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   Posted by: cavedude on Sat Sep 27 2008 at 07:43PM
End of an ordeal
Our drive seems to be OK after re-seating the power cable. It's still going to be watched, of course. We've done a full backup, and have made sure our redundancy system is working properly. So, it would appear this ordeal is over. Welcome back!

Please make sure to read the last two changelogs, and keep an eye out on the changes. Some good things were added and I want to make sure they all work properly.

   Posted by: cavedude on Mon Sep 01 2008 at 04:59PM
Server Rules
All players on Grand Creation are required to read and adhere to the rules set forth here:

http://www.projecteq.net/phpBB2/viewtopic.php?t=5548

   Posted by: cavedude on Fri Jun 27 2008 at 01:33PM
Daily reboots
The automated reboot system worked great after a couple small changes to the scripts involved. That means that every day at 7AM EST, the server will REBOOT (not reset like it previously has done.) The downtime each morning should be about 7-8 minutes or so.

This means that:

All corpses will be sent to Shadowrest daily, whether they have been in the world for 24 hours or not. I could have written the script to grep the date and time and insert it into the sql query, but simply moving everybody was just easier.

All database changes that require a reboot will take effect, hopefully cutting down on bug reports that are reported multiple times but have already been corrected ;)

Any quests that are in the server directory will take effect. Dealing with quests is still a manual system that I have to do. Unlike database changes, changes to quests *may* not get in every morning due to this.

Finally, this should make the issue where world freaks out and decides to chain crash after 2 days a non factor. The problem isn't fixed, but it shouldn't occur anymore with these daily reboots.

I am aware that daily reboots may completely break or open up certain events to exploit. Quest team members will work on the stuff they know about, but please report issues on the forums! Do not take advantage of these weaknesses. These changes will be good for the EQEmu community as a whole anyway, as most people do not have the resources to run a dedicated cluster like SOE can.

Also, please keep in mind that there still may be manual reboots during the day to patch the server code. While I could automate this as well, I would prefer to do it myself to ensure nothing goes wrong.

   Posted by: cavedude on Mon Jun 23 2008 at 10:43PM
ProjectEQ store
I felt it was about time to have some merchandise for the server. That way, people on the street can ask you about us, and you can explain how cool we are. ;) My friend Amber designed the logo, so she gets all of the credit for that. If anybody wants a product added not on there, PM me and I'll add it. Any profits will be considered donations to the server and treated as such. Here's the link:

http://www.cafepress.com/projecteq

You can see a larger version of the logo here: http://projecteq.net/peq.jpg Now I just need to figure out how to incorporate that into our site ;)

Enjoy!

   Posted by: cavedude on Mon Apr 21 2008 at 01:28PM
peqzone
Well, I can't deny the fact that opening up #peqzone lowered server load drastically. At peak times, we're talking a 400% drop in load. I attribute this to far fewer zones booting up and shutting down as people travel through them. In the past, there were times when as many as 45 zones were in a startup/shutdown procedure simultaneously, with another 50+ zones already up and over 120 players on. That's too much strain for any single machine (creating a cluster is not an option for us, we have limited rack space), regardless of specs. In addition to the fact that world builders can now work on the db at peak times, this also opens us up to possibly adding certain resource expensive options that have been ignored, such as the NPC anti-hopping code. Of course, lower server load also means less overall server lag. We had a full 30 player raid in VT over the weekend, and the players reported very little lag. That hasn't happened in some time. Of course there will still be lag, but for the most part server load can be taken out of the equation, which is a big step forward. So, the point is I've decided to leave #peqzone in permanently. There will be some limitations added however:

- Any zone that requires a key to enter will not be accessible through peqzone, even if you have the key. You'll need to port to a joining zone and use a traditional zone method to get in.

- hateplaneb and airplane will not be accessible through peqzone. - Buy the reagent and use the NPC in PoT.

- All PoP zones except poknowledge and potranquility will not be accessible through peqzone, even tier 1 zones. This is to ensure nobody finds a way to avoid doing the normal progression.

- Gloomingdeep is not accessible through peqzone. If under 10, use Arias. Otherwise, you don't belong there ;)

- Other zones such as soldungc and chardokb are not accessible because I am lazy, plain and simple.

- Any other zones players do not belong in (cshome, arttest, LDoN+ zones) are not accessible.

If anybody finds a zone they can enter and feel they shouldn't be able to, please PM me. Though, I think I got them all.

This will take effect with the reboot, coming up soon.

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