ProjectEQ
A fan-based EverQuest Emulator Project
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Dragons of Norrath ReleaseThe Beginning [IMG] The Dragons of Norrath expansion was announced on January 11, 2005, and went live on February 15, 2005. The initial expansion announcement may be found here. The initial patch message may be found here. Download < PEQ Patch Files v11 > HERE What's Going On [IMG] [IMG] A series of events has transpired across the world of Norrath and the familiar faces of Firiona Vie and her nemesis Lanys T`Vyl return to find themselves at the forefront of these events. Unbeknownst...
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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
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
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 significant time to put this together and its been a long time coming.
PEQ is the first server to see this and it is now live through OOW zones!
We anticipate a few edge case issues here and there that we will have to work through, but for the most part it should be a very noticeable improvement to pathing, if anyone notices issues - PLEASE post them in this thread!
Thanks and enjoy!
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 significant time to put this together and its been a long time coming.
PEQ is the first server to see this and it is now live through OOW zones!
We anticipate a few edge case issues here and there that we will have to work through, but for the most part it should be a very noticeable improvement to pathing, if anyone notices issues - PLEASE post them in this thread!
Thanks and enjoy!
In 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 points to be used at the Discord vendor. Almars guide covers most of the evil missions but lacks a lot of emote information and NPC data. Posting the exact information thats on Almars guide would not help, we need more details. (Unless of course its a very basic mission)
How to Parse
Great resource for resist parsing: http://wiki.takp.info/index.php?title=Data_Collection#Resists
There is a learning curve to this, and it WILL take you some time to get in a groove. It's a lot of work, but it's also very rewarding. Now, we as the dev team would like to say that any and all help is welcomed.... however, this needs to be done CORRECTLY. I put it bluntly, if you're going to half ass this where we'll have to go back and fix it anyway, please just save yourself the time and effort. We need people that are going to be OCD about collecting the data and make sure it's right. For instance, I've spent about 6 hours so far on just TRASH for the first DoN zone(Broodlands), and I'm still not done.
So! If this seems like your cup of tea, join us in discord and we'll get you going!
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 points to be used at the Discord vendor. Almars guide covers most of the evil missions but lacks a lot of emote information and NPC data. Posting the exact information thats on Almars guide would not help, we need more details. (Unless of course its a very basic mission)
How to Parse
- Video parsing is great for recollection
- Keep '/log on' on at all times
- Gamparse is a great parsing tool (requires '/log on' to be on)
- Keep track of certain emotes / events that happen and document all the data
- For named, please gather NPC data such as HP, min-max dmg, special abilities (rampage, flurry), attack delay, resists.
Great resource for resist parsing: http://wiki.takp.info/index.php?title=Data_Collection#Resists
There is a learning curve to this, and it WILL take you some time to get in a groove. It's a lot of work, but it's also very rewarding. Now, we as the dev team would like to say that any and all help is welcomed.... however, this needs to be done CORRECTLY. I put it bluntly, if you're going to half ass this where we'll have to go back and fix it anyway, please just save yourself the time and effort. We need people that are going to be OCD about collecting the data and make sure it's right. For instance, I've spent about 6 hours so far on just TRASH for the first DoN zone(Broodlands), and I'm still not done.
So! If this seems like your cup of tea, join us in discord and we'll get you going!
Hey 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
If you need help or have questions, respond to this thread and one of the PEQ Team can help you out!
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
If you need help or have questions, respond to this thread and one of the PEQ Team can help you out!
A lot has been accomplished in the past few years, here are a bunch of the major updates:
Server
Server
- New data center, new hardware, increased server stability
- New Suite of admin tools for better management and faster fixes
- Forums revamped
- Netcode rewritten, performance greatly improved
- No visual ghosting, disconnecting on zone: better for slow net/long distance players
- Fixes to mob pathing and Z axis – rarely get underground mobs etc
- Combat System rewritten for live-like accuracy
- RoF2 client fully supported, and now preferred - huge upgrade over Titanium/UF
- Bonus experience weekends like live
- New bug reward system and prizes
- All zones available through Omens of War
- All raid content (except for a few LDON raids) available through Omens of War
- LDON Raids, Txevu, Tacvi, MPG Trials, Anguish added since 2016
- All epic 1.0, 1.5, 2.0 available (1.5 prequests partially complete)
- Thousands of hours of parsing and accuracy improvements
- Classic, kunark, luclin, velious, PoP, GoD, OoW completely revamped with updated mob stats, spells , loot tables , etc to be era accurate
- Many encounters updated or rewritten to be more accurate
- New navmesh pathing system implemented for all zones
- Auras implemented
Join us on the Discord app to chat or report issues. #peq-public channel
Use the link on the left to get started
Use the link on the left to get started
It appears we have resolved the issue that was causing intermittent issues of logging in and disconnects.
We've created DDOS mitigation exemptions to the types of traffic that the EverQuest protocol operates to reduce false positives getting flagged and have confirmed the intermittent login/desync issue has been resolved.
If any other issues persist, please seek your servers forums or Discord channel for help.
Thank you for your patience and understanding.
We've created DDOS mitigation exemptions to the types of traffic that the EverQuest protocol operates to reduce false positives getting flagged and have confirmed the intermittent login/desync issue has been resolved.
If any other issues persist, please seek your servers forums or Discord channel for help.
Thank you for your patience and understanding.
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