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Search Engine Spider Emulation

Description:EQEmulator is an open-source Everquest emulation project for creating custom Everquest servers.
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Most users ever online was 1,779, 07-11-2016 at 10:30 AM.
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Welcome to the Everquest Emulator, An Open Source project committed to providing Custom Everquest Servers.
If you are looking to play on an EQEmulator Server, try our Getting Started Wiki Guide.
Net Neutrality
Jul 13, 2017 - 12:59 PM - by Akkadius
As some of you may know, a lot of websites have been touting awareness for Net Neutrality. This is a huge topic that affects us all and threatens much of the freedoms that we enjoy on the internet.
If you want to take action regarding this or simply educate yourself on what Net Neutrality is and what politics are trying to do to threaten Internet freedoms, you can read up on it here:
Feel free to discuss
15 Replies | 546 Views
EQEmu Server Update Framework FYI
May 04, 2017 - 5:11 PM - by Akkadius
Just wanted to make folks aware before they get freaked out about seeing some error messages.
The Windows installer has been updated to comply with all of the recent server changes to make the installation experience as smooth as possible.
The update handler also will update and throw some errors when you run world next because of the way things will update. This only affects Windows users.
Run world once or twice and it will clear up the issues in the update framework.
Windows should also be faster with handling installations and no longer have issues with intermittent hanging when doing updates or anything of the sort.
Thanks everyone
1 Reply | 1,029 Views
Recent Source and CMAKE Changes - FYI
Apr 19, 2017 - 4:40 PM - by Akkadius
If you're have issues compiling, keep in mind the following information.
- Windows: You need Visual Studio 2015 or later
- Linux: You need GCC 4.8 or later
- You will need to download new dependencies: and add them to your dependencies folder for your respective build type (x86 or x64) (Windows)
Make sure you're running a recent version of CMAKE. Delete Cache, Configure and Generate. You should have no issues building after that point.
20 Replies | 1,843 Views
Netcode Update
Apr 18, 2017 - 1:06 PM - by Akkadius
Just wanted to make a quick update regarding the latest massive change to the Emulator source. Thanks Mackal/demonstar for making the original post to let users know.
KLS has spent close to a year working on a massive revamp of the EQEmu base netcode. After a recent onslaught of testing and ironing out some of the latest issues, it's been stable on PEQ for several days. It has been merged into the master EQEmu branch as of a few nights ago.
This netcode overhaul includes much cleaner and manageable code, many optimizations, far more robust, leaner (takes far less CPU) and has been needed for a long time.
In the changelog there are a few notable changes that you will need to make in your environment if you choose to make this update.
In your eqemu_config.xml you will need to make some changes. To connect to a Loginserver using older netcode such as the EQEmu Loginserver, you will need to add a 'Legacy' XML tag:
If you use the telnet server embedded in the World server, you will need to make the following adjustments to your world config:
These defaults have also been changed in the 'Akka Installer', you can see them here:
For more information, see the changelog:
If you have any questions, you can post them in this thread, otherwise please give a huge thanks to KLS for putting in the time for this!
3 Replies | 1,106 Views
Linux Installers amp; Github Readme Updated amp; EQEmu Server Management Framework Overhaul
Sep 12, 2016 - 2:40 AM - by Akkadius
Hello everyone.
Have quite a few different things to announce in a quick news post here. A lot of time has been put into these things.
We now have standardized installers for the following Linux Distributions:Ubuntu
The install script can be found here:
Thanks N0ctrnl for assisting in getting some of these other platforms supported in the installer. Thanks to those in the coders channel that have assisted in testing installations in effort to make things simplified and easier to install/manage overall.
Github Read Me has been Updated
You will find that the Github Readme has had a few things added to it
Read up on the Massive EQEmu Server Management framework overhaul:
Post comments and questions below.
22 Replies | 10,461 Views
EQEmu Considering Deprecating Clients
Aug 24, 2016 - 2:31 PM - by Akkadius
Due to a variety reasons, we've been considering deprecating all game clients up to the Rain of Fear clients.
This means that the following clients would no longer be maintained in the main server code:Titanium
Maintainability being one of the biggest reasons, another large reason is because of having to hack server code heavily which introduced a large amount of complexity in trying to implement new inventory code.
This also would forces players on all servers to be on a newer version of code.
We would branch our code into a Github branch to a frozen state where all clients work, but further features and implementations would only support RoF+ clients.
I would like to extend this discussion into a thread for players and server operators to chime in on.
Again, this is nothing final, but bringing the discussion public for all to chime in on.
We've briefly discussed this in coders and would like to see others feedback.
127 Replies | 19,431 Views
EQEmu Has Gone Discord
Aug 10, 2016 - 3:27 PM - by Akkadius
Hello all, our coders channel has been trying out discord and we are loving it so far (most of us, change can be hard sometimes)
I am extending this invitation out to the public to the EQEmu "general" chat channel.
We're looking at adding channels and things over time as people become familiar with it.
Here is an invite link:
See you there!
0 Replies | 4,120 Views
Implement extra spell gems
Jul 31, 2016 - 5:31 PM - by demonstar55
EQEmu will now allow each client to use their maximum spell gems.
Those limits:
Tit: 9
SoF: 9
SoD: 10
UF: 12
RoF: 12
RoF2: 12
I still need to handle cleaning up the extra spell gems for when one goes to an older client, but for most players this should just work.
See the changelog for more details.
4 Replies | 4,814 Views
Zone MMF Files
Jul 28, 2016 - 10:57 PM - by Uleat
A memory-mapped file feature has been added to zone maps.
This feature should alleviate some wasted memory in the map loading process and quicken zone boot-up times by a percentage.
(Actual benefit will vary depending hardware, zone size, etc...)
Please consider using this option as experimental for the time being.
36 Replies | 8,920 Views
Mob Pathing Issues and High CPU Usage
Jul 09, 2016 - 12:53 PM - by Uleat
There is a fix in the git repository for an issue where a zone's roaming mobs will path upon start-up, then stop.
This is usually accompanied by high cpu usage.
To fix this issue, just pull in the latest code, recompile and move the new binaries to your server directory.
Anyone running older/custom code will want to evaluate whether this fix affects their server and apply the fix manually.
1 Reply | 2,180 Views
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