flagged permanently and a ring, but it also sets in motion consequences to the rest of the world server that isn't yet flagged.

Once flagged players can do special quests using the ring to deter the rest of the server from becoming flagged and earning said ring within a certain threshold limitation that lead to rewards and such all while progressing to something bigger and more devious.

Flagged player will have access to a special arena zone they can port to where flagged players can challenge themselves via different quests that spawn encounters which have loot. There will be tiers of progression to this that leads to a final challenge. You'll need better gear XP/AAXP that eventually comes to a final fight that ultimately resets the server to a clean slate.

Each tier will require different progressive quest triggers you need to unlock before you can move on those quest triggers will be throughout the world itself and involve both kill tasks, but will provide essential loot upgrades you'll ultimately probably need for the next tier.

After the server is reverted to a clean slate the players involved will special no drop item that gives them a bit of a permanent noticeable helping edge moving forward and ideally I'd like to also give them a title maybe it'll be a right click effect on the item to turn the title on or off perhaps.

Basically after the server clean slate wipe the cycle continues over again and everything old is new and reborn once again and a new journey starts and awaits.

Also perhaps when the server does restart to a clean slate I changes a bit like the starting cities connecting zones get switched and altered a bit so it evolves as well and it evolves the actual quest tasks in turn.

knowom
08-31-2013, 06:48 AM
I'm not sure on my zone_points yet, but I have the general zones themselves mostly narrowed down.

knowom
08-31-2013, 07:06 AM
This is the current zone list I plan to go with I believe I probably missed a few starter cities, but shouldn't be that hard to add them back. (I purged the zone table in my server db to just these zones)
__________________________________
Cities
==================================
East Cabilis
cabeast

West Cabilis
cabwest

Erudin
erudnext

Erudin Palace
erudnint

East Freeport
freporte

North Freeport
freportn

West Freeport
freportw

Grobb
grobb

Halas
halas

North Kaladim
kaladima

South Kaladim
kaladimb

Neriak Foreign Quarter
neriaka

Neriak Commons
neriakb

Neriak 3rd Gate
neriakc

Oggok
oggok

Qeynos Aqueducts
qcat

South Qeynos
qeynos

North Qeynos
qeynos2

Mountains of Rathe
rathemtn

Rivervale
rivervale

Shar Vahl
sharvahl

Thurgadin
thurgadina
__________________________________
Mines
==================================
Black Burrow
blackburrow

Temple of Droga
droga

Mines of Nurga
nurga

Splitpaw Lair
paw

Temple of Solusek Ro
soltemple
__________________________________
Outdoors
==================================
Beholders Maze (Gorge of King Xorbb)
beholder

Burning Woods
burningwood

Butcherblock Mountains
butcher

Dagnor's Cauldron
cauldron

Cobalt Scar
cobaltscar

Dreadlands
dreadlands

East Karana
eastkarana

East Commonlands
ecommons

Emerald Jungle
emeraldjungle

Everfrost Peaks
everforst

The Feerrott
ferrott

Field of Bone
fieldofbone

Highpass Keep
highkeep

Highpass Hold
highpass

Iceclad Ocean
iceclad

Innothule Swamp
innothule

Jaggedpine Forest
jaggedpine

Kithicor Forest
kithicor

Lake of Ill Omen
lakeofillomen

Lake Rathetear
lakerathe

Lavastorm Mountains
lavastorm

Lesser Faydark
lfaydark

Misty Thicket
misty

Nedaria's Landing
nedaria

Oasis of Marr
oasis

Paineel
paineel

Southern Desert of Ro
sro

Steamfont
steamfont

Toxxulia Forest
tox

Trakanon's Teeth
trakanon

Western Wastes
westwastes
__________________________________
Dungeons
==================================
Cazic-Thule
cazicthule

