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  #46  
Old 08-06-2014, 12:11 AM
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on underfoot, confirmed buffs stay after zoning.. I'll revise the instructions, and give a specific instruction for you hayward based on where you are right now.

I went through the wiki and did remedies to try to clean this up. I'm going to probably do another from-scratch to ensure I didn't miss any steps. And also make a new VM that has the maps stripped out, it'd be real small for akkadius. (Make a simple shell srcipt to get the maps later, since maps is 3.9 of the 5 gig image).
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  #47  
Old 08-06-2014, 01:30 AM
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Looks like image is 1 gig. Let me see about tweaking the size.. Doing some final testing with my new steps, too, ensuring no other bugs.
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  #48  
Old 08-06-2014, 03:04 AM
demonstar55
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http://bpaste.net/show/172372/ those are the notes I took last time I did a debian install (some of it is probably a bit out of date?)
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  #49  
Old 08-06-2014, 07:02 AM
hayward6
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As soon as the wiki is where you want it I will also run another bare metal install to see if we have it all worked out. The wiki is simple to follow so the only real time constraints are the downloads. I cloned my server at the point before adding anything directly emulator based as well, so I can always start there on a rebuild.

This is why I love this community! Last night my wife asked why I was still messing with my server when I can just play on another... I told her it's because I am trying to help where I can, I love it, and these guys are talented and amazing to work with!
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  #50  
Old 08-06-2014, 04:46 PM
hayward6
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Buffs are no longer dropping when I zone And the emulator is running much faster! Even the loading and zone times are drastically reduced!
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  #51  
Old 08-06-2014, 05:06 PM
hayward6
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...And I don't have any npc's It's so peaceful... I didn't even notice until track had no results. Going to restart the DB server and then just go from there all the way to a re-source.
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  #52  
Old 08-06-2014, 05:49 PM
hayward6
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I'm throwing in the towel for tonight. I just completed two complete database sources both times from new and separate downloads, and I simply don't have any npc's... I think maybe I have been at this for too long now. I have never had this problem before.

This is going to require a complete restart and I am just not feeling invested tonight.
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  #53  
Old 08-06-2014, 06:02 PM
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Quote:
Originally Posted by hayward6 View Post
I'm throwing in the towel for tonight. I just completed two complete database sources both times from new and separate downloads, and I simply don't have any npc's... I think maybe I have been at this for too long now. I have never had this problem before.

This is going to require a complete restart and I am just not feeling invested tonight.
Once again, this is a database related issue.

Did you do a database source from ProjectEQ's dump?

You're missing a SQL source that adds or changes a column in the npc_types table.

Are you also running the latest binaries from Git and not SVN ?
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  #54  
Old 08-06-2014, 06:12 PM
hayward6
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Quote:
Originally Posted by Akkadius View Post
Once again, this is a database related issue.

Did you do a database source from ProjectEQ's dump?

You're missing a SQL source that adds or changes a column in the npc_types table.

Are you also running the latest binaries from Git and not SVN ?
Yeah this was all correct as far as source and sql goes. I know it's db related, but I don't know where... Maybe now that I have the right db I should look for updates? Not one to walk away, I am going to spend a nit more time on it tonight
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  #55  
Old 08-06-2014, 06:21 PM
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Quote:
Originally Posted by hayward6 View Post
Yeah this was all correct as far as source and sql goes. I know it's db related, but I don't know where... Maybe now that I have the right db I should look for updates? Not one to walk away, I am going to spend a nit more time on it tonight
Well you should see what it barks about in the zone logs, it will specifically spit out the MySQL error.
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  #56  
Old 08-06-2014, 06:38 PM
hayward6
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Quote:
Originally Posted by Akkadius View Post
Well you should see what it barks about in the zone logs, it will specifically spit out the MySQL error.
Sure enough!

line after line of this...
Code:
Error loading NPCs from database. Bad query: #1054: Unknown column 'npc_types.am
mo_idfile' in 'field list'
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  #57  
Old 08-06-2014, 06:45 PM
hayward6
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Looks like my problem lies in the required updates in the git folder. I found this one that seems to be just what I need

== 07/10/2014 ==
Kayen: Updated table npc_spells to now support defensive and ranged procs.
Note: Proc rate modifier work as it does for spell effects (ie 200 = 200% baseline chance modifier)
Table is also now contains 12 AI spell casting variables that can be set to fine tune casting behaviors per spell set.
Global default rules have also been added that can further fine tune all content if no specific variables are set.

Descriptions of new AI casting fields in npc_spells
'fail_recast' AI spell recast time(MS) when an spell is cast but fails (ie stunned)
'engaged_no_sp_recast_min' AI spell recast time(MS) checked when no spell is cast while engaged in combat. (min time in random)
'engaged_no_sp_recast_max' AI spell recast time(MS) checked when no spell is cast while engaged in combat. (max time in random)
'engaged_b_self_chance' Chance during first AI Cast check to do a beneficial spell on self (ie check to heal self)
'engaged_b_other_chance' Chance during second AI Cast check to do a beneficial spell on others.(ie check to heal others)
'engaged_d_chance' 'Chance during third AI Cast check to do a determental spell on others (ie check to nuke others)
'pursue_no_sp_recast_min' AI spell recast time(MS) checked when no spell is cast while chasing target. (min time in random)
'pursue_no_sp_recast_max' AI spell recast time(MS) checked when no spell is cast while chasing target. (max time in random)
'pursue_d_chance' Chance while chasing target to cast a detrimental spell.
'idle_no_sp_recast_min' AI spell recast time(MS) checked when no spell is cast while idle. (min time in random)
'idle_no_sp_recast_max' AI spell recast time(MS) checked when no spell is cast while idle. (max time in random)
'idle_b_chance' Chance to cast a beneficial spell while idle (ie cast heal on self while out of combat).

Kayen: Updated table npc_types, adding field 'ranged_type' and 'ammo_idfile'
'ranged_type' Will set what skill / animation is used when NPC uses a ranged attacked (special ability 11)
'ammo_idfile' Will set what projectile graphic an NPC uses in a ranged attacked (special ability 11) Format IT#### (same as item 'idfile')
(*Set to IT11118 for some fun*)
Added parameters: SPECATK_RANGED_ATK = 11
Param0: Min Ranged distance (default: 25)
Param1: Max Ranged distance (default: 250)
Param2: Percent Chance to Hit modifier
Param3: Percent Total Damage modifier

Kayen: Updated to Chance to Hit code with how bonuses are applied to be consistent for all effects.
Added field to npc_types 'Avoidance' which will modify chance to avoid melee
Added rules to set max and min chance to hit from melee/ranged (Default 95% / 5%)

Required SQL: utils/sql/git/required/2014_07_10_npc_spells.sql
Optional SQL: utils/sql/git/optional/2014_07_10_AICastingRules.sql
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  #58  
Old 08-06-2014, 06:53 PM
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You found it! You're the worlds greatest detective!

http://www.youtube.com/watch?v=enOHraf3LEk#t=180

In all seriousness, that's what it is all about.

Once you source in the update that corresponds with it you should be good to go sir.
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  #59  
Old 08-06-2014, 06:54 PM
hayward6
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Success! I am going to have some fun now and see if there is anything else I missed.

This may sound dumb but I would add a line in the wiki about checking and running required updates. I had just assumed that the db was fully updated because it was a fresh download, but now I know different I will continue to report any findings.
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  #60  
Old 08-06-2014, 07:06 PM
demonstar55
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I think the issue is that cavedude can't always update the server so the DB might be missing an update sometimes :P
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