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  #1  
Old 11-20-2006, 07:58 AM
paaco
Discordant
 
Join Date: Jan 2005
Posts: 320
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For your pathing issue make sure you have the maps files in the correct place.

For the database schema take a look in the wiki. I believe it is called 0.7.0schema or something similiar.

On my Athlon 2400 with 1 gig of ram I didn't have any problems loading up 30 zones. With a bare, brand new install of 2k3 Server Enterprise. ( Although if your running XP I'm not sure, 2k3 Server actually uses a decent amount less ram than XP )

Good luck

http://www.eqemulator.net/wiki/wikka...DatabaseSchema
Just realized I had the DB Schema bookmarked in Firefox, there you go.
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  #2  
Old 11-20-2006, 08:18 AM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
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1) map files are in place. the mobs appear to be pathing "correctly", its just that the pathing looks like it could use some "fine tooning". my assumption after watching various mobs is that the pathing "hits" the terrain, and the engine corrects the collision by doing the "add stuff to the Z axis" and then the mob falls into place. what i suggest is that i'll go in and take a look at this and maybe fine toon the paths. are the paths stored in the map files or are they in a db table somewhere or some combo of both?

2) thx for the link to the schema page. if i discover anything interesting in my mucking around, i'll post it for inclusion.

3) i'm running slackware (linux) on a Sempron 1.8Ghz with 768Mb of Ram and 1gig of swap. this machine also runs a webservice but all teh DB work is on a backend machine, exposing a DB to teh internet is a recipe for suicide . i'll experiment with some configurations and post my results.

== stanton
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  #3  
Old 11-20-2006, 02:47 PM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
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THe hopping mobs are because of the waypoints in their path. Two waypoints create a straight line for the mob to follow - not just in direction but also in elevation.

If you have two hills and a dip in between and place two waypoints at the top of the hills, the mob will end up hopping. Each "step" the mob will not only move forward but also move upward to the point directly between the two waypoints.

easy to solve (as pointed out to me in a different thread). Place a waypoint at the top of one hill and the next waypoint at the bottom of the hill; a third waypoint at the bottom of the next hill and a fourth at the top. THe mob will then follow the terrain properly.

I also find it handy to edit the waypoints manually and lower the Z coord a bit in areas where there are slight or difficult to see elevation changes (everfrost newbie area - all white makes it hard to see).
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