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  #1  
Old 02-05-2003, 08:21 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default World DB 1.1. beta 3

http://www.edwardpinniger.bctalk.net...ta1.1beta3.zip
Lots of changes and improvements in this version, including many dungeon zones fixed with correct Z coordinates and loot/itemisation. Also more merchant lists and more cities with merchant IDs properly assigned to NPCs, and new tradeskill recipes (very incomplete ATM; just basic smithing and tailoring)
Mob aggro radius min/max damage values have also been tweaked, and I've set the HP regen value to 0 so as to use the hard-coded formula in EQEmu (low-level creatures no longer regenerate at an insane rate)
It's still far from finished though. There are many missing loot tables and merchant lists (particularly for spell vendors) and quite a few bugs.
I'd be interested in any feedback from anyone who uses this addon.

As for my quest addon, currently I'm waiting for the next EQEmu version which hopefully should have far more quest scripting commands.
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  #2  
Old 02-05-2003, 12:21 PM
Auldar
Sarnak
 
Join Date: Jan 2003
Posts: 61
Default

Looking forward to trying it
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  #3  
Old 02-05-2003, 02:10 PM
just_add_water
Hill Giant
 
Join Date: Mar 2002
Location: //say $network
Posts: 138
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Drawde i really need to talk to you regrading Quests( i'm been working on a addon) pm here or on IRC
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  #4  
Old 02-05-2003, 02:32 PM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Noticed alot of duplicate entries in merchantlist.txt and loot.txt
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  #5  
Old 02-06-2003, 02:37 AM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
Default

Quote:
the hard-coded formula in EQEmu (low-level creatures no longer regenerate at an insane rate)
Low level creatures (less than lvl 10) dont regen at all :P (using the eqemu code)
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  #6  
Old 02-06-2003, 03:25 AM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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We could always go back and modify the code so low level creatures regenerate say once every two ticks if this makes it too easy. We'll have to play around with it and figure it out...

Boy I wish we had a testing/balance team !
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  #7  
Old 02-06-2003, 03:50 AM
TheClaus
Discordant
 
Join Date: Jan 2002
Location: Manteca, CA
Posts: 352
Default

Quote:
Originally Posted by Trumpcard
Boy I wish we had a testing/balance team !
This would be extremely difficult because different people want things balanced to help out their class. What I would do is setup what the standard should be and work off of that standard. Change things that SOE keeps in. Like when in higher levels you can't take on a even con. I know the project is to emulate EQ but do we need to also emulate the stupid mistakes that should of been taken out to begin with.
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  #8  
Old 02-06-2003, 04:08 AM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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I agree... To about level 30 or so, we can directly model after the live environment, it's well balanced and playable by solo characters. After that it starts to skew. The optimal solution is to make it completely configurable, but thats very hard to do without introducing so many varibles it would slow the server to a halt. We can come up with a good mechanism, we just need to idenity the places in the calculations to put the 'fudge' variables.
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  #9  
Old 02-06-2003, 08:21 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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I agree about the regen for low-level NPCs, a fractional value like 1 hp every few ticks would be a good idea - 1 hp/tick is far too high for a low-level creature, unless you're "twinked" they'll usually regenerate faster than you can damage them.
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  #10  
Old 02-08-2003, 06:37 PM
danjh444
Fire Beetle
 
Join Date: Jan 2003
Posts: 5
Default

Blackburrow is messed, the enemies will all appear in this one spot.

Any plans for an update?
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  #11  
Old 02-08-2003, 11:20 PM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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Blackburrow should be OK, that was one of the first dungeon zones I fixed. There are probably a few NPCs stuck at the safe point but most should be in the right place. Are you sure you don't mean Lair of the Splitpaw? (haven't fixed this zone yet).
BTW the dungeon zones I fixed in this release were Unrest, Solusek's Eye, Nagafen's Lair, Permafrost, Plane of Hate and some of the Hole (this zone's not totally fixed yet though, most elementals are in the wrong locs)
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  #12  
Old 02-09-2003, 04:40 PM
skimpy
Fire Beetle
 
Join Date: Feb 2003
Posts: 5
Default SolA Zone

Thanks for the world update...Great DB.... I have a question regarding SolA. You mention it as a zone that you have looked at and fixed. I can now zone into SolA (which is something I had not been able to do sucessfully before) and move around. However, the zone crashes about 30 seconds to a minute after zoning in (the mysql service hits CPU util of 100% then I get a 'you have been disconnected'). Just wondering if you knew if this was a result of something in the DB regarding SolA or some other issues.

Thanks!
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  #13  
Old 02-09-2003, 06:21 PM
Auldar
Sarnak
 
Join Date: Jan 2003
Posts: 61
Default

I don't know if it's specifically Drawde's DB, but I've seen similar behaviour with a number of other zones on Telmet's DB too..

So far:

PoInnovation
Splitpaw


Befallen crashes the client..
The Hole crashes the client..

-Auldar
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  #14  
Old 02-10-2003, 05:06 AM
KI-Revenant
Fire Beetle
 
Join Date: Feb 2003
Posts: 3
Default


Quote:
Boy I wish we had a testing/balance team !


Ya spoke too soon.. me and a friend have been doing a private server but going in and testing everything.. even the new races, where they will appear and useable in what zones and such.

We would like to get the most updated DB so we can perfect a balancing and also design some special equipment.


also question to ask,

The item lists start at the number 1001 on up... does that mean that all the slots below that down to 1 are able to be used to make items and stuff?? also alot of the spells involving enchanting items gets bugged and the spell never seems to finish and takes a zoning out to reset your spells. A few other bugs have been found in your current DB that is posted. Like buying spells in Felwitheb as a High elf enchanter and your spells vanishing on you and when you zone out the spells reappear of the last ones you had after scribing them.


Like I said we have been testing, fixing, and working heavily on this.
Just send me a Mail if your interested in working along side us at Kaotic Island.

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