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

Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 06-15-2003, 03:58 AM
burthold
Sarnak
 
Join Date: Apr 2002
Posts: 46
Default drawde's final with some movement

this is a complete database don't source this over your existing db it drops all existing tables.

http://www.rpg-forums.com/eqemu/

download the eq_44.zip

Wes
Reply With Quote
  #2  
Old 06-16-2003, 02:35 AM
tcsmyworld's Avatar
tcsmyworld
Discordant
 
Join Date: Feb 2002
Posts: 452
Default

Is aggro working in the new release yet?
Reply With Quote
  #3  
Old 06-16-2003, 02:47 AM
burthold
Sarnak
 
Join Date: Apr 2002
Posts: 46
Default

dunno I haven't checked I will this eve when I get home.

Wes
Reply With Quote
  #4  
Old 06-16-2003, 02:57 AM
tcsmyworld's Avatar
tcsmyworld
Discordant
 
Join Date: Feb 2002
Posts: 452
Default

I didn't see anythng about aggro in the changes text, if it's not working yet , the exe's for 0441 I posted awhile ago have aggro working and several other features.
It was compiled quite awhile ago , and doesn't have alot of the latest fixes , but seems to work good.
It's the one called "stable0441exes.zip"
Reply With Quote
  #5  
Old 06-16-2003, 04:02 AM
burthold
Sarnak
 
Join Date: Apr 2002
Posts: 46
Default

I've got your 441 exe's I just haven't run them against this db yet. I'm running the current 44 release.

Wes
Reply With Quote
  #6  
Old 06-16-2003, 09:09 AM
mwmdragon's Avatar
mwmdragon
Discordant
 
Join Date: Apr 2003
Location: Winnipeg, Manitoba Canada
Posts: 270
Default Yes Agro is fixed in the new release.

I sourced Drawde's final1.1 into aclean database and used the EQEmu 44 files and it worked great. It even fixed the public server problems i was having. Have a look On My server...

Dragon's Den (Uber Legit) Server

It is just what i mentioned above.. no tweeking at all
__________________
Thanks
MWMDRAGON

NeverQuest
http://neverquest.gotdns.com
Emucade
http://dragonsden.emuunlim.com
Reply With Quote
  #7  
Old 06-16-2003, 04:02 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

It seems to work very well...it really freaked me out to go to WC and see things moving around.

One glitch though; the orc lift at GFay doesn't go up all the way...only about two thirds of the way up

WC
Reply With Quote
  #8  
Old 06-17-2003, 01:09 AM
burthold
Sarnak
 
Join Date: Apr 2002
Posts: 46
Default

I haven't gone through every zone personally yet. I am also in the process of restructuring the DB.

Wes
Reply With Quote
  #9  
Old 06-17-2003, 10:02 AM
x-scythe
Discordant
 
Join Date: Jun 2003
Posts: 449
Default file doesnt exist

i go to the link at the top, click it, get the download area...then when i try and download says the file doesnt exist
Reply With Quote
  #10  
Old 06-17-2003, 11:57 AM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default

While it is possible to get lifts to move, there still sems to be something wrong with how they are implamented. Changing the lift height has not had any effect in the tests I have done.
__________________
Please read the forum rules and look at reacent messages before posting.
Reply With Quote
  #11  
Old 06-17-2003, 02:26 PM
IAsoulfood
Fire Beetle
 
Join Date: May 2003
Location: Michigan
Posts: 17
Default lift height

I have tried gfaydark for about 3 hours and got so ******, I just decided to say screw it and made the orc lift move_pc() to top of lift and vice versa based on the "lift control button" with dest_x dest_y dest_z no way I wanted to fight that one since the lift height database information is not getting parsed in the code properly or if it is there is something I am missing altogether LMAO

From HAD ENOUGH ELEVATOR MUSIC
Soulfood
Reply With Quote
  #12  
Old 06-18-2003, 02:17 AM
mollymillions's Avatar
mollymillions
Hill Giant
 
Join Date: May 2003
Posts: 176
Default

Good work compiling the DB.

Is there a problem with re-spawning MOBs in this DB, or are the the delays very long?

When a MOB is killed it seems that the MOB's dont re-spawn, or they respwan below the ground or something? I tested the named orc and all the gouls in ecommons and they didnt re-spawn until i restarted the zone.

I am using the CVS 4.4 ddr1 exe's.
Reply With Quote
  #13  
Old 06-18-2003, 04:42 AM
tcsmyworld's Avatar
tcsmyworld
Discordant
 
Join Date: Feb 2002
Posts: 452
Default

not sure about spawn rates in this version, but in my original moving_npc DB , you needed to loot the npc , then they would respawn between 2-10 mins. depending on the npc.
Reply With Quote
  #14  
Old 06-19-2003, 05:02 AM
tcsmyworld's Avatar
tcsmyworld
Discordant
 
Join Date: Feb 2002
Posts: 452
Default

I finally had a chance to check this out.
Aggro seems to be still broken in the new release (44), although I like all the other fixes.
Reply With Quote
  #15  
Old 06-21-2003, 04:42 AM
burthold
Sarnak
 
Join Date: Apr 2002
Posts: 46
Default

I loaded the stable44exes aggro seems to be on overload it crashes crossing zone lines in some cases and doors are all over the place.

If aggro is fixed in the current 44 final release the db should be fine.

Wes
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 01:59 AM.


 

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