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0.5 Release Candidate
Posted: Fri Feb 29, 2008 8:51 pm
by LethalEncounter
Please let me know of any problems with the latest version on SVN. If there are no problems I will release it as 0.5 this weekend. If you don't want to compile it yourself you can get it from:
http://eq2emulator.svn.sourceforge.net/ ... 2World.exe
and dont forget to update your structs (right click and Save As):
http://eq2emulator.svn.sourceforge.net/ ... tructs.xml
Posted: Sat Mar 01, 2008 9:50 am
by John Adams
Got this loaded on TessEQ2, and I am replacing all spawns with newly parsed logs. I will report back if there are any unusual problems.
Thanks again LE for all your hard work!
Posted: Sat Mar 01, 2008 10:36 am
by John Adams
First thing I am noticing is floating NPCs again. not all of them, just some. I am looking into it, and my DB is open for you (LE) to review. All `spawns` records have a location_id, but I might be missing something (I retain knowledge on the order of the common household gnat).
Example: I am noticing that all my "coastal crab" NPCs on the island have the exact same location_id. While Captain Varlos and crew are properly standing on the deck of the boat.
Again, this rawdata comes from re-parsed logs using rev 13 and oldworldstructs.xml, so I am not sure if that has anything to do with it.
Posted: Sat Mar 01, 2008 11:18 am
by LethalEncounter
Yah, it definitely is the parsed data as you don't have the correct info in your npcs table for the newly required fields. Once the parser is completed, you can start parsing them correctly again. If you want I can dump my spawns for you to use in the mean time.
Posted: Sat Mar 01, 2008 11:56 am
by John Adams
Naw, that's ok. I'll wait for the new parser. Unless you think these invalid spawns might prevent accurate testing of 0.5 RC. If so, then yes. I'll take your spawns.

Posted: Sat Mar 01, 2008 12:01 pm
by LethalEncounter
Nah, it wont affect any testing. If fact you can fix most of them yourself by setting initial_state for normal npcs to 16512. For objects like tents set it to 1 and set activity_status to 64 for objects that should be solid (ie you cant run through them). This wont fix all of them, but it will fix most.
Posted: Sat Mar 01, 2008 12:14 pm
by John Adams
I seem to also be getting a new message quite often at the character select screen "Log connection to the server!". Never remember seeing that before, and seems to be if I do not almost immediately pick a char and sign in.
Maybe the LS being reset? Or could be my DSL. Got the g/f in the house raiding in VG atm. Which I should be too, but this is way more fun.

Posted: Sat Mar 01, 2008 12:17 pm
by LethalEncounter
Was that "Lost connection to server"? If so, that can happen for a few reasons. There is a timeout that prevents people from idling on the login server as well.
Posted: Sat Mar 01, 2008 12:44 pm
by John Adams
Oops... been typing EQ2PacketLog.log too much lately.

Yes, that was Lost connection heh. Sorry.
Posted: Sat Mar 01, 2008 1:47 pm
by ZexisStryfe
LE,
not sure if this is actually due to a problem with SVN 74/75, but for a week now when i log in with any character, they are only about 2 inches tall (if i am big enough to see at all). Any idea what would cause this? I have tried wiping out all my DB tables, and that doesn't help, so i am not sure if this is a problem with the world.exe or what.
-ZS
Posted: Sat Mar 01, 2008 1:59 pm
by LethalEncounter
Your world structs are probably outdated for the version of code that you are running.
Posted: Sun Mar 02, 2008 8:36 am
by Darq
when runnig uhm subversion 76
and rok retail
i can't "connect to zoneserver" altough ports 9000 and 9100 TCP are open
server is win32 using the binary acquired through svn
Posted: Sun Mar 02, 2008 9:20 am
by LethalEncounter
You have to allow UDP packets for your world port as the client uses UDP to communicate with world.