View Full Version : EQEMu 0.3.12 -- Wiederbelebung
DeletedUser
11-11-2002, 09:41 AM
0.3.12 is out! Works with EQLive with quite a few bug fixes
EQEMu Binaries (Win32) (http://prdownloads.sourceforge.net/eqemu/EQEmu-03.12-Win32.zip?download)
EQEMu Source (Win32, *Nix) (http://prdownloads.sourceforge.net/eqemu/EQEmu-03.12-Source.zip?download)
*edit* there's a fix for linux compile in Linux Support Forum *edit*
Changelog:
-Updated to work with EQLive (new encryption).
-Possible security risk in #flag fixed.
-Spawn struct updated.
-CheckServerName added, does a check for invalid characters.
-Spawns can now be sent in bulk within zones (#repop, etc.) if they pile up in the queue.
-World MaxPlayers is now handled Login->World, you will get a error message on the login screen.
-2/0 Error in eqemudebug.log fixed.
-UniqueNames can now go up to 999.
-Part in attack code moved to switch to speed up the process.
-Channels moved to a switch to speed up the process.
-Backstab, Flying kick, etc. fixed.
-Loot bug fixed (If an item was on the corpse and it was not looted, you would hang on the corpse if you clicked 'done').
-EmuMemShare bug with no npctypes in the database fixed.
-New TimeOfDay code, zones now synchronize with the world.
khuong
11-11-2002, 10:08 AM
ya go image! w00t u pwn man!! ya !!
DeletedUser
11-11-2002, 10:36 AM
Linux Users: I was told there is a problem with compiling with packet_functions.cpp, I do not currently have a linux OS on a computer to test, you will have to wait for a post about it in linux support. (Sorry, blame it on Quagmire) :P
just_add_water
11-11-2002, 10:37 AM
khuongs gay! khuongs gay!
Trumpcard
11-11-2002, 11:01 AM
Easy fix..
2 things... Add eqtime.o to the makefile so it will be linked in.
And, at the end of packet_dump.cpp, you need to declare k globally for the function.
Change the (int k=0; to (k=0;
and move int k; to the beginning of the function.
Typing this from my windows box, so I cant post a diff atm.
kharmakazy
11-11-2002, 12:13 PM
soooo..... I can patch right now and itll work?
PERFECT timing! i just got through installing eq gold edition.
much love.
kharmakazy
11-11-2002, 12:30 PM
blarg!...
long list of pc speaker beeping error 1062: duplicate entry...
like an evil symphony of death...
killah
11-11-2002, 02:08 PM
ok i downloaded it and all .. and i logged onto someone server and tryed to log my char into the world and it keeps Knocking me off .. Any idea?
Korakin
11-11-2002, 02:35 PM
like an evil symphony of death...
If I passed english, I could do that.
What OS are you running?
kharmakazy
11-11-2002, 04:47 PM
im in xp.
The REAL problem is that my world.exe and zone5.bat thingy wont open anymore. they open then close immediately. They worked before the upgrade but now.... kaput. I play on my own local server using minilogin world.exe and the zone5.bat thingy w mysql. It just stoped working with the upgrade. I reinstalled 3.11 into the same folder and world.exe works again but the 5 zones all go bye-bye.
Dear lord someone HELP ME!
killah
11-11-2002, 04:57 PM
my OS is Windows 98
kharmakazy
11-11-2002, 05:14 PM
ok i downloaded it and all .. and i logged onto someone server and tryed to log my char into the world and it keeps Knocking me off .. Any idea?
when my server was doing that i had to change the data rate.txt in my everquest folder to 8. try that.
Baron Sprite
11-11-2002, 06:04 PM
:p
tamarae
11-11-2002, 06:04 PM
Woo, compiled like a dream.. good going devs! :)
kharmakazy
11-11-2002, 06:42 PM
3.12 killed my private server! i even deleted it and started back with 3.11 and IT wont work now.
