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General::Server Discussion Discussion about emulator servers. Do not post support topics here. |

12-08-2015, 01:39 PM
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Demi-God
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Join Date: Oct 2010
Posts: 1,332
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Ya, I shut that off this morning, but now the rof client can't get any reaction from the door out to PoK.
It can zone in to the non revamped version, but not back out., plus I got guild hall doors not showing
with the rof2 client. Kind of that doors have gone under the world look, lol
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12-08-2015, 05:56 PM
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Developer
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Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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Check you door versions in the database for those too..
..they may be using a 'default' action.
__________________
Uleat of Bertoxxulous
Compilin' Dirty
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12-08-2015, 07:56 PM
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Demi-God
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Join Date: Oct 2010
Posts: 1,332
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I was looking at the door versions for the guild hall doors in the lobby. 4 of them, total.
There is 2 of them set at version 0, door ID's of 2 and 4. Door name is GUILD_DOOR_
The other 2 door iD's 40 & 42 are version 1 with a name of OBJ_GUILD_DOOR
As for the zone out to PoK, there is 2 of them.
One is TRANS_ENTRY doorID of 3, version 0
The other one is OBJ_TRANS_ENTRY doorID of 41, version 1
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12-08-2015, 08:06 PM
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Developer
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Join Date: Dec 2012
Posts: 515
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Could just tell players to overwrite the files with old guildlobby and place everyone in that version.. or vice versa
I tested on Underfoot, going into the newer looking guild lobby but requires the doors from version 5 of the zone.
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12-08-2015, 08:07 PM
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Developer
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Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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Yeah, there was a change in how the client handles doors somewhere along the line.
If the correct door names are not sent..one set of clients will just see empty space - complete with stars :P
__________________
Uleat of Bertoxxulous
Compilin' Dirty
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12-08-2015, 08:44 PM
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Demi-God
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Join Date: Oct 2010
Posts: 1,332
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Well right now, the zone in to lobby from pok, the door sends the rof2 client to the old version. This
was achieved by editing the perl script. But once in the lobby, the rof2 client can not zone back out
to pok without a port. Clicking on the zone out door does nothing. But it works fine going in, haha.
I do have an npc porter (like the sage they had on live), to port a client out of lobby. But I might have
to implement the same thing for the guild hall. (an npc porter to send the rof2 client in to the
instance) As a last resort anyway, lol
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12-08-2015, 08:53 PM
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Developer
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Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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I'm pretty sure that no one has looked at that since RoF2 became active...
It may be that another 'special' handler is needed.
If you manage something before one of the dev's get to it, please post and we'll see if we can get it worked in sooner.
__________________
Uleat of Bertoxxulous
Compilin' Dirty
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12-23-2015, 06:17 PM
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Fire Beetle
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Join Date: Feb 2015
Posts: 4
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Hi from the peanut gallery. I sincerely appreciate you guys that set up the eqemu servers for people to have fun on. I see now that my issue when using RoF2 and not being able to get to the proper GL zone is not just my issue. Hope a universal fix for it comes out soon. I love RoF2 for many reasons. Thanks again for all the work you guys do for the community.
Taicho Tarpit aka Thorin the Cleric (Halls Havoc)
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12-23-2015, 06:28 PM
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Demi-God
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Join Date: Mar 2012
Posts: 1,103
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Lockjaw with guild lobby?
weird.
__________________
"No, thanks, man. I don't want you fucking up my life, too."
Skype:
Comerian1
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12-23-2015, 10:34 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Try it on Chronicles of Norrath, I am pretty sure I fixed that a long time ago. If it works there I will share my changes.
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12-23-2015, 11:51 PM
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Developer
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Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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Lemme look at this tonight...
I can do code and db updates..but, I don't have access to the quest repo (though I can post changes to any files that need to be updated.)
I worked on this when RoF was first integrated..but, I'm not sure if anyone has touched it since.
There is a difference in certain data..but, I'm not familiar enough with the code to know how it affects it:
[zones_by_id (build Sep 7 2007).txt]
Code:
Long Name: "The Guild Lobby"
Short Name: "guildlobby"
ID: 344
Expansion: "EverQuest" (0)
Unknown Data: |1:push 0||2:push 0||3:push 0|
Push 4: 20000004h
Push 5: 17E0h
[zones_by_id (build Dec 10 2012).txt]
Code:
Long Name: "The Guild Lobby"
Short Name: "guildlobby"
ID: 344
Expansion: "EverQuest" (0)
Unknown Data: |1:push 0||2:push 0||3:push 0|
Push 4: 20000024h
Push 5: 17E0h
(I don't have the RoF2 data handy..but, I imagine it's the same as the 'Dec 10 2012' one - RoF)
EDIT: The 'May 27 2015' client is the same as RoF..so, RoF2 'should' be the same.
