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  #1  
Old 09-05-2011, 01:20 AM
blackdragonsdg
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Join Date: Dec 2008
Location: Tennessee
Posts: 656
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I finally got the scripts to work. On Windows you can right click the file and open with Perl Command Line Interpreter. In order for the import script to work properly I had to put the SkillCaps.txt in C:\Windows\SysWOW64
Didn't figure that out till the export script ran properly...had to search my drives to find it.

It may have just been my computer configuration but I think the windows version of perl requires some additional perl packages to be installed. That may be different in some Linux versions as perl comes as part of the OS install...Ubuntu is a good example of that.
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  #2  
Old 09-05-2011, 01:24 AM
KLS
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I had to install the DBI stuff on windows with activeperl but otherwise worked perfectly if it can't find it in the directory its run from sounds like a perl configuration issue.
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  #3  
Old 09-05-2011, 01:29 AM
blackdragonsdg
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Could running the scripts from my desktop had anything to do with the file input/output location?
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  #4  
Old 06-03-2014, 11:28 AM
demonstar55
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Location: MA
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EntityList::MakeTrackPackets in zone/entity.cpp has some class checks.
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  #5  
Old 06-03-2014, 12:29 PM
NickW
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Join Date: Apr 2014
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Quote:
Originally Posted by demonstar55 View Post
EntityList::MakeTrackPackets in zone/entity.cpp has some class checks.
I added in shadowknight.



Still the same problem as before. Empty track window in-game. :,(
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  #6  
Old 06-06-2014, 05:58 PM
NickW
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Join Date: Apr 2014
Posts: 72
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http://forums.axclassic.com/viewtopic.php?f=1&t=2715

Seems like they had a similar problem. They don't say how they went about fixing it though..

Would very much like to make this work. If anyone knows how?
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  #7  
Old 06-06-2014, 09:24 PM
Mortow's Avatar
Mortow
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Join Date: Apr 2013
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Did you recompile after making the change to the entity.cpp file?
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  #8  
Old 06-06-2014, 10:26 PM
NickW
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Quote:
Originally Posted by Mortow View Post
Did you recompile after making the change to the entity.cpp file?
Nope.

Do I just redo step four in the guide?


"Step 4: Compiling the server.
*a) Get (Git) the source code!

Now on your main C-Drive, expand the EQ folder and then right click on the folder called Source.
From the menu that pops up, select 'GIT Bash'.
A command window should pop up (similar but not the same as the standard Windows command prompt).
Type the following EXACTLY (including the period at the end):

git clone git://github.com/EQEmu/Server.git .


*Note the . at the end of the command*, i.e. there is a space after Server.git and then a period/full-stop. This is important. It tells GIT to clone the source code into the current folder , i.e. C:\EQ\Source If you omitted the . it would create a new folder called C:\EQ\Source\Server and download the source into that.
The output of the git clone command should look similar to this:



Cloning into '.'...
remote: Counting objects: 1288, done.
remote: Compressing objects: 100% (1070/1070), done.
remote: Total 1288 (delta 225), reused 1262 (delta 199)
Receiving objects: 100% (1288/128, 3.17 MiB | 856 KiB/s, done.
Resolving deltas: 100% (225/225), done.
Checking out files: 100% (1181/1181), done.

If you go to C:\EQ\Source in Windows Explorer, you should see a bunch of files and sub-folders have appeared, namely
CMakeLists.txt LICENSE.md cmake eqlaunch ucs zone shared_memory README.md common loginserver utils GPL.txt changelog.txt dependencies queryserv world
Note that if you want to update your source code in the future to the latest version, follow the process above, but instead of typing 'git clone ...' you would just type:

git pull


and that would check for updates to the source code and download the latest version if there have been any changes since you last did a git clone or git pull."
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