Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::General Support

Support::General Support Post all topics here having to do with errors while trying to connect to an EQEMu server but not about the setup/running of the Server itself.

Reply
 
Thread Tools Display Modes
  #1  
Old 03-14-2014, 02:58 AM
rhyotte
Hill Giant
 
Join Date: Jul 2012
Location: Oklahoma
Posts: 222
Default

Cool to hear Lua is catching up.
Reply With Quote
  #2  
Old 03-14-2014, 08:08 PM
AdrianD
Discordant
 
Join Date: Dec 2013
Posts: 297
Default

Can someone tell me about Lua? As in, do I need to download it and configure it in a specific manner?
Reply With Quote
  #3  
Old 03-14-2014, 08:45 PM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default

Make sure that you have the proper dependencies installed in your source folder.

Probably easiest to just delete the 'Build' folder, and then re-run cmake..enabling everything that you had before plus the Lua checkbox.
You will need to recompile the entire solution and copy those files to your server directory. (In cmake, after selecting the options, you
will hit configure. Most likely, there will still be one red line left meaning there was a change to the options, so you will hit configure a second
time. Once there is no red left, click generate.)

Copy the 'lua_modules' folder from your quests download into your server directory (like you did with the 'plugins' folder.)

(perl = 'plugins'; lua = 'lua_modules')

Copy the 'lua51.dll' file from your '\<dependencies>\luaj_[ver]\bin\' folder to your server directory.


If I'm not mistaken or missing anything, that should enable lua support for your server.
__________________
Uleat of Bertoxxulous

Compilin' Dirty
Reply With Quote
  #4  
Old 03-14-2014, 10:11 PM
sorvani
Dragon
 
Join Date: May 2010
Posts: 965
Default

Correct Uleat
Reply With Quote
  #5  
Old 03-15-2014, 12:15 AM
AdrianD
Discordant
 
Join Date: Dec 2013
Posts: 297
Default

Thanks guys.

I assume I will go back to *step three* and 'Use CMake to build the required Visual Studio Solution and Project files' of the outdated guide after deleting and remaking the build folder, then follow your additional instructions.

Will give it a shot momentarily.
Reply With Quote
  #6  
Old 03-22-2014, 07:01 AM
AdrianD
Discordant
 
Join Date: Dec 2013
Posts: 297
Default

It's been a little over a week since I was first able to see my server in the 'server select' screen and log in the server. I've been learning about the database and trying to figure out the quest system since.

I've spent many hours altering 'npc_types' and spawn information. I've altered a total of nine zones as of this writing. I learning some basic query commands to assist. Some zones had massive overhauls while others just a few omissions. It's very time consuming.

I've tinkered around with about 25% of the tables and I have a decent understanding of the connections between them. For example, I have made it so a new character will enter their home city rather than the 'Mines' and PoK stones are 'disabled'.

Some of the rule_values and/or variables seem to cause problems of various magnitudes. It seems some of the values in the variables table aren't used.

A short while ago, I enabled the old-world quest system. Getting more to the point: I have noticed zone times have increased since this enabling. Is this normal? It wasn't a completely controlled environment to allow myself to pinpoint it so, I couldn't.

I had changed the rule_name 'Zone:AutoShutdownDelay' in the rule_values table to a much higher number. This seemingly made the client crash anytime I zoned. Is there a way to keep zones persistent if the server is on and is this reasonable? Is it even possible (reasonable) for any EQ emulator?

I am also having major 'hopping' issues. Any zone with uneven terrain has this issue. I noticed this on p99 at different times and understand some of this is virtually unavoidable but, I would like to improve it. I read something about having the proper map files. Should I purge my current map files and SVN new ones? Will this have an effect on my already altered content? Will this solve the hopping problem or are there other things I should look at, like some of the rule_values?

Finally, if I redo the entire server configuration from step one, can I insert the current database? For that matter, can I have multiple databases and change the database depending on need?

Many more questions I won't ask yet. I don't wish to test the patience of the 'community'.

Thanks
Reply With Quote
  #7  
Old 03-22-2014, 01:49 PM
dagulus2
Hill Giant
 
Join Date: Feb 2013
Posts: 220
Default

Quote:
Originally Posted by AdrianD View Post
I am also having major 'hopping' issues. Any zone with uneven terrain has this issue. I noticed this on p99 at different times and understand some of this is virtually unavoidable but, I would like to improve it. I read something about having the proper map files. Should I purge my current map files and SVN new ones? Will this have an effect on my already altered content? Will this solve the hopping problem or are there other things I should look at, like some of the rule_values?
Try using the following:

Map:FixPathingZWHenLoading - true
Map:FixPathingZAtWaypoints - true
Map:FixPathingZWhenMoving - true
Map:FixPathingZOnSendTo - true

Map:FixPathingZMaxDeltaSendTo - 12.0
Map:FixPathingZMaxDeltaLoading - 12.0
Map:FixPathingZMaxDeltaMoving - 12.0
Map:FixPathingZMaxDeltaWaypoint - 12.0

Map:FindBestZHeightAdjust - 2
Reply With Quote
  #8  
Old 03-23-2014, 12:16 AM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default

You may also want to check to see whether there are maps for the zones you are experiencing this in.

(I seem to remember that the RoF client tended to show other clients 'bouncing' at times..npcs were fine, thoguh..not sure if that was ever looked at.)
__________________
Uleat of Bertoxxulous

Compilin' Dirty
Reply With Quote
  #9  
Old 03-23-2014, 04:25 AM
AdrianD
Discordant
 
Join Date: Dec 2013
Posts: 297
Default

Applied the changes and as soon as I can login I will observe.

Thanks bro.
Reply With Quote
  #10  
Old 03-23-2014, 11:14 PM
AdrianD
Discordant
 
Join Date: Dec 2013
Posts: 297
Default

Hello,

The pathing issue seems to have been fixed. I can attack mobs on hills and there is very little hopping from my initial observation. I'm not sure if this is because I 'reinstalled' everything and/or changed the settings suggested above.

I am still receiving zone errors each time I zone.
HTML Code:
Path File ./Maps/qeynos2.path failed to load.
Is this something I can fix?

Also, from a previous post..

HTML Code:
I had changed the rule_name 'Zone:AutoShutdownDelay' in the
 rule_values table to a much higher number.
This seemingly made the client crash anytime I zoned.
Is there a way to keep zones persistent if the server is on and is this reasonable?
Is it even possible (reasonable) for any EQ emulator?
Thank you.
Reply With Quote
  #11  
Old 03-25-2014, 12:41 AM
Yummy
Sarnak
 
Join Date: Feb 2014
Posts: 71
Default

Awesome. I am having similar issues. Give it a try this weekend.

Thank you for asking the question Adrian.
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 05:15 PM.


 

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 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3