Log in

View Full Version : New server - Is building lua required?


noudess
09-22-2014, 07:01 PM
All my quests are currently pl files - do I need to build lua for quests to work?

text responses working fine, all turnins are broken - I'm trying to find out why.

Akkadius
09-22-2014, 07:05 PM
All my quests are currently pl files - do I need to build lua for quests to work?

text responses working fine, all turnins are broken - I'm trying to find out why.

Define turn ins are broken.

Do you have all the proper plugins?

jdoran
09-22-2014, 07:06 PM
A lot of quests have been converted to lua, and will not work unless you have lua built. Any perl quests will work if there are no lua quests. Look in your quests folder and see what files you have.

noudess
09-22-2014, 08:17 PM
Every turn in gets eaten.

I did not update any quests , so I have no lua quests.

I may be missing some plugin updates, but do I need new plugins if I didn't update my quests folders?

I really don't wan to try and merge my quests.

jdoran
09-22-2014, 08:30 PM
Sure sounds like a plugin issue. I have ran perl quests on the source current as of Friday, and they worked fine.

Shendare
09-22-2014, 09:27 PM
I had the same problem, and determined that I had to move/copy the lua_modules folder from EQEmuServer\quests into EQEmuServer.

lua_modules contains the global lua functions for quests, such as item turn-ins, global NPCs like Soulbinders, etc.

noudess
09-23-2014, 08:35 AM
I didn't build LUA when I built the server, as al my quests are PL and I was having a problem with BOOST libraries. If I need to pull in lua_modules, then I guess my build needs to build lua as well?

dpjaf4t
09-23-2014, 08:54 AM
I had the same problem, and determined that I had to move/copy the lua_modules folder from EQEmuServer\quests into EQEmuServer.

lua_modules contains the global lua functions for quests, such as item turn-ins, global NPCs like Soulbinders, etc.

On Windows, but I found out the same thing. I just put a junction (is this symlink in linux?) to EQEMUServer\quests\lua_modules in the base EQEMUServer folder. This saves having to think about copying if anything is updated, too.

noudess
09-23-2014, 04:14 PM
So I'll try this link thing, but I still want to know:

- can I build with lua turned off in cmake if ALL my quests are .pl?

If so, then the lua plugin stuff can't be my issue.

jdoran
09-23-2014, 04:16 PM
Before I was able to get lua working, I was able to build without it and run Perl quests. Now I didn't test *all* of the perl quests, but enough to know that the basic function was there.

KLS
09-23-2014, 04:26 PM
Both lua and perl are optional. You can build with one or the other or even both on and it shouldn't affect anything but it's own system.

noudess
09-23-2014, 06:04 PM
Ok, so given that it is optional I am guessing putting the lua_modules in my server directory as people suggested won't be my fix.

joligario
09-23-2014, 07:56 PM
But if you forgot your plugins folder in server root it would matter.

noudess
09-23-2014, 09:19 PM
I have that, but I just copied it over from my current server since I am using that server's quest files. Does the new EQEMU code base need a newer version of the plugins? The copy I have worked just fine with the quest directory I kept.

joligario
09-23-2014, 09:31 PM
No, if you have the up-to-date plugins, you should be fine. What OS and what perl are you running? Have you tried to check quest errors in game?

noudess
09-27-2014, 11:39 AM
So where do I get the latest plugins that go with the latest source base. I just used my the same plugin directory I had (as well as my old quest dir).

#reloadpl yields command not recognized? Hailing npcs works and executes the quest file text. But all plugins failing.

This is new in my log files as well (not on prev server)

one-erudnext.log:[Quest] Loading perlemb plugins.
zone-erudnext.log:[Quest] Subroutine MakeTempPet redefined at (eval 47) line 1.
zone-erudnext.log:[Quest] Subroutine MakeTempPet redefined at (eval 47) line 1.
zone-erudnext.log:[Quest] Subroutine GetSkill redefined at (eval 47) line 1.
zone-erudnext.log:[Quest] Subroutine SignalClient redefined at (eval 47) line 1.
zone-erudnext.log:[Quest] Subroutine MakeTempPet redefined at (eval 47) line 1.
zone-erudnext.log:[Quest] Subroutine MakeTempPet redefined at (eval 47) line 1.

joligario
09-27-2014, 12:01 PM
PEQ quests has the up-to-date plugins folder. Since more than Perl is used, the command was changed to reloadquest.

noudess
09-27-2014, 12:18 PM
The quests file on their downloads page is from 2012 and I had that already.

I did find a link in one of the forums and downloaded the latest quest release, and grabbed the plugins and that made quests work again.

I had assumed that if I used my old quests that I didn't need new plugins, I guess not true.

Thanks for the help.

joligario
09-27-2014, 01:02 PM
Good to hear. For future reference: https://code.google.com/p/projecteqquests/

noudess
09-27-2014, 01:05 PM
I'm all set, but that link just points to the 2012 version like their page does.

joligario
09-27-2014, 02:07 PM
It's an SVN. Don't download a package.

noudess
09-27-2014, 03:20 PM
It's an SVN. Don't download a package.

<-- ah, k thx!

KLS
09-27-2014, 11:39 PM
http://www.peqtgc.com/releases/

I uploaded quests two days ago to our actual release place.

sorvani
09-27-2014, 11:50 PM
You likely need to use the current plugins folder not an old one. just pull the full quest SVN down in a different folder and copy the plugins folder over.