MW_052_053_alpha2 (released 12-21-03)
This release includes so many updates and fixes that i cant even begin to remember what all was intaled. Check Changelog for notes. Thanks to the MW team.
You will however notice that most zones are at leased populated, we will now begin work on faction and loot for the added spawns, and many other bug fixes. Note: This release is intended for 5.2 and 5.3dr1 (5.3dr2 works but you will loose caracter information) dont say i didnt warn you. http://osdn.dl.sourceforge.net/sourc...053_alpha2.zip Complete http://osdn.dl.sourceforge.net/sourc...a2_upgrade.zip Upgrade (keeps your bugs petitions guilds caracters variables and some other things) Reminder WE DO NOT TAKE RESPONSABILITY FOR DATA LOSS WITH 053dr2 for your caracters! |
Man, a EQlive compatible EQEmu and a new TCS release in one day. This kicks ass.
And to top it all off the seahawks won :) Woot Edit: btw, is this the version that is merged with the "Re-invention of the wheel" DB? |
Yes its the merge, being so, alot of areas took a huge forward step, but i fear that some things may have taken a backwards step so please report bugs in this forum so we may get them fixed up asap
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This is tested in everfrost, low level mobs are still hiting for hundreds (incorrect maxdmg), and instant spawn.
Also rivervale halfing druid master now becomes BL master (incorrect class). Havent tested anything else yet. |
high level mobs and guards
anytime you attack a high lvel mob or they attack you you get disconnected.
ie attacking a guard you go ld. you pet can attack him after he kills your pet it disconnects you. |
The problem with LD isn't happening to me. 5.3DR2 + This DB. I just can't #zone to sebilis or gukbottom (haven't tried others) it crashes the Zone.exe and I have to #movechar the char out.
-- Veto |
i too am getting disconnected when fighting npcs, right before getting killed it just boots to character select. using the newly patched eq not sure if thats the problem or not. still have the eq right before the patch but thought i would try this out with newly patched eq to have the new spells affects :) wondering if yall are gonna work on fixing some of the aa's. im truly loving how fast you guys are getting these updates out to us. keep up the good work it's much appreciated.
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I have no reason to belive that this is a db issue at this time as this version of the db works fine with 5.3dr1 i do know their are some bugs in the newest release that works with eqlive, but have no confermation on what bugs where as i havent even attempted to run it yet
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I have no reason to belive that this is a db issue at this time as this version of the db works fine with 5.3dr1 i do know their are some bugs in the newest release that works with eqlive, but have no confermation on what bugs where as i havent even attempted to run it yet
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You are correct bud9weiser, however the frequency of the disconnects can be worked around by fixing bad data in the database. The client crashes in 5.3 DR2 appear to be happening whenever your character dies, so your assumption is correct, it's a code problem. However I was frequently getting killed in one hit by several low level mobs which then caused the disconnect. This is happening because an inordinate amount of mobs have their maxdmg set to 400:
Code:
mysql> select count(*) from npc_types where maxdmg = 400; Code:
mysql> select count(*) from npc_types where maxdmg <> 400; Code:
mysql> select distinct level from npc_types where maxdmg > 400; EDIT: I realized the above should read "take the average of all the distinct maxdmg values other than 400" :roll: |
since you know sql code, you could just make a short fix by yourself (at least for your own use if you need it), of the kind :
update npc_types set maxdmg=9 where level=1; update npc_types set maxdmg=14 where level=2; ... |
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In mysql you can't do a subselect in an update when the subselect queries the table you are updating, so I had to break it in to two queries. The first grabs the average and the second updates the maxdmg. It will only update rows with maxdmg equal to 400. Obviously you will have to do this manually for each level or write a script/app to do it for you. Here's the SELECT query which gets the average, in this case for level 1: Code:
select ROUND(AVG(maxdmg)) from npc_types where level = 1 and maxdmg <> 400; Code:
update npc_types set maxdmg = 4 where level = 1 and maxdmg = 400; |
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By the way, I don't remember why I had the $EQEMU/Maps directory, what are those needed for? I see the zone loading the Maps/*.map file when it goes into a zone, however, it seems to work fine when I don't have them. What purpose do they serve? -- Veto |
Also if you want to make sure you get loot (but no drops) off of every kill with this database, run the following in mysql:
Code:
update npc_types set loottable_id = 1 where level <= 10 and loottable_id = 0; |
We will be fixing the issues with max and min damage as soon as we can, alot of this release is new data and still needs tweeking and adjusting. Their will be more updates to follow.
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Very Nice....Reloaded Server with it, seems to work nice, keep up the good work! :wink:
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Awesome Job!
