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-   -   5.0 Released finally!!! (https://www.eqemulator.org/forums/showthread.php?t=10233)

Edgar1898 11-14-2003 09:04 AM

5.0 Released finally!!!
 
*UPDATE* I made a mistake and had the version as still DR5 so if you downloaded this before 9PM CST please redownload it. I also put the source on sourceforge, just click the sourceforge links from the main page.*

5.0 has finally been released after almost a year of waiting. There are still bugs to be worked out, but it already works as good or better than the ancient 4.4, so its time for a release. Have fun!

You can get the Win32 binary zip here: http://prdownloads.sourceforge.net/e...0.zip?download

or you can download the source zip here: http://prdownloads.sourceforge.net/e...e.zip?download

This is the SERVER Software. If you just want to PLAY, go to the guides link on the left and click on "Play Guide".

EQEMu 0.5.0+ Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
==11/14/03==
LethalEncounter: Fixed a bug in doors that would cause triggered doors to go into an endless loop and crash.

==11/13/03==
kathgar: Fixed a crash when calling ZSList::FindByZoneID() when sending an invalid zone number.
Stack was corrupt in the backtrace, so I am not sure what called it in this way.
LethalEncounter: Fixed animation bug with attack.
LethalEncounter: Fixed Tradeskills (again)
LethalEncounter: Character Select will now show your equipment (Existing characters will need to swap the items)
LethalEncounter: NPCs will now equip weapons and items from the db.
LethalEncounter: You can now give weapons and items to NPCs to equip.

==11/12/03==
LethalEncounter: Fixed skills, we had the struct one int32 off.
LethalEncounter: Fixed GM Trainers, they should now work as intended.

==11/11/03==
Doodman: Fixed zone crash in CheckCloseArrgo() during assist checking based on
flawed if logic.

==11/11/03==
LethalEncounter: Fixed Stamina issues.

==11/10/03==
LethalEncounter: Fixed Quests.
LethalEncounter: A quest fix that makes them use far less memory, up to 25 MB per computer

==11/09/03==
LethalEncounter: Fixed zoning, zone_points should now work correctly, but make sure you have the latest ones in zone_points!
LethalEncounter: Fixed problem with spells not scribing.
LethalEncounter: Fixed zoning bug where you zoned back into the same zone, but it looked like you were in the new zone.

==11/06/03==
Image: Guildwars code and fixed a bug in MobAI for NPCs assisting clients, clients do not use
IsEngaged(), so it always returned false, now it uses AutoAttackEnabled() in its place for clients.
Image: Reversed the AICheckCloseSpells if statements, now sanity checks before distance check, uses less CPU usage.

==11/05/03==
LethalEncounter: Updated all of the opcodes that were changed in the patch today.
LethalEncounter: Refined AA's some, added table to hold the timers for AA's so users can exploit them. Look in db.sql for the table.


==11/04/03==
LethalEncounter: Added in the basic structure for AA's and got some of them working.

==11/03/03==
LethalEncounter: Fixed factions.
LethalEncounter: Fixed issues with mobs of different factions or no faction assisting.

==10/29/03 to 11/02/03==
LethalEncounter: Fixed X, Y coords.
LethalEncounter: Added in groups.
LethalEncounter: Added in trades.
LethalEncounter: Fixed various animations.
LethalEncounter: Fixed client movement.
LethalEncounter: Fixed NPC movement.
LethalEncounter: Fixed forage.
LethalEncounter: Fixed Attack.
LethalEncounter: Fixed GM summon.
LethalEncounter: Fixed GM goto.
LethalEncounter: Fixed spells.
LethalEncounter: Fixed lifts.
LethalEncounter: Fixed automatic weather changes. Change the default in the zone table to suit your needs. 1: normal 2: Rainy most of the time 3: Snowing most of the time
LethalEncounter: Fixed lotsa other important stuff that I cant remember :)

==10/29/03==
devn00b: Yet again removed Faulty pet code. LEAVE THEM ALONE

==10/17/03==
Image: Zone points code put in, need some testing done on it please!

==10/15/03==
Image: More optimization to the aggro code and an infinite for loop fixed.

==10/14/03==
kathgar: Removed deprecated guildwars code
Added #ifdefs for IPC code, no more IsInteractive checks wasting cycles
Fixed a memleak in NPC with attacked_timer

merth: Updated zone objects:
* Uses new item architecture
* Fully supports imported data from packet collector
* Objects dropped to ground persist zone sessions

==10/13/03==
Image: Optimizations to Aggro code, ~10% more efficient according to Trumpcard.

==10/11/03==
Trumpcard: Lots of performance improvements to combat code/AI code. Streamlined several calls, and found and removed unneeded calls
in MobAI that were causing serious bottlenecks. Went through and caught a few memory leaks, and converted
many deletes to safe deletes.

