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  #1  
Old 12-21-2003, 05:18 PM
bud9weiser's Avatar
bud9weiser
Sarnak
 
Join Date: Apr 2003
Posts: 35
Default MW_052_053_alpha2 (released 12-21-03)

This release includes so many updates and fixes that i cant even begin to remember what all was intaled. Check Changelog for notes. Thanks to the MW team.
You will however notice that most zones are at leased populated, we will now begin work on faction and loot for the added spawns, and many other bug fixes.

Note: This release is intended for 5.2 and 5.3dr1 (5.3dr2 works but you will loose caracter information) dont say i didnt warn you.

http://osdn.dl.sourceforge.net/sourc...053_alpha2.zip Complete
http://osdn.dl.sourceforge.net/sourc...a2_upgrade.zip Upgrade (keeps your bugs petitions guilds caracters variables and some other things)
Reminder WE DO NOT TAKE RESPONSABILITY FOR DATA LOSS WITH 053dr2 for your caracters!
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  #2  
Old 12-21-2003, 05:26 PM
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Bearik
Hill Giant
 
Join Date: Nov 2003
Location: Washington
Posts: 104
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Man, a EQlive compatible EQEmu and a new TCS release in one day. This kicks ass.

And to top it all off the seahawks won Woot

Edit: btw, is this the version that is merged with the "Re-invention of the wheel" DB?
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  #3  
Old 12-21-2003, 05:30 PM
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bud9weiser
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Join Date: Apr 2003
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Yes its the merge, being so, alot of areas took a huge forward step, but i fear that some things may have taken a backwards step so please report bugs in this forum so we may get them fixed up asap
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  #4  
Old 12-22-2003, 09:50 AM
rockocool
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Join Date: Mar 2003
Location: california
Posts: 63
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This is tested in everfrost, low level mobs are still hiting for hundreds (incorrect maxdmg), and instant spawn.
Also rivervale halfing druid master now becomes BL master (incorrect class).
Havent tested anything else yet.
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  #5  
Old 12-22-2003, 02:58 PM
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Default high level mobs and guards

anytime you attack a high lvel mob or they attack you you get disconnected.
ie attacking a guard you go ld.

you pet can attack him after he kills your pet it disconnects you.
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  #6  
Old 12-22-2003, 03:26 PM
vetoeq
Hill Giant
 
Join Date: Apr 2003
Posts: 125
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The problem with LD isn't happening to me. 5.3DR2 + This DB. I just can't #zone to sebilis or gukbottom (haven't tried others) it crashes the Zone.exe and I have to #movechar the char out.

--
Veto
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  #7  
Old 12-22-2003, 04:11 PM
jardar
Fire Beetle
 
Join Date: Mar 2003
Posts: 8
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i too am getting disconnected when fighting npcs, right before getting killed it just boots to character select. using the newly patched eq not sure if thats the problem or not. still have the eq right before the patch but thought i would try this out with newly patched eq to have the new spells affects wondering if yall are gonna work on fixing some of the aa's. im truly loving how fast you guys are getting these updates out to us. keep up the good work it's much appreciated.
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  #8  
Old 12-22-2003, 04:36 PM
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bud9weiser
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I have no reason to belive that this is a db issue at this time as this version of the db works fine with 5.3dr1 i do know their are some bugs in the newest release that works with eqlive, but have no confermation on what bugs where as i havent even attempted to run it yet
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  #9  
Old 12-22-2003, 04:37 PM
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bud9weiser
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Join Date: Apr 2003
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I have no reason to belive that this is a db issue at this time as this version of the db works fine with 5.3dr1 i do know their are some bugs in the newest release that works with eqlive, but have no confermation on what bugs where as i havent even attempted to run it yet
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  #10  
Old 12-22-2003, 05:46 PM
r2d2atemyhomework
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Join Date: Dec 2003
Posts: 10
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You are correct bud9weiser, however the frequency of the disconnects can be worked around by fixing bad data in the database. The client crashes in 5.3 DR2 appear to be happening whenever your character dies, so your assumption is correct, it's a code problem. However I was frequently getting killed in one hit by several low level mobs which then caused the disconnect. This is happening because an inordinate amount of mobs have their maxdmg set to 400:

