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Forum: Archive::General Discussion 01-23-2003, 10:07 AM
Replies: 7
Views: 2,794
Posted By Joolz
Too much bitchin'. Locked.

Too much bitchin'. Locked.
Forum: Archive::General Discussion 01-23-2003, 10:06 AM
Replies: 12
Views: 3,686
Posted By Joolz
This thread is dead.

This thread is dead.
Forum: Archive::News 01-17-2003, 10:47 PM
Replies: 7
Views: 3,198
Posted By Joolz
To be honest. How can anyone ban you for...

To be honest. How can anyone ban you for monitoring traffic on YOUR OWN network for 'auditing' purposes. Most ISPs capture packets to debug problems on the network... So are you saying that people on...
Forum: Archive::News 01-17-2003, 10:38 PM
Replies: 15
Views: 6,105
Posted By Joolz
The new patch again!

So, EQEmu is now two patches behind the Live servers. We ARE working on it. They have enable packet grouping, this isn't a problem in itself. However, it looks like the client is also doing...
Forum: Archive::News 01-14-2003, 09:36 PM
Replies: 7
Views: 3,198
Posted By Joolz
Call to arms!

Ok, a new Packet Collector is not likely, but that doesn't matter. I need you guys out there to packet collect EVERYTHING you can with the current Packet Collector and then be super descriptive about...
Forum: Archive::Development 01-14-2003, 12:52 AM
Replies: 8
Views: 3,807
Posted By Joolz
And please don't post in Red... Red on blue...

And please don't post in Red... Red on blue really doesn't go well on a CRT screen!
Forum: Archive::Development 01-10-2003, 07:04 PM
Replies: 16
Views: 7,781
Posted By Joolz
I did think that what I said was simple to...

I did think that what I said was simple to understand. Although do understand that we do need to start the structs from scratch :(
Forum: Archive::News 01-10-2003, 07:08 AM
Replies: 3
Views: 2,476
Posted By Joolz
Update on new developments

The new patch is a pain. The new compressed packet structure envolved a bit of a major shakeup of how we process packets. So that's all fixed now. The CVS version of World works now.

However, the...
Forum: Archive::Development 01-10-2003, 06:01 AM
Replies: 16
Views: 7,781
Posted By Joolz
I'm porting the structure changes now... This...

I'm porting the structure changes now... This will be a new emulator.. + when the new emulator comes out... the old version of EQ will NOT NOT NOT work with it.
Forum: Archive::Development 01-09-2003, 11:14 PM
Replies: 1
Views: 2,828
Posted By Joolz
Forum: Archive::Development 01-09-2003, 09:19 PM
Replies: 16
Views: 7,781
Posted By Joolz
Reality check! Done it.... I now have logging in...

Reality check! Done it.... I now have logging in working on the new EQEMU... I will check changes in tonight when I get home from work.

Shame no one really helped me... But at least I got it done.
Forum: Archive::Development 01-09-2003, 09:09 PM
Replies: 16
Views: 7,781
Posted By Joolz
As correctly pointed out, its a login packet......

As correctly pointed out, its a login packet... but, where is the opcode header etc? Good question!
Forum: Archive::Development 01-09-2003, 09:00 AM
Replies: 16
Views: 7,781
Posted By Joolz
They did use zlib... If you decompress the above...

They did use zlib... If you decompress the above packet, you get:


So... what does that mean? There's no recognisable opcodes... (this is the first packet sent by the client to the server)
Forum: Archive::Development 01-09-2003, 07:46 AM
Replies: 16
Views: 7,781
Posted By Joolz
And... here we go! So, ladies.......

And... here we go!



So, ladies.... compressed... HOW? Its bugging me now... I can't get zlib to do 'jack':

Client::Process()


case 0x7642:{
Forum: Archive::General Discussion 01-09-2003, 03:00 AM
Replies: 5
Views: 2,537
Posted By Joolz
Also, we are finding that more and more use can...

Also, we are finding that more and more use can be made from ShowEQ with some minor modifications to do more reliable packet collecting.
Forum: Archive::Windows Servers 01-09-2003, 02:15 AM
Replies: 6
Views: 3,986
Posted By Joolz
Unknown opcodes.... you've patched

Unknown opcodes.... you've patched
Forum: Archive::Development 01-08-2003, 03:20 AM
Replies: 16
Views: 7,781
Posted By Joolz
New Patch Changes!

From the nice guys at ShowEQ:



What does this mean for us? Well, we HAVE to implement the 16 bit to 32 bit transitions. That shouldn't take us too long.

As for the new opcode... well......
Forum: Archive::Database/World Building 01-07-2003, 02:51 AM
Replies: 7
Views: 3,892
Posted By Joolz
Agreed. A world building team would be a good...

Agreed. A world building team would be a good idea. With all those nice tools, hey Trumpcard :)
Forum: Archive::Development 01-07-2003, 01:26 AM
Replies: 40
Views: 18,549
Posted By Joolz
You could also use wxWindows. Which is properly...

You could also use wxWindows. Which is properly open source rather than Trolltech's 'You can have the sourece forever, we promise' stuff.
Forum: Archive::Development 01-07-2003, 01:22 AM
Replies: 7
Views: 3,710
Posted By Joolz
Without the cfg file, nothing will work.

Without the cfg file, nothing will work.
Forum: Archive::Bugs 01-07-2003, 01:21 AM
Replies: 5
Views: 3,795
Posted By Joolz
You could always check that its not a spawn by...

You could always check that its not a spawn by looking in ShowEQ?
Forum: Archive::Development 01-06-2003, 12:59 AM
Replies: 5
Views: 5,371
Posted By Joolz
All you have done is split the if statement into...

All you have done is split the if statement into little bits. The cascading down routine is probably more in-efficient than the long if-then-else.
Forum: Archive::Development 01-05-2003, 11:49 PM
Replies: 4
Views: 3,205
Posted By Joolz
Then just do snbuff[snl] = 0;

Then just do snbuff[snl] = 0;
Forum: Archive::Development 01-05-2003, 06:33 PM
Replies: 4
Views: 3,205
Posted By Joolz
The 000's MUST be there. Well it should be 00...

The 000's MUST be there. Well it should be 00 (Hogie changed it in the next release). Never remove them. Otherwise, things won't work properly. (Like horses etc.)
Forum: Archive::Development 01-05-2003, 08:45 AM
Replies: 0
Views: 3,570
Posted By Joolz
Little Optimization

in EQNetwork.cpp... change EQNetworkServer::RecvData to this:

Its only a little swap around, but should make new connections on high load servers handle better. Also, keeps the memory footprint...
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