Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Database/World Building

Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

Reply
 
Thread Tools Display Modes
  #1  
Old 11-11-2006, 06:43 PM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default Some Gates of Discord (GoD) fixes

I got tired of guessing and asking everyone about the blank / black graphics issues in the Gates of Discord zones... and have come to a few conclusions. First and foremost, cbodmer is my new hero-of-the-month! If not for his hint about "Fog", I never would have noticed there are up to FIVE (5) fog settings per zone. Sheesh. Once I set them all to 2000 or so (matching other zones), things came into focus brilliantly.

Conclusions:
HardwareTNL=FALSE - works, but seems to make things laggier (new word?)
Particles* = 1 - couldn't figure this out
RenderEffects folders - copying these from Live or anywhere else does not seem to work. The newest Live ones destroy Emu gfx, too.
TextureCaching - this did nothing
#weather 1 - worked like a champ, but who wants it to rain all the time?


The Fix:
Here's some SQL fixes for all GoD zones. Please check the details carefully before importing into your zones - and make a backup first, of course. This works for me, but it's no guarentee. There are differences in table structure between PEQ-based databases, and Cavedude-based ones. Use the SQL below that matches your table structure - or use this as a template to update your own data as you see fit.

Also - PLEASE post any updates, corrections, better ideas to this if you have them. I got the zones working this way - and it may not be the best solution.

PEQ Database:
Code:
UPDATE zone SET 
min_status='0',
underworld = '-2030', 
maxclip = '1000',
fog_maxclip = '2000',
fog_maxclip1 = '2000',
fog_maxclip2 = '2000',
fog_maxclip3 = '2000',
fog_maxclip4 = '2000'
WHERE short_name IN ('abysmal','barindu','ferubi','ikkinz','inktuta','kodtaz','nedaria','natimbi','qinimi','qvic','riwwi','snfurnace','snlair','snplant','snpool','tacvi','tipt','txevu','uqua','vxed','yxtta');
Cavedudes Database:
Code:
UPDATE zone SET 
underworld = '-2030', 
maxclip = '1000',
fog_maxclip = '2000',
fog_maxclip2 = '2000',
fog_maxclip3 = '2000',
fog_maxclip4 = '2000'
WHERE short_name IN ('abysmal','barindu','ferubi','ikkinz','inktuta','kodtaz','nedaria','natimbi','qinimi','qvic','riwwi','snfurnace','snlair','snplant','snpool','tacvi','tipt','txevu','uqua','vxed','yxtta');
Notes:
I used the zone short_names in my WHERE statement for clarity. Omit any you wish to not update. I recommend testing with one zone first, only. If that fixes your blank graphics/fog issues, apply the rest.

Also, there seems to be something odd with the sky/clip in Abysmal Sea. There is a foreboding mist surrounding the ships (Stephen King, anyone?) If someone figures out a decent clip min/max for this zone, let us know.

There also does not appear to be any zone in/out points yet in these zones. I'll work on that between packing, unless someone else already did this (haven't found it posted anywhere).

Lastly, it appears some zones are mob-less still:
ikkinz
inktuta
sncrematory (Cavedude's database has this as 'snfurnace')
snlair
snpool
tacvi
txevu
uqua
yxtta


This is the fix to the zone name/id issue posted elsewhere, along with a few other SQLs to help tune these zones up a little. Again, be mindful of the database you are running:

PEQ Database:
Code:
DELETE FROM zone WHERE short_name IN ('qvic','inktuta','txevu','tacvi');
REPLACE INTO `zone` VALUES 
('qvic', '', 'Qvic, Prayer Grounds of Calling', -1181.21, -129.49, -379.25, 0, 100, 295, 0, 0, 1, '', 0, 450, 450, 450, 450, 0, 0, 0, 1, 1, 1, 0.4, 2, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, '', 1),
('inktuta', '', 'Inktu`Ta, The Unmasked Chapel', 0, 0, -2.25, 0, 100, 296, 0, 0, 1, '', 0, 450, 450, 450, 450, 0, 0, 0, 1, 1, 1, 0.4, 2, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, '', 1),
('txevu', '', 'Txevu, Lair of the Elites', -307.31, -1.67, -420.25, 0, 100, 297, 0, 0, 1, '', 0, 450, 450, 450, 450, 0, 0, 0, 1, 1, 1, 0.4, 2, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, '', 1),
('tacvi', '', 'Tacvi, Seat of the Slaver', 0, 0, -6.25, 0, 100, 298, 0, 0, 1, '', 0, 450, 450, 450, 450, 0, 0, 0, 1, 1, 1, 0.4, 2, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, 0, 0, 0, 450, 450, '', 1);