Korakin
11-12-2002, 05:07 AM
Have you tried deleting your files and re-installing? Works for everything else I've had a problem with.
tdream
11-12-2002, 06:31 AM
it worked perfect for me on XP Pro...
thanks so much
Lileoj
11-12-2002, 10:27 AM
Crashes to desktop after character select. Same as before when we had to roll back the patch. Running windows XP
morpheus014
11-12-2002, 10:34 AM
Does this release include the fix for an issue with the network code for people using routers and dynamic IP's ect that was posted in one of the boards a while back (cant find it anymore =/)? That seemed to work for a lot of people, and using a router myself would like to be able to host a server again =)
DeletedUser
11-12-2002, 12:23 PM
Yes, if this gets fixed, I will worship a new deity, Image.
Madforit
11-12-2002, 10:32 PM
Tried the network thing last night here's my setup :
2 XP pro PC's Hooked together using a Hub, One PC Sharing it's internet connection (cable) with the network (has 2 NIC's in it).
Installed the EMU on the PC which has the internet connection.
Friends from the outside connected to it fine (tho they got booted off after a while, think that's because the PC I was using is only a P2 350 :rolleyes: )
I got exatcly what Trumpcard was saying on the Linux forum.
The behavior Im seeing is that once you login, and try to pick the worldserver in the server list, I'll get 10-15 Logged in: LS#106 Trumpcard messages, this is happening in client.cpp. The login in wrapped in a big while with a switch.. The log on is never completing so it never gets to sending the list of guilds..
Guess it dont work yet :confused:
Trumpcard
11-12-2002, 11:04 PM
This is an ancient problem that I dont think ever is going to get fixed in the EMU, the emulator binds to INET_ANY rather than a specific interface on your MASQ machine. Theres a code fix that solves the problem for most of us on Linux (I haven't used it on a windows box since version 2.something), but it works fine on mulithomed Linux boxes. Personally. I think there should be an option to pass into the emulator (say in addon.ini, or loginserver.ini) where you can specify which interface to bind to.
The work around is this.
1) Go get a dynamic dns name (www.dyndns.org is a good one), get one of there automatic ip updaters while you are at it, then your dns entry will get updated anytime your ip changes.
2) In your internal machines /windows/host (/windows/drivers/etc/host, your location may vary depending on your version of windows), map your INTERNAL ip address to the dns name you created. For instance, something like this
192.168.0.1 firewall.dyndns.org
Reboot after this to make sure.. Then try pinging your internal box dns name and verify you see the internal ip rather than the external.
for those that dont know how to ping, you should if you know how to set up network sharing so I'll leave that as an exercise for the reader to figure out.
3) When you start zones on your firewall box, start them with
zone . firewall.dyndns.org 7995 firewall.dyndns.org
This work around works for some people, not for others. There is a code fix posted in the Linux forum that should work too if you know how to recompile.
Trumpcard
11-13-2002, 02:04 AM
http://freshmeat.net/
I updated eqemu yesterday morning, it showed up early this morning. Im going to have to learn to update freshmeat late at night, so it will be one of the last ones put in the next morning, and it might actually show up on the front page for longer than 5 seconds.
Madforit
11-13-2002, 02:57 AM
Thanks Trumpcard, I have seen that way explained somewhere on this forum :)
Dont think I will try it untill I upgrade the server box next month. The poor ole P2 just cant hack it me thinks :rolleyes:
quester
11-14-2002, 07:32 AM
Can you tell me which of my fixes/additions were included in this release? I saw no mention in the changelog of any of them.
I just want to know so that I can make new diffs for those people who are upgrading and want those fixes/additions. Also so I know which ones I need to reapply myself.
Drawde
11-14-2002, 09:08 AM
0.3.12 seems much stabler and less "laggy" than previous versions for me.
However I'm still encountering the non-randomised loot and merchant crash problems, both with my DB and others.
