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Old 02-07-2009, 05:45 AM
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trevius
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LOL, after working on the client update position stuff over and over trying to figure out why what I was seeing wasn't matching up with what I was setting for the packet structure, it looks like I finally got it all working perfectly as far as I can tell. Apparently, the logs from the server can't always be trusted. It was telling me that the client was sending 36 byte packets for clientupdates, but it is actually sending 40. It was also re-arranging all of the blocks in the packet for some reason, which made working out the structure nearly impossible. Luckily, I just tried using the exact structure from ShowEQ around that time and it works flawlessly! I dunno what the logging is doing to cause me all of that trouble, but at least it works now

I am still working on getting zone commands to work. I think I can just redo the requestclientzonechange structure for SoF, but I need to figure out how to get the client's character name in the SoF.cpp encode for it. I have tried a few things, but none of them seem to work yet.

I am also still working on the ground spawn structure, because something is definitely wrong with it. Objects spawn about 100X bigger than they are supposed to. I have tried adjusting all of the unknown fields and none of them are making any difference, so I am guessing the known fields are probably ordered wrong or in the wrong place.

I also still need to narrow down a few more fields in the spawn structure, but that is mostly just cosmetic stuff like armor, tint, texture and size.

Something is still missing from the AA stuff that is keeping them from loading, but I think it should be sending them correctly, so I am guessing it is maybe just the list of AAs that isn't going out properly yet.

Most of the rest of the stuff to work on will probably be best to wait until items are working. I could start working on the action stuff for fighting, but without being able to load items, it will probably just keep causing crashes. Once items are working though, I don't think the action structures will be hard to get going.

The /who all related structures also need work, but I think I can probably figure that out by looking at EQLive packets. I just haven't checked that yet.
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Old 02-10-2009, 02:11 AM
KLS
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This will probably take a while to get working, I'm not sure on the size of the item struct... which will probably take a lot of time in itself. I think I've got the item header right though.

It's very tedious -.-.
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  #3  
Old 02-10-2009, 08:42 AM
janusd
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And yet, every time someone makes a post about progress, a hundred thousand voices cry out in bliss and tremors of joy.
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  #4  
Old 02-10-2009, 05:06 PM
leslamarch
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Quick question guys,
for the most part is this already enabled? I was going to check this out when I have time, Just was wondering if this is set to go with normal server compile or is something else needed to be defined before compile?
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  #5  
Old 02-10-2009, 07:07 PM
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trevius
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It is disabled on the SVN revisions for now by default. Mainly because we don't want everyone to try using it on public servers and causing zone crashes due to any unknown bugs. Once it is fairly bug free and complete, it will probably be enabled by default.

For now, you just have to edit the /common/patches/patches.cpp and uncomment the #define line at the top to enable SoF. Then compile and it should be enabled.
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Old 02-10-2009, 07:48 PM
leslamarch
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Quote:
Originally Posted by trevius View Post
It is disabled on the SVN revisions for now by default. Mainly because we don't want everyone to try using it on public servers and causing zone crashes due to any unknown bugs. Once it is fairly bug free and complete, it will probably be enabled by default.

For now, you just have to edit the /common/patches/patches.cpp and uncomment the #define line at the top to enable SoF. Then compile and it should be enabled.
Thanks trevius,
I hope i get time to mess with this coming up here, Your work on this has been amazing
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  #7  
Old 02-10-2009, 09:57 PM
KLS
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I'm going to remove the define next time I commit fyi, it's pretty pointless to have it in there. Any server op that finds a patch causes a problem or doesn't want a certain client to be able to connect can just remove the patch register line.

And in the same sense if you want it off by default just comment out the code that registers it.

btw I'm very lost on items atm (I really wish I had a packet log from this client).
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