Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Tools

Archive::Tools Archive area for Tools's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 11-06-2002, 05:38 PM
EQEQEQ
Fire Beetle
 
Join Date: Nov 2002
Posts: 11
Default EQadmin question..

Im going to try here 1st soo...

Ok here is the problem, i want to create some unique quest npc's. And some other new npc's.

I go into FQadmin and add a new record in npctype. I fill it all in to what i want. Lets say a level 10 gnome warrior. So i write down the id 72914 in this case.

I log into the emu, and #npctypespawn 72914 all i get is a_brown_bear..errr ok.

So i then add the npc to a new spawn group, and place it where i want in qeynos hills. ( in order for it to show at the spawn poit properly i seem to have to restart FQadmin.

I then start the emu back up and go to the spot i placed the spawn...and hmm well look a_brown_bear.

Any clues? No matter what i create new this seems to happen. Thanks for any info

EDIT:

Ok so i tried from scratch, now when i try to spawn any newly made npc_types the zone server crashes hehe.

And i still get a brown bear with some as well. Im quite confused.
Reply With Quote
  #2  
Old 11-07-2002, 08:42 AM
quester
Hill Giant
 
Join Date: Oct 2002
Posts: 108
Default

Perhaps you are duplicating an already existing id?
Reply With Quote
  #3  
Old 11-07-2002, 11:34 AM
EQEQEQ
Fire Beetle
 
Join Date: Nov 2002
Posts: 11
Default Hey thx for the reply

Well thats what i thought at first as well. But nope, brand new id number.

One other thing is any of the existing npc_types 65000 or above possibly 64000 too but i know 63000 works, are brown bears, or crash me as well. And im sure those aren't already used id's.

This one really has me stumped. I removed the spawn dp and resourced it also. And....same thing happens.

any ideas at all welcome!

Thx
Reply With Quote
  #4  
Old 11-07-2002, 11:48 AM
quester
Hill Giant
 
Join Date: Oct 2002
Posts: 108
Default

HM.. 65k huh? Thats a magic number in programing.. 65535 actually.. max signed int. The var type might be too smal lin the code. I'll see if I can fidna chance t o check that tonight.
Reply With Quote
  #5  
Old 11-07-2002, 12:24 PM
EQEQEQ
Fire Beetle
 
Join Date: Nov 2002
Posts: 11
Default Thanks

Thanks man =) i tried to make a 150000 npc_type id, as to make sure i wasn't making duplicate id's. But well , he he he a_brown_bear! lol

And you know, this may be whats causing kael and fungusgrove to crash and such for most people. Because the npc_types for those zones are all over 65500 (which as you said, and i just tried is the culprit as up to that point they work fine
Reply With Quote
  #6  
Old 11-08-2002, 07:00 AM
quester
Hill Giant
 
Join Date: Oct 2002
Posts: 108
Default

Ok i've tracked this down to a simple oversight..Guess the DB grew faster than the code

In fixing it, Kael also works for me now.. Some other crashing zones might as well.

Fix will be posted in the Dev section in a minute or two.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 12:27 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3