ProjectEQ
A fan-based EverQuest Emulator Project
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Plane of Time Revamp Now LiveOverdue but not overdone. Plane of Time has received a much needed overhaul to be in line with accuracy of the event mechanics and to utilize the newer Dynamic Zone system that hgtw implemented a few years ago. This also closes up a few exploits that existed with the older implementation of the Plane of Time. Full DZ Support with Proper checks for each stage Phase 1 has proper shadowed bosses if you return after 12 hours to continue and are required to complete phase 1 again. These bosses...
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DZ / Expedition System Go LiveI am excited to announce that @ 1AM CST, the server will be going down to install the DZ / Expedition system that has been under heavy development by @hg (ProjectEQ community member) for over half a year and has gone through extensive testing on the ProjectEQ Sandbox Test server. The server should be down for 30 minutes maximum EDIT: We are now live! The DZ / Expedition system was introduced originally during Gates of Discord and then back ported into earlier content such as Plane of Time....
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PEQ Server Migration and UpdateAs noted in previous threads; ProjectEQ has undergone a server migration, a hardware upgrade as well as an entire tech stack upgrade. ProjectEQ now entirely runs on containerized technology This will help us in preparation for some future plans to be announced within the next few months Highlights No more server reboots, we will be keeping the server online as long as need (or until we need to reset or reload content) Zone times should be much faster Server response times overall should...
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Navmesh Live!PEQ now has Navmesh pathing Live from Classic expansion all the way through PoP. Pathing behavior should be far more intelligent, NPC's will round corners, go up stairs, go through a door versus making a straight line path to the player. Imagine the NPC is now aware of the terrain, it will use the terrain tiles to make decisions on the shortest path to its destination (the player or target it is engaged to) Navigation mesh technology is used in most modern game engines, KLS has put in...
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Dragons of Norrath Under DevelopmentIn case anyone was wondering, YES, we are currently working on the Dragons of Norrath expansion! Right now we are very much in the data gathering phase. If you've thought about getting involved in the continued development and expansion of this server, nows the time! We are looking for anyone willing to run the DoN group missions on live or test server and write up/parse the details of the mission. If your information is beneficial to the creation of the expansion, you will be awarded...
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Magelo Signatures EnabledHey everyone! As you've noticed we've done some housekeeping lately with the website. Quick update regarding Magelo, the signature feature is now turned on and can be used in forum signatures etc. Magelo Signature Builder: http://projecteq.net/magelo/signaturebuilder.php [IMG] If you need help or have questions, respond to this thread and one of the PEQ Team can help you out!
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Join us on DiscordJoin us on the Discord app to chat or report issues. #peq-public channel Use the link on the left to get started
I am excited to announce that @ 1AM CST, the server will be going down to install the DZ / Expedition system that has been under heavy development by @hg (ProjectEQ community member) for over half a year and has gone through extensive testing on the ProjectEQ Sandbox Test server. The server should be down for 30 minutes maximum
EDIT: We are now live!
The DZ / Expedition system was introduced originally during Gates of Discord and then back ported into earlier content such as Plane of Time. More info here and here
ProjectEQ testing thread here
Expedition(s) Implemented
Various members of the community have started on implementations of the below, once the dust has settled on the update the team will look at getting the following back ported to use the system
Quest Changes link
Server Changes link
The ProjectEQ Team
EDIT: We are now live!
The DZ / Expedition system was introduced originally during Gates of Discord and then back ported into earlier content such as Plane of Time. More info here and here
ProjectEQ testing thread here
Expedition(s) Implemented
- Barindu Sewer Expeditions x4
- Vxed
- Tipt
- Ikkinz Group Trials 1-3
- MPG Group Trials x6
- MPG Raid Trials x6
- Dranik Catacombs x3
- Dranik Sewers x3
- Dranikscar Hollows x3
- LDON (everfrost x1 mirb) (rewritten)
- LDON (ecommons x2 rujd, rujg)
- LDON (butcher x1 mmcc)
- LDON (South Ro x2 guke, gukg)
- Rogue 1.5 Epic (oasis -- hateplaneb)
- Rogue 2.0 Epic (natimbi -- mirb)
- Paladin 2.0 Epic (natimbi -- dranikhollowsc)
- Paladin 2.0 Epic (felwithe -- mmcc)
- Paladin 1.5 Epic (nedaria -- dranikcatacombsa)
Various members of the community have started on implementations of the below, once the dust has settled on the update the team will look at getting the following back ported to use the system
- Plane of Time
- GoD Raids (ikkinz 1-4, uqua, qvic, etc)
Quest Changes link
Server Changes link
The ProjectEQ Team
FYI: PEQ database dumps have been moved!
