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-   -   Lake Rathe Gnoll camp empty (https://www.eqemulator.org/forums/showthread.php?t=36639)

noudess 03-12-2013 06:30 PM

Lake Rathe Gnoll camp empty
 
My server seems to be running fine, but the lake rathe gnoll camp is empty.

I rebooted my server and zoned there with #zone. I saw undead there briefly (a second or 2) and then they depawned. Nothing else respawns..

Ideas?

Drajor 03-13-2013 05:26 AM

Were those undead camps only spawned at night? It was a long time ago since my shaman sat by those camps, dreaming of Totemic.

lerxst2112 03-13-2013 07:19 AM

If it is the camps near the South Karana zoneline then it was regular gnolls during the day and undead gnolls and skeletons at night.

dagulus2 03-13-2013 08:22 AM

If that is the case, do you have the DayNight condition thing working on your server?

Tabasco 03-13-2013 08:58 AM

I haven't done a lot of investigation, but this has been mentioned on my server also. When I did go check it out some time ago, I had the undead spawn and at some point I know there were gnolls there, but there was also a period where the camp was empty.

I'll double-check the behavior this evening.

Robregen 03-13-2013 06:41 PM

you have to make sure you have eqtime.cfg in your server directory as it reads the server time from there. I think it changes from time to time. But it is included in the PEQ svn.

dagulus2 03-14-2013 07:13 PM

Finally got around to adding mobs to rathetear and it seems to have the same behavior. Both the live and undead mobs spawn for around 2 seconds, then everything despawns.

Going around the other zones, I am pretty sure all spawn_events simply are not working for me. Unfortunately all the information I can find on this seems to be rather outdated as it refers to using perl scripts that seem to be long superseded.

dagulus2 03-15-2013 06:07 PM

Well after poking about some more, it turns out the first in-game year that the Spawn_events are scheduled to take place is 3193, and I was at year 0.

Setting the ingame time with the #date command made the camp work as expected.

noudess 03-17-2013 02:49 PM

Quote:

Originally Posted by dagulus2 (Post 219503)
Well after poking about some more, it turns out the first in-game year that the Spawn_events are scheduled to take place is 3193, and I was at year 0.

Setting the ingame time with the #date command made the camp work as expected.

Yep, setting real life date/time with #date fixed the problem once I ported out and back into lake rathe.

cavedude 03-18-2013 01:13 PM

Quote:

Originally Posted by dagulus2 (Post 219503)
Well after poking about some more, it turns out the first in-game year that the Spawn_events are scheduled to take place is 3193, and I was at year 0.

Setting the ingame time with the #date command made the camp work as expected.

You are better off doing what Robregen said, as the next time you update the DB your time will be off. You have to use the eqtime.cfg included with PEQ to avoid that.

noudess 03-18-2013 01:22 PM

Quote:

Originally Posted by cavedude (Post 219589)
You are better off doing what Robregen said, as the next time you update the DB your time will be off. You have to use the eqtime.cfg included with PEQ to avoid that.

It looks to me like using #date updated my eqtime.cfg file.

cavedude 03-18-2013 01:32 PM

The next time the PEQ DB gets updated, the date will change again since PEQ is always running on TGC. Your eqtime.cfg will no longer match it and will break your spawn cycles again. You can keep doing #date, but that's kind of silly. Just write a script to copy eqtime.cfg from the PEQ release to your server directory and then never worry about it.


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