EQ2Emulator ServerPack 1.1 Release

Older releases that are not compatible with current server
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John Adams
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EQ2Emulator ServerPack 1.1 Release

Post by John Adams » Fri Jul 03, 2009 6:16 pm

Ok, Ok... I said I would never update this thing, but here's an update. I felt it was necessary only because SO much has changed in the last 3 mos since 1.0, it was time to give some additional examples - so here is the next version of the ServerPack.

Download: EQ2Emulator-ServerPack_1.1.zip *updated* 2010.03.12

Docs Preview: ServerPackAdminGuide.html

In this "repack" you will find:
  • - EQ2LoginServer.exe
    - EQ2World.exe (build 228)
    - Sample database with spawns, items, quests, spells, ground spawns and loot samples
    - Sample LUA scripts for quests, spells, and spawns (conversations and movement)
    - phpMyAdmin editor on localhost (after you run 1-MySQL+Apache.bat)
    - EQ2DBTool.bat for backup, restore, or re-initializing your Minilogin server
    - Tested to work with the EQ2 Clients through 5709L - for newer clients, you'll have to update the server like you would a public server
There is a README.TXT file you really should read. It covers most of how to use this ServerPack.

What's New:
This is in the included ServerPackAdminGuide.htm, but considering how so many cannot read, here's a brief outline:

ServerPack Release 2009.07.04 -
  • - GU52 / Client 5709L support! Older clients also compatible.

    - Redesign of Spawn database structures, zonespawn* no longer used, replaced with spawn_location* tables.
    - Spawn "Parties" implemented, where you target 1 spawn, multiple spawns are linked to a single encounter. See Sparring Partners on Queens Colony for an example.
    - ZoneScripts have been introduced. See included sample.
    - Built a Merchant for you to see how merchants work.
    - Snowballs! Check your spell book for a little fun spell ;)
    - Persona "Flags" functional - AFK, LFG, Roleplaying, Anonymous, etc.
    - Enhanced Logging, now outputs console logs to "logs" folder if it exists.
    - Implemented Transporters, Drowning, Level Caps, /announce and /broadcast commands, Server Statistics tracking (`statistics` table), and more (see ChangeLog.txt)
    - Many deadlock, crashes, and lockup issues resolved.

    Many more little things fixed or added, these are just the basics. See the ChangeLog.txt in /docs/ for detailed information.

I (still) do not plan to offer support, as I have my hands full working on data for the core server project. Since it is so simple to run, you cannot possibly fail unless you do not follow instructions, or attempt to do more with it than it was designed (Local LAN play only). That said, if you find a serious problem with the setup or need help, go ahead an ask... I'll try and answer when I have time.

Enjoy!

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Re: EQ2Emulator ServerPack 1.1 Release

Post by John Adams » Fri Jul 03, 2009 6:24 pm

As a followup, this ServerPack has a few new spawn configurations to demonstrate how things work.

Some of you asked how Merchants work, so I added Hanna Deeppockets to the Queen's Colony with a few items to show you how that works.

More importantly, I wanted to demo the incredibly cool, yet very complex nature of our "Linked Encounter" system. On the front end, it's very simple - but what it's doing under the hood is pretty amazing. Head over to the usual location of the Sparring partners on Queen's Colony island and face the spawns... then /repop a few times. You should see some different configurations appear.

Size Matters!
For one, I demo the use of "size and size_offset". 1 spawn, different sizes each time it spawns. play with the values, see what you come up with.

What's In A Level?
Next was the demo of "min_level and max_level". I set the sparring partners to be min_level 1, and max_level 2, so when it spawns, it could be level 1 OR level 2. And due to the fact there is a 50/50 placeholder setup, the Difficulty of the spawn will change as well (enc_level).

Our NPCs Know How To Pary!
Lastly, the new Spawn Group system (aka, Linked Encounters). The two spawn points on the right side of the camp are simple, single-spawn placeholders. One of 2 spawns will pop in each spot 100% of the time.

However, the left-most sparring partner (formidable) has a new config. He will pop alone, OR he may pop with a buddy who is linked to him to the left of him.