You can now find them at http://db.projecteq.net/ which will contain archives for the past 30 days and 1 archive for each month from now on. This will be generated at 3AM CDT every day
The latest dump can always be found here http://db.projecteq.net/latest
The EQEmu server installer; and any other utility that depended on this for bringing in the base database will need to be updated to conform to the new dump format as seen below
File Structure
You can now find them at http://db.projecteq.net/ which will contain archives for the past 30 days and 1 archive for each month from now on. This will be generated at 3AM CDT every day
The latest dump can always be found here http://db.projecteq.net/latest
The EQEmu server installer; and any other utility that depended on this for bringing in the base database will need to be updated to conform to the new dump format as seen below
File Structure
Code:
./create_all_tables.sql ./create_tables_content.sql ./create_tables_login.sql ./create_tables_player.sql ./create_tables_queryserv.sql ./create_tables_state.sql ./create_tables_system.sql ./drop_all_tables.sql ./drop_tables_content.sql ./drop_tables_login.sql ./drop_tables_player.sql ./drop_tables_queryserv.sql ./drop_tables_state.sql ./drop_tables_system.sql
Magelo forum signatures that still had peqtgc.com in the URL were mass-replaced with projecteq.net so that they continue to show up properly
As noted in previous threads; ProjectEQ has undergone a server migration, a hardware upgrade as well as an entire tech stack upgrade. ProjectEQ now entirely runs on containerized technology
This will help us in preparation for some future plans to be announced within the next few months
Highlights
If you have not had a chance to update your Loginserver host and you primarily use ProjectEQ's Loginserver to login, make sure you update your eqhost.txt file to point to
If anyone notices anything broken out of the ordinary please feel free to respond in thread
Enjoy!
The ProjectEQ Team
This will help us in preparation for some future plans to be announced within the next few months
Highlights
- No more server reboots, we will be keeping the server online as long as need (or until we need to reset or reload content)
- Zone times should be much faster
- Server response times overall should definitely be noticeably snappier
- Web tools are hooked back up
If you have not had a chance to update your Loginserver host and you primarily use ProjectEQ's Loginserver to login, make sure you update your eqhost.txt file to point to
Code:
[LoginServer] Host=login.projecteq.net:5999
Enjoy!
The ProjectEQ Team
Because I do not have the ability to adjust the peqtgc.com domain, I've switched us over to www.projecteq.net which is ironically the domain we used quite some time ago
You may need to log back in to get your password managers to pick up on the site properly
To avoid future issues, please update your PEQ loginserver eqhost.txt to
Thanks everyone
Akk and the PEQ Team
You may need to log back in to get your password managers to pick up on the site properly
To avoid future issues, please update your PEQ loginserver eqhost.txt to
Code:
[LoginServer] Host=login.projecteq.net:5999
Akk and the PEQ Team
Greetings PEQ!
Today we've pushed some Network code improvements that have been tested on a few other servers before landing onto PEQ today. If you notice any issues out of the norm please respond in thread.
Today we've pushed some Network code improvements that have been tested on a few other servers before landing onto PEQ today. If you notice any issues out of the norm please respond in thread.
Greetings PEQ!
With our 800-900 population count as of recent I've bumped up some server resources with a little bit more memory allocated to PEQ. We've also bumped up the amount of dynamic zones (100) so we should run into that a little less frequently as well.
NPC Movement Overhaul
Recently, we landed massive changes to pathing logic with NPC's that took a while to iron out but it has been an immensely positive addition to the EQEmu server core. With that, it's made us realize how much some related functionality needed to be addressed and that involves NPC movement logic. We've been needing to address NPC movement logic for years as it has been fragmented and inconsistent all over the code which has made fixing actual movement related issues a nightmare. There are many other technical things that we can go into about it but the important part is that it is much improved! Special thanks to KLS for putting in a lot of work to make this happen
Thanks!
The PEQ Team
With our 800-900 population count as of recent I've bumped up some server resources with a little bit more memory allocated to PEQ. We've also bumped up the amount of dynamic zones (100) so we should run into that a little less frequently as well.
NPC Movement Overhaul
Recently, we landed massive changes to pathing logic with NPC's that took a while to iron out but it has been an immensely positive addition to the EQEmu server core. With that, it's made us realize how much some related functionality needed to be addressed and that involves NPC movement logic. We've been needing to address NPC movement logic for years as it has been fragmented and inconsistent all over the code which has made fixing actual movement related issues a nightmare. There are many other technical things that we can go into about it but the important part is that it is much improved! Special thanks to KLS for putting in a lot of work to make this happen
- NPC's should now smoothly path between source and destination, rather than "skipping" all over the place between path points and sending sometimes several position updates, there should only be one update until NPC changes heading or speed
- NPC pathing during flee and fear should be far improved
- NPC pathing inside of water should be far improved
- NPC transitions between water and land should now be seamless
- NPC transitions over verticals (hills) should be smoother as well
- NPC "Stuck" logic during path finding should be improved
Thanks!
The PEQ Team
Uleat's work to add top inventory level slots 9 and 10 went in last night for PEQ only.
This is the code that was rolled out on the PEQ test server for the past few weeks.
If you notice any abnormalities, feel free to report them inline in this thread.
Download updated MQ+E3 to use these slots with macro
This is the code that was rolled out on the PEQ test server for the past few weeks.
If you notice any abnormalities, feel free to report them inline in this thread.
Download updated MQ+E3 to use these slots with macro
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