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  #16  
Old 11-12-2002, 05:07 AM
Korakin
Sarnak
 
Join Date: Nov 2002
Posts: 50
Default Meh

Have you tried deleting your files and re-installing? Works for everything else I've had a problem with.
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  #17  
Old 11-12-2002, 06:31 AM
tdream
Fire Beetle
 
Join Date: Nov 2002
Posts: 5
Default

it worked perfect for me on XP Pro...

thanks so much
  #18  
Old 11-12-2002, 10:27 AM
Lileoj
Fire Beetle
 
Join Date: Oct 2002
Location: Pennsylvania
Posts: 5
Default Doesn't work for me..

Crashes to desktop after character select. Same as before when we had to roll back the patch. Running windows XP
  #19  
Old 11-12-2002, 10:34 AM
morpheus014
Hill Giant
 
Join Date: Feb 2002
Location: the little voice in the back of your head
Posts: 239
Default

Does this release include the fix for an issue with the network code for people using routers and dynamic IP's ect that was posted in one of the boards a while back (cant find it anymore =/)? That seemed to work for a lot of people, and using a router myself would like to be able to host a server again =)
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  #20  
Old 11-12-2002, 12:23 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Yes, if this gets fixed, I will worship a new deity, Image.
  #21  
Old 11-12-2002, 10:32 PM
Madforit
Fire Beetle
 
Join Date: Nov 2002
Posts: 3
Default Network ...

Tried the network thing last night here's my setup :

2 XP pro PC's Hooked together using a Hub, One PC Sharing it's internet connection (cable) with the network (has 2 NIC's in it).

Installed the EMU on the PC which has the internet connection.
Friends from the outside connected to it fine (tho they got booted off after a while, think that's because the PC I was using is only a P2 350 )

I got exatcly what Trumpcard was saying on the Linux forum.

Quote:
The behavior Im seeing is that once you login, and try to pick the worldserver in the server list, I'll get 10-15 Logged in: LS#106 Trumpcard messages, this is happening in client.cpp. The login in wrapped in a big while with a switch.. The log on is never completing so it never gets to sending the list of guilds..
Guess it dont work yet
  #22  
Old 11-12-2002, 11:04 PM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

This is an ancient problem that I dont think ever is going to get fixed in the EMU, the emulator binds to INET_ANY rather than a specific interface on your MASQ machine. Theres a code fix that solves the problem for most of us on Linux (I haven't used it on a windows box since version 2.something), but it works fine on mulithomed Linux boxes. Personally. I think there should be an option to pass into the emulator (say in addon.ini, or loginserver.ini) where you can specify which interface to bind to.

The work around is this.

1) Go get a dynamic dns name (www.dyndns.org is a good one), get one of there automatic ip updaters while you are at it, then your dns entry will get updated anytime your ip changes.

2) In your internal machines /windows/host (/windows/drivers/etc/host, your location may vary depending on your version of windows), map your INTERNAL ip address to the dns name you created. For instance, something like this

192.168.0.1 firewall.dyndns.org

Reboot after this to make sure.. Then try pinging your internal box dns name and verify you see the internal ip rather than the external.

for those that dont know how to ping, you should if you know how to set up network sharing so I'll leave that as an exercise for the reader to figure out.

3) When you start zones on your firewall box, start them with
zone . firewall.dyndns.org 7995 firewall.dyndns.org


This work around works for some people, not for others. There is a code fix posted in the Linux forum that should work too if you know how to recompile.
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  #23  
Old 11-13-2002, 02:04 AM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

http://freshmeat.net/

I updated eqemu yesterday morning, it showed up early this morning. Im going to have to learn to update freshmeat late at night, so it will be one of the last ones put in the next morning, and it might actually show up on the front page for longer than 5 seconds.
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Quitters never win, and winners never quit, but those who never win and never quit are idiots.
  #24  
Old 11-13-2002, 02:57 AM
Madforit
Fire Beetle
 
Join Date: Nov 2002
Posts: 3
Default

Thanks Trumpcard, I have seen that way explained somewhere on this forum

Dont think I will try it untill I upgrade the server box next month. The poor ole P2 just cant hack it me thinks
  #25  
Old 11-14-2002, 07:32 AM
quester
Hill Giant
 
Join Date: Oct 2002
Posts: 108
Default

Can you tell me which of my fixes/additions were included in this release? I saw no mention in the changelog of any of them.