Is there any chance of these being fixed in the forseeable future?
If not I'll probably give up on my DB work for now (I suppose I could still work on adding some more spawns for Velious etc. but I wouldn't be able to do the loot for them.
Nobbe
11-14-2002, 11:53 AM
When will the classguild training be fixed? and the archery? :o
Trumpcard
11-14-2002, 12:10 PM
The problem with loot drops is right here in loottables.cpp.
if (RunQuery(query, MakeAnyLenString(&query, "SELECT lootdrop_id, item_id, item_charges, equip_item, chance FROM lootdrop_entries WHERE lootdrop_id=%i", lootdrop_id), errbuf, &result))
{
delete[] query;
while (row =mysql_fetch_row(result))
{
if(rand() * 100 < atoi(row[4]) < 10 ? 10 : atoi(row[4]))
{
int32 itemid = atoi(row[1]);
const Item_Struct* dbitem = database.GetItem(itemid);
Its only adding one item to the loot table for the mob on spawn, the 1st item in its loot table list... It doesnt seem to be running through the loop properly...
I'll see if I can fix it..
Trumpcard
11-14-2002, 03:18 PM
Found the bug....
This is in loottables.cpp
if (RunQuery(query, MakeAnyLenString(&query, "SELECT lootdrop_id, item_id, item_charges, equip_item, chance FROM lootdrop_entries WHERE lootdrop_id=%i", lootdrop_id), errbuf, &result))
{
delete[] query;
while (row = mysql_fetch_row(result))
{
if(rand() * 100 < atoi(row[4]) < 10 ? 10 : atoi(row[4]))
{
int32 itemid = atoi(row[1]);
const Item_Struct* dbitem = database.GetItem(itemid);
if (dbitem == 0)
{
cerr << "Error in AddLootDropToNPC: dbitem=0, item#=" << itemid << ", lootdrop_id=" << lootdrop_id << endl;
}
else
{
ServerLootItem_Struct* item = new ServerLootItem_Struct;
item->item_nr = dbitem->item_nr;
item->charges = atoi(row[2]);
item->equipSlot = 0;
(*itemlist).Append(item);
}
BUG RIGHT HERE>>>>mysql_free_result(result);
BUG RIGHT HERE >>>> return;
}
}
mysql_free_result(result);
}
else
{
cerr << "Error in AddLootDropToNPC query '" << query << "' " << errbuf << endl;
delete[] query;
return;
}
return;
}
No wonder you only get one item, the mysql result is freed after the loop is executed once.. Delete the mysql_free_result and return, and you should see loot drops with more than one item. I'm not 100% positive the rands are working as intended, but that will at least give you the full run through of the items on the mob to determine if they'll get added to the drop list.
Drawde
11-15-2002, 06:46 AM
So I wasn't just imagining things.. Good work fixing that bug, hope the fix is in the next EQEmu version (I can't get the EQEmu source to compile with my old copy of MSVC++, so can't fix it myself)
Trumpcard
11-15-2002, 06:59 AM
I'll compile a zone.exe and make it available this weekend Drawde.
Drawde
11-15-2002, 08:38 AM
Thanks! Now I'll finally be able to work on updated loot tables.
Has anyone else encountered the random merchant crash that I have? I seem to remember someone saying that it could be related to the byte size of the merchant variables being wrong. However if nobody else gets this crash, presumably it's something to do with my setup.
tamarae
11-15-2002, 09:12 AM
I've not seen the random merchant crash that you've described Drawde, but I'll make sure to harass some merchants soon to see if I can make it crash, just for you :D
fecal_blast
11-15-2002, 01:23 PM
Thanks! Now I'll finally be able to work on updated loot tables.
Has anyone else encountered the random merchant crash that I have? I seem to remember someone saying that it could be related to the byte size of the merchant variables being wrong. However if nobody else gets this crash, presumably it's something to do with my setup.
yes. happens damn near every time
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