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  #1  
Old 10-03-2007, 07:05 AM
reddogut
Sarnak
 
Join Date: Jun 2007
Posts: 83
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Ok, now I am totally confused. I am using WinCVS version 2.0.2.4 (build 4) and following the following instructions to download the database:

FOR THE DATBASE:

Under Remote/Checkout Module/Checkout settings:

- Module name and path on the server: peq_db
- Local Folder to checkout to: a directory on your hardrive to download to

- Put a check mark by CVSROOT and enter the following in the box:
:pserver:anonymous@projecteq.cvs.sourceforge.net:/cvsroot/projecteq

- Click OK to start the download

FOR THE QUESTS

Under Remote/Checkout Module/Checkout settings:

- Module name and path on the server: peq_quests
- Local Folder to checkout to: a directory on your hardrive to download to

- Put a check mark by CVSROOT and enter the following in the box:
:pserver:anonymous@eqemuquests.cvs.sourceforge.net :/cvsroot/eqemuquests

- Click OK to start the download

And the database appears to downloading just fine. The sql files seem to compile just fine. How do I tell what version number of the database I am downloading? What is the current version number? I really appriciate your help guys. Thank you!
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  #2  
Old 10-03-2007, 07:15 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
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Quote:
Originally Posted by reddogut View Post
:pserver:anonymous@projecteq.cvs.sourceforge.net:/cvsroot/projecteq
Is incorrect, we had to change servers the correct address is:

:pserver:anonymous@peq.cvs.sourceforge.net:/cvsroot/peq

Then you'll be all set
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  #3  
Old 10-04-2007, 02:22 AM
Zandig's Avatar
Zandig
Hill Giant
 
Join Date: Jun 2006
Location: New York City
Posts: 180
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Quote:
Originally Posted by cavedude View Post
Is incorrect, we had to change servers the correct address is:

:pserver:anonymous@peq.cvs.sourceforge.net:/cvsroot/peq

Then you'll be all set
I've updated the Wiki with the correct info.
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  #4  
Old 10-03-2007, 07:22 AM
reddogut
Sarnak
 
Join Date: Jun 2007
Posts: 83
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Ok, I am just a dork.... I see what I was doing wrong. I guess I just need to pay better attention.

On a side note... would anyone be interested in me creating a FAQ and/or updating some of the EQEmu documentation out there? The current documentation is great, but outdated. And the updated information is just scattered all over the forums. Like TechGuy's Windows install guide.... It is great and got me started, but it is old. Maybe I could update it with more current information. I know that you guys have already spent so much time and effort (and probably money) to get this project to the point that is at. I would like to help. Let me know. And thank you for being so willing to help us as we explore EQEmu.
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  #5  
Old 10-03-2007, 08:11 AM
Lalolyen
Banned
 
Join Date: Aug 2007
Location: Sneeking up behind a admin IRL
Posts: 169
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Actually a simple fix...

Target a mob, run to where he is supposed to be and type #spawnfix =) Done.
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  #6  
Old 10-03-2007, 01:06 PM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
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that is only half the solution. most outdoor mobs path, excepting "camps" and merchants. after the mobs are #spawnfix'ed, they probably need to be either attached to an existing path grid, or a new path grid created to handle their specific pathing. the wiki has a couple very good tutorials on grid editing (search for "grid" and "editing" should offer up a couple nuggets of gold).

== stanton
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  #7  
Old 10-03-2007, 01:18 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
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Like Cavedude said, most of them just have the Z coords too high, thats why they get popped into the zone safe coords. The grids are ok, so once you set the z-coords right, then the problem is solved. It's only about 11 of them that are like this (4 digit numbers) .
You can run this;
Code:
SELECT * FROM spawn2 where zone = "feerrott" order by z
In your MySql Query Browser, the first 10 on top are what have the wrong z coords. can just change z coord to -35 and that will fix the most of them. a few zombies are in the water, I don't think they belong there, but at least the ghosting stops. Probaly can move the few zombies to a land position.

EDIT:
Anyone who's running any of the old database, like EQ or an old PEQ, can fix that problem in Feerrott with this change.

Last edited by Angelox; 10-03-2007 at 09:24 PM..
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