I just want to know so that I can make new diffs for those people who are upgrading and want those fixes/additions. Also so I know which ones I need to reapply myself.
  #26  
Old 11-14-2002, 09:08 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default

0.3.12 seems much stabler and less "laggy" than previous versions for me.
However I'm still encountering the non-randomised loot and merchant crash problems, both with my DB and others.
Is there any chance of these being fixed in the forseeable future?
If not I'll probably give up on my DB work for now (I suppose I could still work on adding some more spawns for Velious etc. but I wouldn't be able to do the loot for them.
  #27  
Old 11-14-2002, 11:53 AM
Nobbe
Fire Beetle
 
Join Date: Oct 2002
Posts: 7
Default

When will the classguild training be fixed? and the archery? :o
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  #28  
Old 11-14-2002, 12:10 PM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

The problem with loot drops is right here in loottables.cpp.


if (RunQuery(query, MakeAnyLenString(&query, "SELECT lootdrop_id, item_id, item_charges, equip_item, chance FROM lootdrop_entries WHERE lootdrop_id=%i", lootdrop_id), errbuf, &result))
{
delete[] query;
while (row =mysql_fetch_row(result))
{
if(rand() * 100 < atoi(row[4]) < 10 ? 10 : atoi(row[4]))
{

int32 itemid = atoi(row[1]);
const Item_Struct* dbitem = database.GetItem(itemid);


Its only adding one item to the loot table for the mob on spawn, the 1st item in its loot table list... It doesnt seem to be running through the loop properly...

I'll see if I can fix it..
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Quitters never win, and winners never quit, but those who never win and never quit are idiots.
  #29  
Old 11-14-2002, 03:18 PM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

Found the bug....

This is in loottables.cpp

if (RunQuery(query, MakeAnyLenString(&query, "SELECT lootdrop_id, item_id, item_charges, equip_item, chance FROM lootdrop_entries WHERE lootdrop_id=%i", lootdrop_id), errbuf, &result))
{
delete[] query;
while (row = mysql_fetch_row(result))
{
if(rand() * 100 < atoi(row[4]) < 10 ? 10 : atoi(row[4]))
{
int32 itemid = atoi(row[1]);
const Item_Struct* dbitem = database.GetItem(itemid);
if (dbitem == 0)
{
cerr << "Error in AddLootDropToNPC: dbitem=0, item#=" << itemid << ", lootdrop_id=" << lootdrop_id << endl;
}
else
{
ServerLootItem_Struct* item = new ServerLootItem_Struct;
item->item_nr = dbitem->item_nr;
item->charges = atoi(row[2]);
item->equipSlot = 0;
(*itemlist).Append(item);
}

BUG RIGHT HERE>>>>mysql_free_result(result);
BUG RIGHT HERE >>>> return;
}
}
mysql_free_result(result);
}
else
{
cerr << "Error in AddLootDropToNPC query '" << query << "' " << errbuf << endl;
delete[] query;
return;
}

return;
}


No wonder you only get one item, the mysql result is freed after the loop is executed once.. Delete the mysql_free_result and return, and you should see loot drops with more than one item. I'm not 100% positive the rands are working as intended, but that will at least give you the full run through of the items on the mob to determine if they'll get added to the drop list.
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
  #30  
Old 11-15-2002, 06:46 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default

So I wasn't just imagining things.. Good work fixing that bug, hope the fix is in the next EQEmu version (I can't get the EQEmu source to compile with my old copy of MSVC++, so can't fix it myself)
 


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