Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Plugins & Mods

Quests::Plugins & Mods Completed plugins for public use as well as modifications.

Reply
 
Thread Tools Display Modes
  #16  
Old 09-17-2011, 03:15 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Do you have .map files (in your server Maps directory) for the SoD zones ?

I've not tried these plugins, but if they use LoS calculations, no .maps could conceivably make them fail.
Reply With Quote
  #17  
Old 09-17-2011, 04:36 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

I should have said, I'm not sure if the SoD .maps are available online, but if you download this:

http://code.google.com/p/projecteqem...s.zip&can=2&q=

Then copy the azone2.exe from that archive to your client directory, to create a .map, run it as so for each zone shortname, e.g.:
Code:
M:\Underfoot>azone2 oceangreenvillage
AZONE2: EQEmu .MAP file generator with placeable object support.
Attempting to load EQG oceangreenvillage
There are 1093608 vertices and 364536 faces.
EQG V4 Placeable Zone Support
ObjectGroupCount = 1578
azone.ini not found in current directory. Including default models.
After processing placeable objects, there are 2512746 vertices and 837582 faces.
Bounding box: -2112.00 < x < 3456.00, -4800.00 < y < 2330.89
Building quadtree.
Done building quad tree...
Match counters: 5205553 easy in, 15216692 easy out, 52663 hard in, 0 hard out.
Writing map file.
Map header: Version: 0x01000000. 837582 faces, 3531 nodes, 971527 facelists
Done writing map (45.33MB).

M:\Underfoot>dir oceangreenvillage.map
 Volume in drive M has no label.
 Volume Serial Number is C80A-2DCA

 Directory of M:\Underfoot

17/09/2011  21:33        47,528,661 oceangreenvillage.map
               1 File(s)     47,528,661 bytes
               0 Dir(s)  64,659,542,016 bytes free
Then copy the .map file into your server Maps directory.
Reply With Quote
  #18  
Old 09-17-2011, 06:00 PM
Expletus
Hill Giant
 
Join Date: Jan 2010
Location: Baltimore Maryland
Posts: 152
Default

Just got home, will have to do download azone and do that, thank you!

*edit* I notice most of the files in the map directory have a duplicate copy with an "wtr" extention. I was only able to generate the map though. Regardless, the plugin now works, thank you for your assistance!
__________________
Expletus / Volgar
Reply With Quote
  #19  
Old 09-17-2011, 06:38 PM
lerxst2112
Demi-God
 
Join Date: Aug 2010
Posts: 1,742
Default

I believe wtr is the water map. Presumably awater.exe builds those.
Reply With Quote
  #20  
Old 09-17-2011, 06:45 PM
Expletus
Hill Giant
 
Join Date: Jan 2010
Location: Baltimore Maryland
Posts: 152
Default

ahh thank you!
__________________
Expletus / Volgar
Reply With Quote
  #21  
Old 09-19-2011, 05:48 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Glad you got it working!

I don't think the water map stuff works for the EQGv4 files yet, which is all of the newer ones, but I could be wrong.

I actually have .map files created for all zones through SoD, but I included all of the objects in them as well and they are pretty large compared to the older map files. I don't think we have enough space on the google SVN for maps for me to upload them, and I don't currently have access to that SVN to upload them anyway. My maps folder is a few GBs in size as it is.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #22  
Old 09-27-2011, 12:27 PM
NoPulse
Fire Beetle
 
Join Date: Mar 2009
Location: Greenville, SC
Posts: 12
Default

Hey I apologize but I can't for the life of me figure out how to use any plugins. I tried following what you said above but for instance, #reloadquests just says command not recognized. I've added the plugin to the eqemu\plugins directory and have tried every combination of "#plugin" and "#filename" "/plugin" "/filename" humanly possible! Any help would be more than appreciated! Thanks!
Reply With Quote
  #23  
Old 09-27-2011, 02:42 PM
NoPulse
Fire Beetle
 
Join Date: Mar 2009
Location: Greenville, SC
Posts: 12
Unhappy

Quote:
Originally Posted by NoPulse View Post
Hey I apologize but I can't for the life of me figure out how to use any plugins. I tried following what you said above but for instance, #reloadquests just says command not recognized. I've added the plugin to the eqemu\plugins directory and have tried every combination of "#plugin" and "#filename" "/plugin" "/filename" humanly possible! Any help would be more than appreciated! Thanks!
Edit: I found out the first mistake I did was making "#reloadquest" plural. I still can't figure out how to use plugins at all though. Thanks!
Reply With Quote
  #24  
Old 09-27-2011, 03:25 PM
lerxst2112
Demi-God
 
Join Date: Aug 2010
Posts: 1,742
Default

You use plugins in scripts. The first post has an example of a script with plugin usage.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 08:20 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3