A few changes I made to make it more enjoyable for me: 01 - Stop those pesky insta-respawns: UPDATE spawn2 SET respawntime=1000 WHERE respawntime=0; 02 - Create a new loottable (301 here) for NPCs with no drops at all (loottable_id=0): UPDATE npc_types SET loottable_id=301 WHERE loottable_id=0; 03 - I created a small table of funky items (loottable_id=300) for all mobs lvl 1-10 for fun... it's kind of neat and made the low levels fun 04 - Some proposed maxdmg catch-alls (mainly to rid the 400[dmg] hitting noobie mobs): http://www.everquestserver.com/forum...?p=63156#63156 I'll post back if I have any more ideas :) *EDIT* - And for the curious people who might not know how to do it... here is how to make a new loottable and have it implemented: a) INSERT INTO loottable (id, name, mincash, maxcash, avgcoin) VALUES ('yourID', 'yourNAME', 25, 350, 2); --> replace 'yourID' with and unused loottable ID number and use whatever text for 'yourNAME' to describe the entry b) INSERT INTO loottable_entries (loottable_id, lootdrop_id, multiplier, probability) VALUES ('yourID', 'yourID', '#drops', '%#drops'); --> use the same 'yourID' number for sanity's sake; '#drops' is the max number of slots drops will occupy if '%drops' is @ '100' c) INSERT INTO lootdrop (id, name) VALUES ('yourID', 'yourNAME2'); --> same 'yourID' number & don't use spaces in the 'yourNAME2' field (well, no one else did anyway... not sure if it's required) d) INSERT INTO lootdrop_entries (lootdrop_id, item_id, item_charges, equip_item, chance) VALUES ('yourID', 'itemID', 1, 1, '%chance'); --> use same 'yourID' for ALL entries of individual items so they stay in your new table; 'itemID' is the "#summonitem" itemID number of the item you want to insert; just keep '%chance' the same with all for equal drop rates of all items in the table e) UPDATE npc_types SET lootable_id='yourID' WHERE 'condition'; --> 'yourID' is your new loottable ID and 'condition' is the condition upon which you wish to apply the new table (i.e. - loottable_id=0) Hope that helps :p |
05 - Some level 24 mobs have WAY too many hps (i.e. - stonegrabbers in MSeru)
UPDATE npc_types SET hp=880 WHERE (level=24 AND hp>3000); 06 - Personal opinion, I guess, but skeletons seem to have an entirely too huge aggro range (e.g. - large chunks of kurns aggro at a time - even below/above current level) UPDATE npc_types SET aggroradius=65 WHERE (name LIKE '%skeleton%' AND aggroradius=200); |
Awesome recommendations... I wish everyone made them with sql statements! Thanks a lot for your time, I'll suggest these to get utilized.
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I must agree with Kroeg that the inclusion of the SQL statements is a HUGE help with understanding how to get some things done.
/cheer -- Veto |
i have a problem donno if its in DB or not but since its mob related i am assuming it is but when u attack a mob its health does not decrease it stays at full heath untill it dies using npcstats shows its hp droping but the target window stays at 100pct then it just dies
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Thanks for the DB, here are a few issues i have found.
Many of the class numbers for the NPC's are incorrect, many that are supposed to be GM's are set to merchants (41). There is no easy way to fix this other than referencing the class numbers from a db with correct data. I used this query to construct a query to perform the udates, where the EQ1 db is the current DB and the EQ db is an older version containing the correct class numbers: SELECT CONCAT('UPDATE eq1.npc_types SET class = ', b.class, ' WHERE id = ', a.id, ';') FROM eq1.npc_types a, eq.npc_types b WHERE a.id = b.id AND a.class <> b.class (Here's the resultant query) Is there a reason why the start_zones table is not indexed? There are many redundant (replicated) records in this table. Some of the start_zones.race, class, zone and deity records have no corresponding starting_items. race, class, zone and deity records (e.g. Any Freeport Cleric): select start_zones.zone_id , zone.short_name , start_zones.player_race , start_zones.player_choice , start_zones.player_class , class_skill.name , start_zones.player_deity , starting_items.id, items.name from start_zones, zone, class_skill left join starting_items on start_zones.zone_id = starting_items.zoneid and start_zones.player_race = starting_items.race and start_zones.player_class = starting_items.class and start_zones.player_deity = starting_items.deityid left join items on starting_items.itemid = items.id where start_zones.zone_id = zone.zoneidnumber and start_zones.player_class = class_skill.class order by start_zones.player_race , class_skill.name , zone.short_name This seems to be because of problems with the start_zones table, rather than the start_items table (some of the start_zone zone id's are incorrect). e.g. This update will fix the evil Erudite Clerics: update start_zones set zone_id = 75, start_zone = 75, x = 880, y = 456, z = -120.19 where start_zones.player_race = 3 and start_zones.player_class = 2 and start_zones.player_deity = 203 (I have referenced the x,y and z values from the Shodownights as I don |
Is there a relatively easy way of converting character data from 5.2 -> 5.3-DR2 format?