The more you /repop, the more you will see these possible variances and go Wow, these developers rock.

Let us know what you think.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by Faraden » Fri Jul 03, 2009 6:25 pm

Sounds great John, im gonna give it a blast!

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Re: EQ2Emulator ServerPack 1.1 Release

Post by Tiger » Mon Sep 07, 2009 4:04 am

Great Job! This was so easy a caveman could do it. It is sort of "Creepy" though that my characters from tesseq2 show up on the character selection screen even when I am not connected to the internet. Is that because of the small iop cache files, John Adams.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by John Adams » Mon Sep 07, 2009 8:17 am

Yup, cache. If you delete the contents of your logincache-* dir before launching Everquest2.exe, they won't show up.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by drgnsly » Thu Sep 24, 2009 12:38 pm

I'm using this exact repack but when i got to zone i do /zone antonica for example and it takes me to loading screen and just reloads the queens colony zone. any suggestions? i would love to explore the eq2 world.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by ZexisStryfe » Thu Sep 24, 2009 1:05 pm

Blame John... its all his all his fault! :twisted:

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Re: EQ2Emulator ServerPack 1.1 Release

Post by Zcoretri » Fri Sep 25, 2009 5:11 pm

That is strange why this bug has cropped up in the server pack. You ever find out what was wrong John?

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Re: EQ2Emulator ServerPack 1.1 Release

Post by John Adams » Sat Sep 26, 2009 10:43 am

I never have. There are apparently some SQL queries that do not echo an error result, which I think is the cause but haven't narrowed it down. Tried to update to ServerPack 1.2, but there are way too many bugs right now with some of our recent changes that we need to work through before I release an updated pack.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by drgnsly » Sun Sep 27, 2009 4:53 pm

To sorta circumvent it to explore i replace the map files in the SQL database, but matchin the safe coords sucks because sometimes they dont work and i end up in a black void. I just replace Q.Colony's map that it loads. It actually loads as if its fully antonica (music, environment, atmosphere, map size, axis, but still the name of the zone is Queens Colony. Antonica, MoY and Fens I have gotten to explore (i love giant zones) without a black void. I even tried to play inside the character select screen but was disappointed when it loaded into a black void. Thought it would be interesting.

Oh and I love doing /race and a random number, i got a few numbers from the databse, I was in antonica flying around as the SS-MoY AirShip, hehe.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by bartrman » Sun Sep 27, 2009 7:43 pm

John i just want to say great job. It took me 10-15 min to get a server going. I was very intrested in how the server process works. So now I am able to play with the server. Now I want to learn how to set some things up in the server. You guys have done a great job in providing a tool for the public in which people can release their creative energies for all to see. Look foward to more tools and bigger adventures.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by John Adams » Sun Sep 27, 2009 10:01 pm

Thanks, bartrman. We put a lot of effort into ensuring zero-to-running takes as minimal effort as possible for the new admin.

Suggestions are always welcome.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by drgnsly » Mon Oct 19, 2009 12:30 am

John Adams wrote:Thanks, bartrman. We put a lot of effort into ensuring zero-to-running takes as minimal effort as possible for the new admin.

Suggestions are always welcome.
I thank you again for this great project, John.

by any chance.. do you know anywhere in the database I can speed up the eq2 time variable or slow it down? YOu know.. how fast time/the sun moves across the sky.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by John Adams » Mon Oct 19, 2009 9:57 am

I hate darkness as well. But since so many factors rely on game time, there is no variable that I know of for slowing down time.

I made a macro:

Code: Select all

/settime 8:00
Just click it when it gets too dark, sets the day back to 8am.


FWIW, this project is not mine - tho I do appreciate the friendly comments. This is all LethalEncounter's baby, we're just along for the ride and to help out.

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Re: EQ2Emulator ServerPack 1.1 Release

Post by ZexisStryfe » Mon Oct 19, 2009 3:07 pm

Yeah... wonder if we will ever get around to being able to stop the day/night cycle... :lol: :lol: :lol:
~ EQ2 Emulator Project Manager

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