Chardok
chardok

Chardok, Halls of Betrayal (Chardok B)
chardokb

Tower of Frozen Shadow
frozenshadow

The Ruins of Old Guk
gukbottom

Upper Guk
guktop

Plane of Hate
hateplane

Kael Drakkel
kael

Karnor's Castle
karnor

Castle Mistmoore
mistmoore

Najena
najena

Dragon Necropolis
necropolis

Plane of Justice
pojustice

Old Sebilis
sebilis

Skyshrine
skyshrine

Kerafyrm's Lair (Sleeper's Tomb)
sleeper

Solusek's Eye (Solusek A)
soldunga

Nagafen's Lair (Solusek B)
soldungb

Ssraeshza Temple
ssratemple

Temple of Veeshan
templeveeshan

Icewell Keep
thurgadinb

The Estate of Unrest: The Curse Begins
unrest

Veeshan's Peak
veeshan

Velketor's Labyrinth
velketor

Vex Thal
vexthal
__________________________________
Underwater
==================================
Kedge Keep
kedge
__________________________________
Arena's
==================================
The Arena
arena

The Arena Two
arena2
__________________________________

rencro
08-31-2013, 12:23 PM
Sounds like you have a vision, I actually enjoy building more than I do playing, so have at it.. Just want to let you know in case you're not sure, but you don't "need" a static zone for every zone you want to have up, if its only you and your family playing you may be fine with the default 5 "dynamic" zones..

If your server gets busy then going static on the "hub" type zones or popular zones is probably a good idea, even giving players the option of creating their own "private" dynamic instance of a popular zone...There is an exploit with dynamic zones though where when it first boots up and say there is a rare spawn that has a chance to spawn, well you can just exit and re-enter until your said "rare" spawn is up. Of course you can set a timeout for how long a dynamic zone stays up when there are no players in it...

Welcome to the forums, and when you get your server going, be sure to create a new thread in the server section to announce it..

Good Luck!

knowom
08-31-2013, 05:32 PM
Yeah I'm trying to make goals for myself step by step to accomplish.

I got rid of the doors for a selection of races I simply didn't want having them in their home cities and also got rid of all the excess ones in the table for zones not in use on the server.

Launcher and Launcher_Zones tables I didn't do too much with for now I added a extra launcher for static zones and upped the base dynamic 5 to 6 zones. I added a few static zones themselves, but they are just temporary at present time I couldn't get them to start when I tried though I'm thinking it had to do with the port setting which I don't know if I can have static zones w/o that that set and port forwarded or not a LAN though I understand and know how to change that with my router if I have to fix that at a later time.

knowom
08-31-2013, 07:37 PM
I basically organized few different tables and exported them into sql source folders according to categories and named organized them in a way I can pretty easily understand should I need to revisit any of them. I have 3 folders one for create sql files, one for drop/create, and another for drop sql's though I haven't made any drop sql's as of yet other than ones I copied over from the SQL installation folder, but figure I will at some point.

knowom
08-31-2013, 07:58 PM
Loading please wait....not sure if what I'm doing is right or my methods are sound or not, but hopefully all is well with my server.

knowom
08-31-2013, 10:35 PM
I trimmed down the 483 zone id rows in my zone table to 108 which is more zones than I had planned on, but nothing is concrete finalized as of it yet I might in turn trim them down further this is just my rough draft.




For quests I'm thinking of having tiered collection task quests for each race every 5 levels in each home city that give some kind of xp and or loot reward maybe unlocks content, but more importantly triggers spawns else where within the world.

Now I'd like to make it so the player has some choice they can do something to one of the other 14 races to impede or deter on there personal progression in some form or another spawning annoying roamer mobs and such for example and or mobs blocking off dungeon access from lower level players for example.

I'd also like to have quests in place to reward players or races as a whole from helping eliminate the threats to themselves.

I want some quests options to also help other races in like a gesture of good alliance type of thing so you could have both some acts of good and bad will depending on what the individual players decide upon.

Now if you could create quests to form pvp alliances within the game that would be neat as well maybe 3-5 separate alliances to pick from that all war against opposing ones.

