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-   -   SVN Discussion (https://www.eqemulator.org/forums/showthread.php?t=26428)

Angelox 09-30-2008 06:32 AM

This is probably the most impressive tool I've seen yet - Can't complain now; 'when do my fixes get in?'

The policies seem to be changed too, no 'year-round' waiting lines for 'approval'. I really don't think that quickly adding reasonable code that's been tested as working, will diminish the quality of the source. And like I said before, if there's a problem with the update (and I've seen problems even with 'approved' updates), we can take it out or change it in a flash.

Something like this is what comes to my mind, when I think of the words 'open source'.
I'll be working on converting my custom database to be compatible with this Emulator and am interested in adding the bot code to this (I, like many of you, am a bot addict!).
Congdar; if you don't have the time to merge the Bot code, I can do it. I'd like to do it ASAP, as having it in the main source will relieve me of the burden of merging the new source to it all the time, and posting merged code on an alternate site.

I want to point my time and whatever help I can provide, to this new (exiting!) direction.

Congdar 09-30-2008 07:45 AM

I'll be happy to add the bot code. The recent changes and requests have made it a bit unstable, but i'll check it in once i've ironed out the new wrinkles.

So_1337 09-30-2008 12:18 PM

There are even unofficial binaries posted there? Oh man. This is going to be good news for everyone. My players are well aware that we run the latest code and I tell them things to check out and test.

It's great to see things stepping up around here. Way to pull together, guys =)

ChaosSlayer 10-05-2008 12:46 AM

BTW when are you guys going to post an oficial release? I belive you have added like few dozen of new features to the source code since September 2nd :cool:

Angelox 10-05-2008 09:10 AM

I moved the download posts and locked that thread, so you can easily find them. I quickly tested the executables, they look to be ok.
If you have any problems post here and I'll try correct it.

ChaosSlayer 10-05-2008 02:18 PM

but what about changes/fixes/features implemented list and how to use them? Or should I wait till official release posted on Download page?

paaco 10-05-2008 02:22 PM

Can one of you guys post how I would log into the SVN to download from it? It may sound like a dumb question but I am pretty new to messing with SVN. I have no problem compiling the eqemu code though and would love to help test new changes.

Angelox 10-05-2008 02:24 PM

Quote:

Originally Posted by ChaosSlayer (Post 157719)
but what about changes/fixes/features implemented list and how to use them? Or should I wait till official release posted on Download page?

I included the changelog.txt, together with a few other files I thought you might need.

Angelox 10-05-2008 02:27 PM

Quote:

Originally Posted by paaco (Post 157720)
Can one of you guys post how I would log into the SVN to download from it? It may sound like a dumb question but I am pretty new to messing with SVN. I have no problem compiling the eqemu code though and would love to help test new changes.

You probably need a windows version of SVN client - I think sourceforge has some , try looking there first, well if you're using windows, Linux should have it integrated in the system.
The Linux command is 'svn', try 'svn --help'.

paaco 10-05-2008 09:59 PM

Thanks Angelox I appreciate the quick answer. I should have messed with it for a minute before asking. Forgive me for being lazy lol. I grabbed TortoiseSVN and within 5 minutes had it downloaded. Added the required SQL to my DB. Compiled and it seems to run fine so far. One question I have though. I compiled using VS 2008 Express. It compiles fine but world.exe crashes instantly when you run it.

I found that if you compile using debug it works perfectly though. Just seems a bit off. Not that I'm complaining, I was happy to get it working so easily :)

erde 10-06-2008 03:13 AM

I had the same issue when compiled in release.
This stops the crashing Release build fix

paaco 10-06-2008 04:15 AM

Hey thanks Erde, thats good stuff :)

cubber 10-06-2008 09:36 AM

After I built the current SVN and ran my script to create the proper symlinks in my server directory, I noticed that cleanipc does not automatically build in the current svn revision. I had to maunally go into the utils directory and run make to build it.

cleanipc is still needed for a clean server shutdown correct?

cavedude 10-06-2008 12:19 PM

cleanipc is required, that was my mistake. I'll re-add it. (I don't ever build it anymore because it hasn't changed in years)

cubber 10-06-2008 12:26 PM

Thanks cavedude, I also noticed that on the peq changelog it says rev 52 and peq db 1029d