Cavedude Database:
Code:
DELETE FROM zone WHERE short_name IN ('qvic','inktuta','txevu','tacvi');
REPLACE INTO `zone` (`short_name`, `long_name`, `safe_x`, `safe_y`, `safe_z`, `zoneidnumber`, `weather`, `underworld`, `minclip`, `maxclip`, `fog_minclip`, `fog_maxclip`, `sky`, `ztype`, `zone_exp_multiplier`, `walkspeed`, `time_type`,  `fog_minclip2`, `fog_maxclip2`, `fog_minclip3`, `fog_maxclip3`, `fog_minclip4`, `fog_maxclip4`, `canbind`) VALUES
('qvic', 'Qvic, Prayer Grounds of Calling', -1181.21, -129.49, -379.25, 295, 1, -2000, 450, 1000, 450, 2000, 1, 1, 1, 0.4, 2, 450, 2000, 450, 2000, 450, 2000, 1),
('inktuta', 'Inktu`Ta, The Unmasked Chapel', 0, 0, -2.25, 296, 1, -2000, 450, 1000, 450, 2000, 1, 1, 1, 0.4, 2, 450, 2000, 450, 2000, 450, 2000, 1),
('txevu', 'Txevu, Lair of the Elites', -307.31, -1.67, -420.25, 297, 1, -2000, 450, 1000, 450, 2000, 1, 1, 1, 0.4, 2, 450, 2000, 450, 2000, 450, 2000, 1),
('tacvi', 'Tacvi, Seat of the Slaver', 0, 0, -6.25, 298, 1, -2000, 450, 1000, 450, 2000, 1, 1, 1, 0.4, 2, 450, 2000, 450, 2000, 450, 2000, 1);
Changes the short_name of "Sewers of Nihilia, the Crematory" from snfurnace to sncrematory - this is OK on the PEQ database. Not sure why Cavedude's DB shows it as snfurnace? (zone appears to be called both, I guess heh)
Code:
UPDATE zone SET short_name = 'sncrematory' WHERE short_name = 'snfurnace';
Either database: Fixes some #zone in location issues:
Code:
UPDATE zone SET safe_x = '0', safe_y = '0', safe_z = '0' WHERE short_name = 'inktuta';
UPDATE zone SET safe_x = '-2550', safe_y = '770', safe_z = '-645' WHERE short_name = 'qvic';
UPDATE zone SET safe_x = '1540', safe_y = '1040', safe_z = '82' WHERE short_name = 'nedaria';
(that qvic one is not a "safe" spot, but I do not know where there is one, so I made it the zone in)


Remember to restart your world after major zone add/changes, or things might not work as expected.


Going to insert some zone_points for this expansion now... again, not sure if this has been done, so if it's redundant, it's all a learning experience for me. Now if someone will just tell me how to drop new buildings in zones, I'd be set.

Last edited by John Adams; 11-12-2006 at 02:51 AM..
Reply With Quote
  #2  
Old 11-11-2006, 09:55 PM
Sakrateri's Avatar
Sakrateri
Dragon
 
Join Date: Mar 2004
Location: England
Posts: 776
Default

Your a Genius !! This worked like a charm for me , Thanks alot for the fix, I was about to go buy a new Vid card !
__________________
KhepriGames

Game Gallery

My Forums

Reply With Quote
  #3  
Old 11-24-2006, 06:26 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

john, making zone points by hand is not really advised... they are generally pulled from packet collects, and its hard to get them accurate by hand.
Reply With Quote
  #4  
Old 11-28-2006, 01:57 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Agreed FNW - I didn't make these zones though, only fixed the fog issues that caused the landscape and textures to show up all funky. If you see anything wrong with my suggestions above, please let me know and I can correct the post.

Thanks!
J
Reply With Quote
  #5  
Old 12-01-2006, 07:37 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

FNW, I wanted to come back to this real quick. You say that zones are best populated by packet collects, yet the collectors/builders are not compatible with Live to get new data. Is this last statement correct? Because if we can still build zones from collects, I will spend as much time as I need in any zone to get packets collected again. I never bothered, because I thought the technology was non-compatible.

Can you (or anyone) verify? I'm sure others would collect data too.
Reply With Quote
Reply


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 12:28 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