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Support::Packetcollector Any PacketCollector related problems or questions should be posted here. |

06-10-2010, 02:08 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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I've started refactoring the code to (amongst other things) make it easier to support multiple patch versions concurrently, for when a patch does break it,
and I don't really want to make any other changes until I've finished and tested it thoroughly.
In the meantime, you can check for merchants who you haven't collected data for with this SQL
Code:
select id, name from npc_types where id >= 383000 and id <=383999 and class = 41 and merchant_id = 0;
changing 383000 and 383999 to the start and end ids of the NPCs of the zone you are interested in.
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06-10-2010, 03:23 PM
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Discordant
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Join Date: Jan 2002
Posts: 305
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I'll just wait for you to add it in... I'm not currently running my own server so don't have the ability to check.
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06-11-2010, 11:55 AM
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Discordant
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Join Date: Jan 2002
Posts: 305
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Found a bug using v1.9.
If a merchant only sells one item, it is not getting recorded in the sql generated. It just lists nothing for him in the generated sql.
Broker Fahaar in sharvahl only lists 'Wedding Band', but it's not recorded in the generated sql.
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06-11-2010, 12:35 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by steve
Found a bug using v1.9.
If a merchant only sells one item, it is not getting recorded in the sql generated. It just lists nothing for him in the generated sql.
Broker Fahaar in sharvahl only lists 'Wedding Band', but it's not recorded in the generated sql.
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The reason the Wedding Bands he sells is not being recorded is because he only has a quantity of 5 in stock. To distinguish between proper merchant items and items that
players have sold to them, the extractor only includes items that the merchant has an infinite supply of (quantity of -1 in the item packet).
I don't really know of a way to fix this without including all items that players have sold to mechants.
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06-11-2010, 01:21 PM
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Discordant
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Join Date: Jan 2002
Posts: 305
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Maybe an option to include them? In a lot of older zones that I've been collecting in, there's been nothing on the merchants whatsoever since the zones are hardly used.
Include them in the SQL dump, but have them commented out and then when sourcing, the person could uncomment any lines he did want imported.
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06-11-2010, 05:06 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Ive posted the newest PEQ database up that has the output of this tool merged in. Most (but not all) of the zones supported by SoD are now spawned, with doors, objects, etc.
Also, Gaeorn wrote a tool to parse EQTrader's merchantlist data and dump it to SQL compatible with our system. I've posted the SQL output of that script on the SVN also. Beeping and warnings are normal while sourcing so pay them no mind. Overall, I've found EQTraders has very high accuracy, but I have found missing/extra items on a couple of vendors so it is not 100% perfect. Still in my mind it's a nice shortcut to fill in missing gaps so we don't have to go around to every merchant in the game when collecting  Of course, backup your current merchantlist table before running this especially if you have custom merchants, as it may overwrite existing IDs.
Both can be had here: http://code.google.com/p/projecteqdb/downloads/list
Edit: I should mention if you are just running a stock PEQ database, then there is no need to source the merchantlists. They have already been merged with the newest database version.
Last edited by cavedude; 06-11-2010 at 05:27 PM..
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06-14-2010, 02:31 PM
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Sarnak
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Join Date: Dec 2009
Posts: 42
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Quote:
Originally Posted by cavedude
Ive posted the newest PEQ database up that has the output of this tool merged in. Most (but not all) of the zones supported by SoD are now spawned, with doors, objects, etc.
Also, Gaeorn wrote a tool to parse EQTrader's merchantlist data and dump it to SQL compatible with our system. I've posted the SQL output of that script on the SVN also. Beeping and warnings are normal while sourcing so pay them no mind. Overall, I've found EQTraders has very high accuracy, but I have found missing/extra items on a couple of vendors so it is not 100% perfect. Still in my mind it's a nice shortcut to fill in missing gaps so we don't have to go around to every merchant in the game when collecting  Of course, backup your current merchantlist table before running this especially if you have custom merchants, as it may overwrite existing IDs.
Both can be had here: http://code.google.com/p/projecteqdb/downloads/list
Edit: I should mention if you are just running a stock PEQ database, then there is no need to source the merchantlists. They have already been merged with the newest database version.
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Sweet, thanks Cavedude and everyone else!!! Great work!!
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07-20-2010, 12:57 AM
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Fire Beetle
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Join Date: Mar 2008
Posts: 3
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Can anyone use this to update cshome?