I just built svn rev 52 but when I pulled down the peq db from cvs to update my db I only got rev 1029c. Does rev 52 require 1029d or can I wait until you commit it to cvs? I have not had a chance to log onto my server to test yet but it seems to have started up fine.

cavedude 10-06-2008 01:40 PM

1029d is just some content changes (mostly potimeb) I'll be committing it today after I get more of the bosses done. You can use 1029c with Rev 52 just fine. Make sure you update your Titanium conf file!

cubber 10-06-2008 01:50 PM

I always use the latest server files from the source by sym-linking the changing files from the server directory to my build directory:

I have one script for each build type. ie install_bots , install_nobots, install_svn:

here is my svn script:

Code:

#!/bin/bash

#Create server symlinks

ln -s /usr/src/game-servers/eqemu/build/eqemu/EQEmu-0.7.0-SVN-r52/utils/defaults/* .
ln -s /usr/src/game-servers/eqemu/build/eqemu/EQEmu-0.7.0-SVN-r52/utils/patch_* .
ln -s /usr/src/game-servers/eqemu/build/eqemu/EQEmu-0.7.0-SVN-r52/utils/cleanipc .
ln -s /usr/src/game-servers/eqemu/build/eqemu/EQEmu-0.7.0-SVN-r52/world/world .
ln -s /usr/src/game-servers/eqemu/build/eqemu/EQEmu-0.7.0-SVN-r52/EMuShareMem/libEMuShareMem.so .
ln -s /usr/src/game-servers/eqemu/build/eqemu/EQEmu-0.7.0-SVN-r52/eqlaunch/eqlaunch .
ln -s /usr/src/game-servers/eqemu/build/eqemu/EQEmu-0.7.0-SVN-r52/zone/zone .

I have these scripts located in my server directroy. Oh yah, and the delete script that I run before I run the install script:

Code:

#!/bin/bash

#Cleanup old symlinks

rm cleanipc commands.pl eqemu_config.xml.full eqlaunch libEMuShareMem.so log.ini logs mime.types patch_* plugin.pl templates world worldui worldui.pl zone

The only things that stay static in my server directory are the quests, maps, xml files, spell files and the start - stop - persist world scripts.

cubber 10-06-2008 07:36 PM

Hmm, seems I am unable to get past character select. I have tried now on rev's 52 and 57 with peq_1029c.

cubber 10-07-2008 01:01 PM

I belive my issue is DB related. Seems there are a few extra tables when upgrading from 1029 to 1029c, and these tables are not added when you load the peq-db.sql file. Looks like they are load_player.sql tables. One of these in particular is group_id.

What is the cleanest way to update an old db with characters and accounts to the new 1029c? Just add the missing tables, and append the new variables, rule_values and commands?

I take it new variables, rule_values, and commands are always located at the end of the .sql files? This way I can just look at the end of the file and add everything that comes after the last entry I have in my db?

Thanks

cavedude 10-07-2008 01:20 PM

I was meaning to add an updates folder to the PEQ CVS for instances like this when the user tables change. If you do a full install, then you're set, but obviously those who don't wish to lose their toons need to manually update their DB.

For the new tables, all you need to do is look at the tables on the PEQ CVS, and compare them to your current db. Any that you are missing, source (that's why the user tables are split up on CVS - so you can source in individual ones if you wish) Yes, new additions to commands, variables, and rule_values are tacked on the end of those files.

For the changed tables (character_ for example was changed) check out the utils/sql/09252008.sql file on the source SVN first and look for the ALTER table queries. If it effects a table that has a file on PEQ CVS, then you need to source it. (As an example, the character_ alters need to be done, but the spawngroup one does not as that is included in the system part of the DB already) Once that is done, go through the changelog and look for alter queries that aren't in that big change file that you might have missed along the way.