For example for the different alliances you might have

Ogres, Barbarian, and Half elf
Gnome, Vah Shir, and Wood elf
Iksar, Dwarf, and Human
Erudite, Froglok, and High elf
Troll, Halfling, and Dark Elf

knowom
09-01-2013, 02:39 AM
I've trimmed a bunch of unneeded stuff my server won't be utilizing from the source peqdb_rev2506 db sql base template that my db is smaller in size overall atm so that's a plus I suppose hooray for minimalism. It's quite a bit less cluttered to navigate what I want or need as well which is nice. Also it's quicker to reload the db itself this way which is a nice plus and probably quicker to start and boot it as well I'd imagine. It didn't really shave off that much though overall in size still anything is better than nothing I guess.


I tweaked the variables, chat channels, rule_ values, and block_spells marginally. Basically I boost group xp a little bit set max level 99, death xp loss level 65, item loss level 0 to prevent item loss from death, item damage shield cap 50, and item shielding cap 50. That's it for now, but I can tweak stuff more easily enough and feel a bit better familiarized with some of it at least.


I still need to figure out how change and alter the zone_point destination paths as I believe that's how I'd make a change like for example switching grobb exit into innothule over to something like grobb exit into feerrott as a example instead which I'd like to figure out how that works.

knowom
09-01-2013, 03:09 AM
Done for the day, but I slimmed down my zone_points table to just the zones I have in use on the server like I did some other tables in my db for the server. I'll likely want to do the same for some other tables in the future to remove clutter and just trim down my db to bare essential for more minimalism and organizational purposes.

I'm curious if it's possible to make Mario/Zelda/Gauntlet style zone_points mazes for example as that would be a neat idea. Even better would be if you could do it with the entire server world with say 3 different versions of the same zones loosely based around each other, but slightly different and with slightly differing loot parallel universe worm hole type of thing.

I know for a fact you could do something like Kithicor Forest on live, but rather than having them spawn daytime and nighttime mobs just make zones spawn marginally different spawns with marginally different behavorial tendencies like roamers roaming paths being different at day and night for example is one idea another is inverting named spawn locations and loot tables warrior loot during the day caster loot at night for example from certain mobs and vice verse for others.

Now if you could also make it so the zone_points change during the day and night that would be extremely cool as well a lot of conceptually interesting ideas basically I have in mind going on right now. Hopefully it's all relatively plausible concepts to implement on a custom server.

Anyway that's it for tonight with this so called project EQ ;)

HeyJudd
09-01-2013, 11:11 AM
set max level 99

You should try to level to 99, you are in for a surprise.

I would also highly recommend against removing large sections of the DB you aren't planning on using because plans change and you are just setting yourself up for a lot of work, reimporting shit you thought you didn't need.

knowom
09-01-2013, 09:05 PM
I'm not worried about the XP it takes to reach level 99 right now that can be adjusted in various ways anyways such as through more solo and group experience rates along with zone xp modifiers.

As far as removing certain portions of the DB I don't see a problem with it it's all quite easy to control I have SQL's for the individual tables and it's easy to grab things and add them back from the source db tables if I actually need to do so for whatever reason at any given point.

The whole point was to remove stuff I won't use or at the very least don't plan on using. If I end up needing some later so be it, but this makes it a lot simpler to work with my server DB by removing the clutter I don't need so I can find what I do need or want more quickly.

There is certain stuff I kept in tact for the time being as I don't know what I'm going to do with them for now, but stuff I know I can remove and won't miss I'm gutting along with stuff I'm certain enough I can start modifying to my overall target goals I have in mind.

I'm learning as I go here and I'm bound to make mistakes in the process that I'll have to look into later and correct, but I've got to start somewhere.

The EQemu server setup guide only takes you so far. In terms of the actual server modifications beyond the base starting template I've pretty much been learning through pure trial and error.

They do have some other areas that are helpful scattered through the website and on the forums that have been helpful, but it's pretty cut and dry in some cases when you've had no first hand experience with any of it.

I'm just doing the best I can with the knowledge I do know about computers and with the information I have been able to find and interpret through trial and error.