==10/10/03==
LethalEncounter: Somewhere around this date I added in bazaar traders and cool features like that.

==10/8/03==
Trumpcard: Starting items are now in. LE also fixed the combat damage struct and mob hp bar updates.

==10/8/03==
scruffy: Inverted the XY coordinates system to work like the EQLive system. Run invertxy.sql to update existing databases.

==10/6/03==
kathgar: Added opcodes for things such as the LFG tool from SEQ, replaced some instances of static opcode use

==10/5/03==
devn00b: Removed Faulty pet code, replaced with working code.

==09/24/03==
Image: Added the functions for the GuildWars point system.

==8/10/03==
devn00b: Moved pets from hardcoded to DB based. need to source pets.sql

============

Rogean 11-14-2003 09:08 AM

:D

mattmeck 11-14-2003 09:08 AM

:shock: Great job :shock:

arkaria 11-14-2003 09:14 AM

Awesome guys

batts_himself 11-14-2003 09:25 AM

ok can some one give me a step by step walk throg on how to get playing.

when i down load it it opens a file with 4 things in it

1 eqemu release
2 emu sharemen dll
3 wold
4 zone

now what do i do to get moving =)

Rogean 11-14-2003 09:48 AM

5.0 is SERVER SOFTWARE. If you just want to PLAY, go to main page, guides, play guide.

mangoo 11-14-2003 09:54 AM

ALL of the devs need a BIG round of applause! They have been working very very hard to get this out and the ammount of time and features put into this is amazing. Much love devs :oops: .

Wumpas 11-14-2003 10:06 AM

lol im too late
 
:shock: ACK LOL I just bought VS.net come home and look what got released !! :shock:

LOL oh well at least ill be able to stay on top of things and learn from next dev version.

P.S. the academic version of VS Net seems to work fine for the emu :D

(P.S. again) Great Job Developer gods This is great !!!!

dol182 11-14-2003 10:29 AM

woot awesome!!! :D

DannMann99 11-14-2003 01:00 PM

i definately think LE needs some applause, seems he did a ton of work for the release . But good job to all the dev's none the less.

~Dan

AnubisTCP 11-14-2003 01:18 PM

Woot! Great work devs!

a_Guest03 11-14-2003 02:51 PM

Great job to all the devs, especially Lethal. I suggest snagging Eglin when time permits. It's too bad Windcatcher's changes weren't implemented prior to releasing. I hope you guys pop in his new code when time permits.

Custom zones could be the next big thing... Bigger than current worldbuilding.

three_libra 11-14-2003 03:32 PM

Congratulations
 
For what its worth . . . all of you guys associated with the development of EqEMU deserve much appraise. All of you know that this community appreciates the dedication you guys possess towards the project, and it clearly shows from the products and the rapidity at which they come out. Thank you very much for delivering such a great piece of "software" (so to speak), and ALL of you deserve an applause. Excellent job fellas, keep up what your doing, because we all enjoy the entertainment we reap from your hard work. Although the project has been active for over a year, the year spent working on just this one version, made the program strong. So, this is the least i can do to show my appreciation for your time serving random people like us. :wink:

-three_libra
Houwser / Holk @ WR

Fritzel 11-15-2003 02:22 AM

Excellent job guys :)

for a VERY rough step by step on linux anyway

basically all I did was::

Code:

cd <eqemu root directory>
mkdir bin
cd EMuShareMem
make
cp libEMuShareMem.so <somewhere listed in your /etc/ld.so.conf>

cd ../world
make
cp world ../bin

cd ../zone
make
cp zone ../bin

cd ..
cp EQEMu\ Release/*.ini bin
cp EQEMu\ Release/*.bat bin

-edit the ini's to your specifications-

-create and import database, not explained here-

convert Boot5zones.bat to something similar to this:
Code:

IP=`/bin/getip`

./zone . ${IP} 7995 127.0.0.1 &
./zone . ${IP} 7996 127.0.0.1 &
./zone . ${IP} 7997 127.0.0.1 &
./zone . ${IP} 7998 127.0.0.1 &
./zone . ${IP} 7999 127.0.0.1 &

then to run the game assuming everything is in good shape

Code:

./world &
./Boot5zones.bat

Not that doing it this way is really cluttered you'll want to alter it if you are debugging since everything will be in the same xterm

And most importantly, compare everything I've said here with other guides, this is by no means anything official, just what I did to get it up and running

Fritzel 11-15-2003 06:43 AM

er sorry here's what I have in /bin/getip

Code:

GETIP=`/sbin/ifconfig |grep P-t-P |cut -c21-35`
echo ${GETIP}



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