Code:
 mysql> select count(*) from npc_types where maxdmg = 400;
+----------+
| count(*) |
+----------+
|    44854 |
+----------+
Compare that to all the other rows with maxdmg values other than 400:
Code:
mysql> select count(*) from npc_types where maxdmg <> 400;
+----------+
| count(*) |
+----------+
|    26922 |
+----------+
Also see the levels which have maxdmg above 400:
Code:
mysql> select distinct level from npc_types where maxdmg > 400;
+-------+
| level |
+-------+
|   255 |
|    60 |
|    66 |
|    61 |
|    65 |
|    62 |
+-------+
My recommendation for the next release of the db is to take the average of all the distinct maxdmg values for each level and do a mass update per level with the averages. Of course if you are able to get the "legit" damage ranges in there that will be even better.

EDIT: I realized the above should read "take the average of all the distinct maxdmg values other than 400"
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  #11  
Old 12-22-2003, 08:00 PM
Muuss
Dragon
 
Join Date: May 2003
Posts: 539
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since you know sql code, you could just make a short fix by yourself (at least for your own use if you need it), of the kind :

update npc_types set maxdmg=9 where level=1;
update npc_types set maxdmg=14 where level=2;

...
__________________
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  #12  
Old 12-22-2003, 08:32 PM
r2d2atemyhomework
Fire Beetle
 
Join Date: Dec 2003
Posts: 10
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Quote:
Originally Posted by Muuss
since you know sql code, you could just make a short fix by yourself (at least for your own use if you need it), of the kind :

update npc_types set maxdmg=9 where level=1;
update npc_types set maxdmg=14 where level=2;

...
I actually already did and things are running great now.

In mysql you can't do a subselect in an update when the subselect queries the table you are updating, so I had to break it in to two queries. The first grabs the average and the second updates the maxdmg. It will only update rows with maxdmg equal to 400. Obviously you will have to do this manually for each level or write a script/app to do it for you. Here's the SELECT query which gets the average, in this case for level 1:

Code:
select ROUND(AVG(maxdmg)) from npc_types where level = 1 and maxdmg <> 400;
Then take the average returned by the query above and set maxdmg to it. In this update, the average was 4 for level 1:

Code:
update npc_types set maxdmg = 4 where level = 1 and maxdmg = 400;
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  #13  
Old 12-22-2003, 09:41 PM
vetoeq
Hill Giant
 
Join Date: Apr 2003
Posts: 125
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Quote:
Originally Posted by vetoeq
The problem with LD isn't happening to me. 5.3DR2 + This DB. I just can't #zone to sebilis or gukbottom (haven't tried others) it crashes the Zone.exe and I have to #movechar the char out.
I removed my -old- maps/*.map files and I can now zone to Sebilis and such, so that was due to me having stuff laying around from 43 or 44.

By the way, I don't remember why I had the $EQEMU/Maps directory, what are those needed for? I see the zone loading the Maps/*.map file when it goes into a zone, however, it seems to work fine when I don't have them. What purpose do they serve?

--
Veto
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  #14  
Old 12-23-2003, 07:16 AM
r2d2atemyhomework
Fire Beetle
 
Join Date: Dec 2003
Posts: 10
Default

Also if you want to make sure you get loot (but no drops) off of every kill with this database, run the following in mysql:


Code:
update npc_types set loottable_id = 1 where level <= 10 and loottable_id = 0;
update npc_types set loottable_id = 2 where level > 10 and level <=20 and loottable_id = 0;
update npc_types set loottable_id = 3 where level > 20 and level <=30 and loottable_id = 0;
update npc_types set loottable_id = 4 where level > 30 and level <=40 and loottable_id = 0;
update npc_types set loottable_id = 5 where level > 40 and level <=50 and loottable_id = 0;
update npc_types set loottable_id = 6 where level > 50 and level <=60 and loottable_id = 0;
update npc_types set loottable_id = 7 where level > 60 and loottable_id = 0;
Again it's not accurate, but it's better than nothing. This query will maintain any existing loottable values NPCs already have.
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  #15  
Old 12-23-2003, 11:24 AM
bud9weiser's Avatar
bud9weiser
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Join Date: Apr 2003
Posts: 35
Default

We will be fixing the issues with max and min damage as soon as we can, alot of this release is new data and still needs tweeking and adjusting. Their will be more updates to follow.
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