It's a lot of work no matter what in a lot of cases regardless from what I can see and gather thus far if your not planning on just utilizing the base source server setup mostly unaltered and I haven't even gotten into much of the real nitty gritty aspects yet.

knowom
09-01-2013, 10:56 PM
Decided to remove East Karana zone because it didn't make sense w/o North Karana also which slipped my mind and don't want to have both I might have more maps as it is than I intend for the time being.

Paineel zone was removed as well for the same similar reason don't feel like adding the Hole and can't think a practical way to fill that crater zone line void with another zone in place of it just generally not worth the aggravation I figure.

In other news I used the #zone command just to check and ensure if I could zone load to all the different zones my dynamic zones seems to be working properly in testing.

I'll have to figure out how to fix the zone_points though as a lot of the zone lines will bring you into a infinite loading loop for the time being fun right...not exactly, but if I can figure out how to alter the zone_points that should be pretty fixable.






I just finished working my static_zones conversion for my Launcher_Zones. Now all 109 zones I'm using on server should be static_zones. Unfortunately it pretty much maxes out all my server ram it went up to around 3.84GB roughly by the time every zone had loaded with 0 clients connected.

The tables for anything that directly correlates with the zones spawns, quests, doors, ect all seems to impact the ram usage in practice though from my quick testing of it by dropping said databases. So the size could shrink with careful coding I guess you could say with extreme examples table dropping of few different things like mentioned I shaved off about a solid 1GB so there is defiantly wiggle room in terms of static_zone count and overall content within said zones.

Now of course the easier route is just to use less static zones overall in favor of more dynamic zones so you can save on some of the ram usage and in turn have more room for content within each zone, but then that has it's own tradeoffs I imagine. Basically as I suspected minimalism has it's merits and wins at the end of the day as usual from a technical standpoint.

I kind of wanted less zones anyway for a variety of different reasons though so I think I'll first look into shrinking my zone count total further. It just makes more logical sense to me and builds a better closer knit community which is a good thing. Plus with less overall zones each zone that is in game should theoretically be better or at the very least have the potential to be because you have more time to devote to developing content tied to the zones so condense further I shall I think.

Another side benefit is I absolutely loath too much unnecessary travel in MMO's one of the things the first MMO I had the pleasure of experiencing UO did nicely was allowing you to mark runes to port/gate to and it was a splendid feature to have it gave the overall game a much faster pace feel because you could go through 5 or 6 dungeons in a relatively short time period as opposed to walking to each first which would probably take you a whole day to accomplish the same thing.

knowom
09-02-2013, 06:28 AM
I'm thinking of taking my zone layout in a entirely different direction to start with to make the whole process more sensible and easy, but more importantly actually feel more proper rather than too out of place certain parts of my zone setup wouldn't have meshed seamlessly in a good way. My new concept shouldn't feel so out of place to the players themselves if I can get it all to work and have a plan in place on what zone connect to where ahead of time.

I feel I'd be betting off using using the entire continent of Antonica and then making more subtle changes like replacing Splitpaw Lair with Black Burrow for example and using it a quicker travel connect to Everfrost from Karana area for example like the warp whistle in mario 3 kind of, but this time I'm planning the whole map and zone to/from locations ahead before doing any work on my tables so I'll have a concrete guide to go by and work toward as oppose to just winging it on the whole idea.

Anyway that's what I'm going to try to figure out tomorrow if I can I want to try and figure out if I can connect the entrance point of black burrow to the entrance point in Karana's that normally zones into split paw. I think this idea is for the better ultimately. Luckily I've learned a bit from this experience to do with different parts of the DB though the last few days and nights should really bit a fair bit easier this time around.

knowom
09-02-2013, 06:04 PM
I've decided on the server name "Aswaria Sul'vor" I think it's got a name sound to it used a few fantasy name generators to come up with the name.

This thread can be deleted I guess I'm going to make a General::Server Discussion post for the server and my overall hopes and plans for it.