I finally got this to work :D
I now see a few mobs moving and the NPC casting spells is nice to see but a few questions for ya. I only see a few mobs moving on there own but not one single npc is moving. Also the mobs seems to have a 'rubber band' effect when they are moving. Is this normal? for the rubber band effect and for no NPCs to move or have I done something wrong? Be nice to have some newbie read me files with all these excellent add-ons ;) |
still very early stages......
This is actually a work in progress, not all zones are set up, and not all the npc's in the "moving" zones are set to move.
I'm working on correcting the starting Z's and adding waypoints to try to smooth out the movement, but my time right now is very limited as my wife has just undergone a major cancer surgery and I am dedicating as much time as I can to being with her in the hospital. I hope to have some finished zones ready for release in the near future, it's been kinda hard for me to work on it a lot as I've been staying with relatives near the hospital , and I don't have all my "toys" with me. Please bear with me and hopefully I can get us some real smooth movement going in the next week or 2. |
i'm sorry to hear that tcs... my prayers go out to you and your family.. god bless.
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God's Speed and Prayers for recovery.
I have no idea of your religion or your wife's but I pray that all goes well and that she gets well quickly.
I love the work you have done so far on the database and movement and I look forward to seeing updates in the future. But more than that I hope to see a message soon that your wife is well and your family can return to normal life. Well wishes, Griston :) |
I recently updated my database to the latest one from Drawde, changed out the exe's with 4.3's for the aggro, sourced in the plane of fire update, and sourced in the npccasting update. I want to put the npcmoving update in also, but this looks like an entire database. What sections would I need to pull out and source just to add the moving mobs component out of this?
tcsmyworld, I hope everything is ok for you and your wife. Your family is in our thoughts... bill |
bpoque99,
I believe you only need to use the grid and spawn2 sections. I haven't had time to look at the new spawn2 , but if it hasn't changed except for more added to it, you could dump the spawn2 and use "REPLACE INTO" instead of "INSERT INTO" when you source it to get past the errors. BTW, the exe's I posted "stable0441_exes" have working aggro and npc spellcasting. can D/L them here - http://eqemu.clanofemu.com/stable0441exes.zip Thanks to all who sent thier prayers, we are still having a few rough spots in my wifes recovery, been back into hospital a few times since sugery , but looking better all the time. I hope to get back to my machine at home soon and get back to work on the DB, looking forward to seeing all the new additions :) |
Welp, the grid entries are easy to source in as there's no conflicts at all. But the spawn table was more difficult because it changes, and probably will change, more often. The best I could figure to do was change the spawn2 entries to:
update spawn2 set pathgrid='path#' where (zone='zone' and x='x' and y='y'); This updated a slew of the entries but still missed maybe 10%. But that's better than zero <g>. Definitely though this means that Drawde has to put this stuff into his database in order to keep the right spawns associated with the right grids. bill |
Dont take this the wrong way i made a new database call eq1 everthing install very well and it load up i made a SK dark elf in nerk and some kinda of loin kept on killing me and there are no doors and alot of npc where in the worng spot i mean like humans in a dark elf city and there was a few mobs. i tried making a char in freeport but all 12 of my zones crashed and locked up that computer i am not say it sucks or anything like just a few problem i think you should look at befor the nexted update or when ever if i can take a screen shot i will show you :)
Here is the link here you can see my NPC i was talking about it is in a zip 3.28MB theres lik 20 screen shot in http://www.geocities.com/memener/fun...placedNPCs.zip |
I have only one ? .....
Have you loaded Drawde's DB and gone to the same place and looked around?
If you have, and the same things aren't there , then you must have mixed something up, because all that this is, is Drawde's DB with movement added. I have not added or deleted anything from it. It's based on Drawde's 1.1 beta 5. |
Hmm i will try to reload it and see what happens also alot of the zone were not working like Efreeport Gfaydark and oasis where the zone i went to crash my zones
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I'd post the updated files if I could, the site wont let me upload and I dont have anywhere to host them. Anyone willing to host them and put a link here?
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Email me the file if it is under 10MB and i will host on my site and give you the link
My Email is Memener@bellsouth.net |
http://www.geocities.com/memener/npc...wde11final.zip
There's the link for the files. Source them both into the latest Drawde's db (1.1 final) and you'll get moving mobs again that match (or closely match) the original. bill |
From the final Drawde 4.4DR1, i sourced the 2 sql scripts.
when i zone in Ecommons, i firstly get disconnected, and if i retry, i can enter the zone. its populated, and some mobs are moving :D anyway, that's for sure a great job from you ! |
hahaha, i love it !
being slaughtered by behind by a griffin in EC while i was dueling a mighty orcn pawn ! like in the good old days :lol: |
I just added these database files but am having problems. I logged in to Lesser Faydark just fine but not much movement there. I then tried Gating to Greater Faydark and am now not able to get into the game with that char. It keeps booting me back to the server screen. Am getting opcode errors in world.exe and the zone.exe's that are trying to connect to gfaydark.
I hope I can figure out how to use this one, would love moving npcs. Now if I can only find a talking npc database. |
use the new 44exe release. update the DB with the supplied files, set your default player status to 0.
you should then be able to get into greater faydark, and have aggro. |
I'll try that out. I'm pretty happy with frozen mobs for now. I am more interested in getting the quests to work now.
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The "quests0.1" file works, but you need to add quotes around several commands and spell ID's to make it happen.
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