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  #1  
Old 08-01-2004, 09:47 AM
jimbox114
Hill Giant
 
Join Date: Jun 2004
Posts: 231
Default Item shifting/changeing/etc

I have seen other servers that have this same problem. Its when you zone your items shift around, or just completely vanish. I have even tried #save before I zone, but it still does it. The only time it don't do it is if I zone normally. However if I die or #zone It pretty much does it.
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  #2  
Old 08-01-2004, 10:50 AM
Cisyouc
Demi-God
 
Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
Default

If you used someone elses compilation of the source, find a different one. My server used to do that.
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namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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  #3  
Old 08-02-2004, 09:50 AM
jimbox114
Hill Giant
 
Join Date: Jun 2004
Posts: 231
Default

I have allready spend over a week adding new npc's, new items, etc etc. Don't want to start all over again.
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  #4  
Old 08-02-2004, 11:43 AM
Cisyouc
Demi-God
 
Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
Default

I didn't say a new database.
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namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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  #5  
Old 08-03-2004, 04:53 AM
jimbox114
Hill Giant
 
Join Date: Jun 2004
Posts: 231
Default

So what would you recommend then? Im sorry im not a professional and these bits and pieces of a answer don't always help.
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  #6  
Old 08-03-2004, 05:42 AM
sotonin
Demi-God
 
Join Date: May 2004
Posts: 1,177
Default

Jesus man. Give up already =\

There's 2 components to an emu server.

SOURCE
Database

Each one is completely seperate. The source is compiled into the executable files that power the server.

The database is simple data in a database that holds the spawn and npc info, etc.

If you don't know this basic information by now you just need to quit already, there are BASIC guides. at least 7 stickies that cover this basic area, and regardless of how outdated they are, they still explain these basics.
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  #7  
Old 08-03-2004, 03:54 PM
jimbox114
Hill Giant
 
Join Date: Jun 2004
Posts: 231
Default

Quote:
Originally Posted by sotonin
Jesus man. Give up already =\

There's 2 components to an emu server.

SOURCE
Database

Each one is completely seperate. The source is compiled into the executable files that power the server.

The database is simple data in a database that holds the spawn and npc info, etc.

If you don't know this basic information by now you just need to quit already, there are BASIC guides. at least 7 stickies that cover this basic area, and regardless of how outdated they are, they still explain these basics.
The problem has been fixed. Thanks for all your support, its really appreciated.
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  #8  
Old 08-07-2004, 03:06 PM
jimbox114
Hill Giant
 
Join Date: Jun 2004
Posts: 231
Default

Well I THOUGHT I had this fixed, but apparently it still exists. It is no where near as bad as it had been, but still items are moving about. It seems to normally happen when a user upgrades from 1 piece of armor to another. After zoning it wants to use the previous piece of armor. I have now tried 3 different builds. I forget what the first one was, but it was horrible. You couldn't zone anywhere without half your gear shifting around. The 2nd one I used was the 7-25-04 source I found in a thread, and my last attempt was the 7-15-04 build. At least now I don't have leggings shifting to the ear slot and breastplate showing up in your primary slot.
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