As you said.. i did loose all character data.. and if i tried to create a new character with the same name as the one i had (and prolly still is in the db someplace) i get a rejected name.. Any "hotfix" to this? |
Molly, keep putting out all that usefull info!
Nice SQL queries, more advanced that I have tried to go for yet. |
I've got a quick question about the database. It doesn't seem like anybody outside the dev team is interested in merchants. I've been looking through the database and noticed that some merchants are way off from what they should be, for example:
npc # 646 "a_clockwork_jeweller" in Ak'Anon is associated with fishing supplies npc # 1344 "Felen_Razdal" in Butcherblock is associated with a random assortment of stuff, when he should be selling stuff like rations, lanterns, etc. The code I used to come up with this is this: Code:
SELECT items.name, items.id, merchantlist.item, merchantlist.merchantid, npc_types.merchant_id, npc_types.name, npc_types.id Secondly, is the merchantlist.merchantid an arbitrary value, or is the exact value important somewhere? Lastly, did I just totally botch the SQL statement above(which isn't exactly pretty), and am getting randomly wrong results? I've already started writing a SQL file out to help fix the problems, but I didn't want to start working on it and have someone say that I wasted my time because the merchantid's were important and I couldn't just choose arbitrary ones. If anyone can help answer my questions I'd be greatly appreciative. Also, if I posted this in the wrong place.. smack me with a clue-by-four, and let me know where it needs to go. |
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I wasn't sure anyone but Conan at BrightBlade was looking for anything like this... maybe I should put a topic in 3rd PT... |
Does anyone have a list of deityid's vs. names?
*edit* Scratch that, i worked it out. |
hey anyone notice that some of the spells in spells_us.txt were shifted around in the last patch? because of this some of the spell scrolls are bugged, and so are some of the weapon effects (eg. skin like wood).
The sollution to this i would persume is to make a program that compares the old and new spells_us.txt first the spell structure must be loaded, then just keep reading from both files n build link lists (lots of memory required =S) then compare id's. Any changes are put into a query for SQL UPDATE items SET spellid = (new spellid) where spellid = (old spellid) ; should solve the problem... would fix it myself but i hate C++ and mysql =) Thank you |
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I just update the sql files, but it has error 1017.
So i look the World.EXe status, i found a problem:Wrong name/pass: name='eqemu' then i open mysql and run this command INSERT INTO account SET name='eqemu', password='eqemu', status=200; Now it's working |
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Scorpious2K, could you please post this program? either here or in 3rd PT? thanks!
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There are a lot of duplicated spawns in the DB, they may be intentional but I wanted to get rid of them. e.g.
SELECT zone, x, y, z, left(npc_types.name,32) AS Name, count(spawn2.id) AS SpawnCount FROM spawn2, spawnentry, npc_types WHERE spawn2.spawngroupID = spawnentry.spawngroupID AND spawnentry.npcID = npc_types.ID AND spawn2.pathgrid = 0 GROUP by zone, x, y, z, npc_types.name HAVING SpawnCount > 1 ORDER BY zone, x, y, z, npc_types.name Here's a query to construct a query to delete the last spawn added for each replicated spawn (i didn |
is this query built to delete anything other than the duplicate spawns? If so, hold off.. the My World team is tackling this problem (and has been for a few days) already.
When we merged data from another worldbuilder's sources, the transition wasn't entirely seemless =P but we're cleaning it up now. The id #s for the duplicate npcs are far too high, and contain strange lootdrop entries. Next DB release should contain a fix to this problem, but don't quote me. Sometimes we release the DBs before they're ready just to satisfy worldbuilders and serverops.. although I'm pretty sure this is the basis of our next release :D Mollymillions -- We (MW DB Team) need you on our team.. check out #npcmovdb (and stay longer than 5 minutes, hehe.). |
I loaded this database up and have a problem:
One thing is that the guards don assist me when i flee to them from a fight. I realized the diconnects after dying too. Second - are the trainers in? Do i have to source a different quest.sql in or are basic quests already in? |
Quests arent part of the db.
dunno about guards assisting.. they dont even attack a mob that is set to spawn 2 inches from them. Disconnect on death is a known issue,and fixed for future releases. |
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I see. How about the trainers...i hail them and they wont reply...is this a prob with my setup or can someone confirm that its not working...
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