__________________
Uleat of Bertoxxulous
Compilin' Dirty
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12-08-2015, 05:38 AM
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Sarnak
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Join Date: Dec 2007
Posts: 70
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Quote:
Originally Posted by Huppy
Bots and Mercs are enabled with no IP limiting.
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Okay you are going to have to explain this some more.
Is there some standard way to do bots across EMU's I missed? The servers that had these in the past had some kind of NPC to explain things, or instructions on the server site about it.
And why do say "mercs?" I hailed the two Vah Shir mercenary liaisons outside the bank, no response to hails. Are they the same thing as bots? You have to create them at the command line as it were?
And how many can you have? A bot army like some other servers?
If you can this server is definitely not for me. I know you ultimately wind up soloing most of the time on any emu, but we all know what servers with the guys that run 35 bots wind up like in the long run. Totally different game than... anything really.
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12-08-2015, 08:29 AM
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Demi-God
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Join Date: Oct 2010
Posts: 1,332
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Quote:
Originally Posted by sunbeam
Is there some standard way to do bots across EMU's I missed? The servers that had these in the past had some kind of NPC to explain things, or instructions on the server site about it.
And why do say "mercs?" I hailed the two Vah Shir mercenary liaisons outside the bank, no response to hails. Are they the same thing as bots? You have to create them at the command line as it were?
And how many can you have? A bot army like some other servers?
If you can this server is definitely not for me. I know you ultimately wind up soloing most of the time on any emu, but we all know what servers with the guys that run 35 bots wind up like in the long run. Totally different game than... anything really.
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I find your questions somewhat conflicting. Your sign up date clearly shows you have
been around this site for a long time. You've indicated in other posts that you have
played EQ on the live servers, so you should know how to create a merc with your
right mouse button.
As far as any knowledge you need on bots .....This forum is full of info on many things
that you can read about. Some of it, you don't have to look far.
OR, to give you a quick tip: In the game, type #bot help
As far as anyone on any server using "an army of bots", it doesn't stop you from
playing the way you want to. Look at the Server List and find something you like.
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12-18-2015, 06:36 AM
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Hill Giant
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Join Date: Dec 2012
Location: terra firma
Posts: 131
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i've been around for a long time. i even bought EQ within a couple months of its release. i have no idea how to create a merc. never had to learn, so being incredulous about it is a bit much. whether 1% don't know or 80% is irrelevant. he simply was asking for a very small amount of information.
in general, should people make use of the search feature or google before asking mundane questions? sure, i have no problem agreeing with that. however, we are all lazy on occasion.
i googled "mercs eqemu create" and all i got was info for server-side setup on the first two pages. it's folly to assume that how something works on real servers is how it will work on emu servers. that isn't a critical statement, but merely an understandable and unavoidable reality. (for the record, i think eq emulation works very well.)
you did eventually tell him to right click, but in a very condescending way, and neglected to mention that it is just like a merchant, if like live. i still have never made one.
i hesitate to ask about the spells or dbstr files that are required. i don't want to be told i should know better, tsk, tsk, i'm a dummy!
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12-18-2015, 10:42 AM
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Demi-God
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Join Date: Oct 2010
Posts: 1,332
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Quote:
Originally Posted by kokey98
in general, should people make use of the search feature or google before asking mundane questions? sure, i have no problem agreeing with that. however, we are all lazy on occasion.
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The only reason I am responding to this, is so others might hear me out as well.
Yes, we've all been lazy, me included and sometimes the search feature on this
site is not so accurate. I was in the same position way back when I was learning
to set up a server, searching, googling, asking annoying questions on here and
even having some people getting frustrated with me, because I didn't search
hard enough.
I don't have a problem answering support questions which are specific to my
server, even in regards to how things are played, if different from other servers.
THOSE support questions that are specific to The Lockjaw, should be directed
towards the website or in game.
BUT, sorry, when it comes to guiding someone on how to play EQ in general,
the answer is NO, I am not prepared to take the time to do that.
When someone is unintentionally asking annoying questions, I have a crapload
of patience. But when my better judgement tells me it's deliberate ?
You have been disconnected ..........
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