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  #1  
Old 11-25-2003, 04:01 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default EQEMu 0.5.1 Release

EQEMu 0.5.1 has been released!!

The database has been modified, you must source in the Server Update0.5.1.sql file included in the source/binary zip files!

Win32 Binaries: http://prdownloads.sourceforge.net/e...2.zip?download

Source: http://prdownloads.sourceforge.net/e...e.zip?download

If you need the map files or various SQL files (db.sql is included in source and win32 binaries) get them here:
http://prdownloads.sourceforge.net/e...c.zip?download


Changelog:

==11/25/03==
LethalEncounter: Added a new table called ground_spawns. This will allow you to spawn items randomly throughout the zone. Use this for only random locations, use the object table for static ones.

==11/24/03==
Image: Fixed zoning and deaths so you no longer drop from the server.
Image: Properly enabled LDoN on EQEmu.
Image: Basic Adventure Merchant code implemented, throwing it to the STL guys to properly optimize.
LethalEncounter: Fixed Tradeskill objects. If the objects show up as bags, thats a db issue

==11/23/03==
Trumpcard: Several zone performance enhancements, as well as changes to decrease combat lag.
LethalEncounter: Reworked pets, they should now work properly.

==11/21/03==
LethalEncounter: Merchants wont trade with people while they are fighting now.
LethalEncounter: Players can no longer attack while invulnerable.
LethalEncounter: Fixed an AA bug that gave the player 199 aa points.

==11/18/03==
LethalEncounter: Lotsa cool fixes like crash fixes and guild fixes and cool stuff like that

==11/17/03==
LethalEncounter: Finally got /who all done and *hopefully* free of bugs.
LethalEncounter: Fixed a crash bug with guilds and added some of the Guildmanagement features.

==11/16/03==
Trumpcard: Several deallocate and mem leak errors corrected.
solar: Fixed bug with mobs assisting entities they shouldn't. Often this
show itself with other mobs helping the player when the player
attacked one.
LethalEncounter: Added in the GuildManagement tool. You will need 2 new columns in your character_ table for this.
LethalEncounter: Fixed a couple crash bugs with guilds and spells.

==11/15/03==
solar: Fixed a bug in commands where if you didn't define an accesslevel for a command
in the addon.ini it would default to accesslevel 0 instead of the hardcoded default.
solar: Modified #help command to search for a partial command specified as argument.
solar: HP wasn't being updated to client properly and would fall out of sync[/url]
  #2  
Old 11-25-2003, 04:52 PM
Bearik's Avatar
Bearik
Hill Giant
 
Join Date: Nov 2003
Location: Washington
Posts: 104
Default

Excellent. That was fast
  #3  
Old 11-25-2003, 06:01 PM
mattmeck
Guest
 
Posts: n/a
Default

WOW, You guy's are fast. you get 2 thumbs up.
  #4  
Old 11-26-2003, 02:39 AM
Kroeg's Avatar
Kroeg
Hill Giant
 
Join Date: Oct 2003
Posts: 241
Default

Yeah.. the quickness is dictated by all the people crying that no db's work with it... hehe.
  #5  
Old 11-26-2003, 02:49 AM
arkaria's Avatar
arkaria
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Join Date: Oct 2003
Location: Victoria, BC
Posts: 253
Default

Just awesome guys. You ROCK!!
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  #6  
Old 11-26-2003, 02:54 AM
tatung
Sarnak
 
Join Date: Dec 2002
Posts: 50
Default ??

I opened up my current EQ database and sourced in the update sql...all whent good it created new table and changed the items..

I then ran the new world and boot5zones.It shows that the servers connect to the world.exe..all loaded fine..

I then ran my EQ connected to my server chose my char and then i get Zone unavailbel!!!! =(....

Is there a way to remove what that upgrade did to my DB so i can go back to using the old version...
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  #7  
Old 11-26-2003, 02:59 AM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
Default

your db is outdated, just compare your character_ table to the one in the release folder..... and update as necessary
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  #8  
Old 11-26-2003, 03:02 AM
rubyrhinosaur's Avatar
rubyrhinosaur
Sarnak
 
Join Date: Nov 2003
Posts: 68
Default

excellent work... im gonna go test it out later
just having a smoke and coffee.... owww my head
  #9  
Old 11-26-2003, 03:23 AM
Shadajriel
Fire Beetle
 
Join Date: Apr 2003
Location: Karnor's Castle
Posts: 20
Default excellent work !

i'm excited to try this new database out, was wondering if bychance there was any known bugs with the #grid, and respective #wp , #gassign commands? in 5.0, and if they were addressed in 5.1, if not pardon this question as it definately doesn't belong on this forum, but i'm just asking about the release itself not the question (lol did that make sense? )
anyway,
wahoo ! neato job

shadajriel
the stupid
  #10  
Old 11-27-2003, 02:35 AM
Draugr
Hill Giant
 
Join Date: Jan 2002
Posts: 141
Default

Question, I may just be stupid and mis-understand this comment.

Image: Properly enabled LDoN on EQEmu.

Does that mean Lost Dungeons of Norrath work on EQEMU? Randomized Dungeons and all? Pocket Dimesions, etc...?

I'm sure it can't be as that must require a lot of new coding. I just wanted to find out if LDoN mean something else or if Image is unbelievable and actually got this in.

Thanks
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  #11  
Old 11-27-2003, 06:30 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

The expansion was not enabled properly on the world server the features of LDoN still need to be implemented, however I did get Adventure Merchants working. But obviousely you need a method to earn points to use those merchants.. Im sure eventually all the LDoN features will be implemented, just give some time.
  #12  
Old 11-27-2003, 11:18 AM
arkaria's Avatar
arkaria
Discordant
 
Join Date: Oct 2003
Location: Victoria, BC
Posts: 253
Default

Code:
../common/version.h: No such file or directory
version.h is not in the source zip
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  #13  
Old 11-27-2003, 11:34 AM
arkaria's Avatar
arkaria
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Join Date: Oct 2003
Location: Victoria, BC
Posts: 253
Default

Ahhh I see it's just in the wrong folder in the zip
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  #14  
Old 11-27-2003, 12:34 PM
ozme
Sarnak
 
Join Date: Dec 2002
Location: Laurinburg, NC
Posts: 62
Default bards

Not trying to like complain or whine just asking if u guys think that its possible for bard instrments will someday increase their song's preformance on the emulator. I know that it must be hard to get them to work because eqlive has alot of problems with them....
 

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