I'm going to add an updates folder to PEQ CVS to help ease this in the future now.

cubber 10-07-2008 01:30 PM

Thanks for the update Cavedude, I figured that was my issue. I did look at those files you mentioned last night and thought that they may already have been added to the db. I ended up reverting back to my 1029 stable with bots and just updated to the newest stable bot source. So I will run with that until you release 1029d then I will attempt svn again. Do you think you will be merging your "updates" folder in the 1029d cvs?

cavedude 10-07-2008 01:43 PM

Well, you could run the 1129d system DB with the 1129 binaries. Any extra tables/columns will be ignored by the code. Nothing was removed or changed in the DB that will break the code, nor will be to maintain full compatibility with stock EQEmu. (The SVN should be considered experimental) That way, you'll still be able to use the content additions/fixes.

Yeah, I'll put all of the updates to get a DB current from as far back as the group change in one sql in the updates folder. I'll also make sure the file can be sourced even if some of the tables/columns exist without destroying anything. Look for that later today.

cubber 10-07-2008 02:48 PM

I figured that the db was backwards compatable thank you for confirming it, and thanks for the all the hard work you put into this project!

Angelox 10-07-2008 03:43 PM

I just made a core update with my PEQ database here, which is about a week old. You should be able to run it and keep your account/character info, although you will loose your bot data (you can back that up with GeorgeS tool).
Here's the Link (always back up first!)
You still need to run these sqls if you want to use todays SVN;
Code:

ALTER TABLE `zone` ADD column `shutdowndelay` bigint (16) unsigned NOT NULL default '5000';
INSERT INTO rule_values VALUES (1,'Zone:AutoShutdownDelay', 5000);

This update should give you all the new tables that are out except the keyring table, since people already are using it.

cavedude 10-07-2008 06:42 PM

Bots won't be lost provided they run the .bat file on CVS before dropping and sourcing the DB ;) But, not to offend why post a link to the PEQ db? PEQ's CVS is up to date with SVN.

KrackAdams 11-19-2008 10:24 AM

Is there going to be more w/ Bots Revision to download or is the Revision 166 Win32 binaries w/ Bots Featured Server Bots the last one or do you need to update SVN w/ Revision201-bots or higher or does the Revisions come with the bot code already sorry for the question I'm a noob when it comes to the SVN system

John Adams 11-30-2008 03:47 PM

^-- not me, btw... though I have been known to toke the pipe more often than I should... ;)

ChaosSlayer 02-13-2009 12:14 PM

I have noticed that Attuneable Items fix is not even on the list of the issues to be implemented.

<<<very concerned :-?

ChaosSlayer 02-22-2009 01:52 AM

Just noticed this one:

r352
Removed Combat:ChanceToHitDivideBy rule. Set value to Live Like 1000.


LOL Cavedude why remove rule allready coded in? Why not simply set it to default 1000? And then some of us perhaps would have a a chance to make it less or more?

KLS 02-22-2009 01:58 AM

Because it should never of been in in the first place.

trevius 02-22-2009 04:44 AM

My guess is that rule was added because the old code for it was causing weird avoidance issues and they needed to play around with the formula to find the right one. The old formula before the rule was just a wrong formula because it was divided by 100 instead of 1000. Now, with that correction, things work properly and there is no longer a need for a rule for it.

There are plenty of other places to adjust hit chance and other combat features. Avoidance should be a pretty straight forward formula (as it is now) and can easily be governed by the worn avoidance cap rule and by limiting or adding more avoidance items if you wish.

KLS 02-22-2009 05:04 AM

I'm just amazed we were missing a 0 for a year+ and no one caught it.

ChaosSlayer 02-22-2009 02:30 PM

well actualy for a year+ LOTS of people were saying that miss ratio was VERY high - you and even con mob could stand against ecah other for 5 min and only ocasinaly landing a hit. That should have been a clue =P

So_1337 02-23-2009 11:20 AM

So that's why the evasive discipline was so broken?

EDIT: Just got to reading this thread, I get it now.

Krran 03-08-2009 02:46 AM

TortoiseSVN problems
 
Im having trouble with checkout, Ive tried using several diffrerent paths, but nearly all of them result in...

Error PROPFIND of '/svn/trunk': 200 OK (http://projecteqemu.googlecode.com)
Finished!

The operation failed.

Any help?
If anyone has a setup that works, pasting the info would be awesome
Im on windows xp if it helps any


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