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08-28-2010, 12:31 AM
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Fire Beetle
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Join Date: Aug 2010
Posts: 25
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Could someone please tell me how to set up EQExtracter so that i am able to use it... For some reason im am unable to get it to work.... Help would be appreciated
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08-28-2010, 12:43 AM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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One thing I did notice Derision since I started doing a few more dumps, in zones like Gyrospire most noticeably... The doors are four pieced like Plane of Time. So when you click the door pieces they all go up vertically, when they are supposed to criss cross outwards to give the 'mechanic' feel. Now I know that you can't reproduce the walk-up opening of all 4 pieces of the door unless you forcedooropen but if its something that can be fixed in how the packets are decoded I am just pointing it out, no big deal.
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08-29-2010, 02:32 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Akkadius
One thing I did notice Derision since I started doing a few more dumps, in zones like Gyrospire most noticeably... The doors are four pieced like Plane of Time. So when you click the door pieces they all go up vertically, when they are supposed to criss cross outwards to give the 'mechanic' feel. Now I know that you can't reproduce the walk-up opening of all 4 pieces of the door unless you forcedooropen but if its something that can be fixed in how the packets are decoded I am just pointing it out, no big deal.
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If you want to email me the .pcap for Gyrospire, I'll take a look at it.
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08-30-2010, 11:22 AM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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I wrote the following little player.pl for GyrospireB to open all pieces of the doors at once. The doorids are from the latest PEQ database, but I guess they should
be the same if you build the zone yourself from the extractor output:
Code:
#
# quests/gyrospireb/player.pl
#
# Script for opening all parts of the four part doors when a player clicks on any part.
#
sub EVENT_CLICKDOOR
{
@multipartdoors = ([58, 59, 60, 61], [62, 63, 64, 65], [66, 67, 68, 69], [70, 71, 72, 73], [78, 79, 80, 81],
[82, 83, 84, 85], [86, 87, 88, 89], [90, 91, 92, 93], [94, 95, 96, 97], [98, 99, 100, 101],
[102, 103, 104, 105], [106, 107, 108, 109], [110, 111, 112, 113], [120, 121, 122, 123],
[125, 126, 127, 128], [129, 130, 131, 132], [133, 134, 135, 136], [137, 138, 139, 140],
[141, 142, 143, 144]);
for $row ( @multipartdoors )
{
if(($doorid >= @$row[0]) && ($doorid <= @$row[3]))
{
for $d ( @$row)
{
if($d != $doorid)
{
quest::forcedooropen($d);
}
}
return;
}
}
}
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08-30-2010, 11:51 AM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by Derision
I wrote the following little player.pl for GyrospireB to open all pieces of the doors at once. The doorids are from the latest PEQ database, but I guess they should
be the same if you build the zone yourself from the extractor output:
Code:
#
# quests/gyrospireb/player.pl
#
# Script for opening all parts of the four part doors when a player clicks on any part.
#
sub EVENT_CLICKDOOR
{
@multipartdoors = ([58, 59, 60, 61], [62, 63, 64, 65], [66, 67, 68, 69], [70, 71, 72, 73], [78, 79, 80, 81],
[82, 83, 84, 85], [86, 87, 88, 89], [90, 91, 92, 93], [94, 95, 96, 97], [98, 99, 100, 101],
[102, 103, 104, 105], [106, 107, 108, 109], [110, 111, 112, 113], [120, 121, 122, 123],
[125, 126, 127, 128], [129, 130, 131, 132], [133, 134, 135, 136], [137, 138, 139, 140],
[141, 142, 143, 144]);
for $row ( @multipartdoors )
{
if(($doorid >= @$row[0]) && ($doorid <= @$row[3]))
{
for $d ( @$row)
{
if($d != $doorid)
{
quest::forcedooropen($d);
}
}
return;
}
}
}
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Derision sir,
Damn good job. Sorry I didn't get back to you earlier...
If you don't mind me asking, what else do you have left for Shared Tasks, and is there anything that I can try to do to assist you with it.
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08-28-2010, 05:14 AM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Dylan1994
Could someone please tell me how to set up EQExtracter so that i am able to use it... For some reason im am unable to get it to work.... Help would be appreciated
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You need to install the .NET Framework 4 from Microsoft first, I think this is the right link: http://www.microsoft.com/downloads/d...displaylang=en
After that, install Wireshark http://www.wireshark.org/download.html
And finally download EQExtractor2 http://projecteqemu.googlecode.com/f...actor2-211.rar and use Winrar to extract the files into a folder of your choosing.
To capture packets for a zone you are interested in, get your character to that zone and then camp to character select.
Start Wireshark and in the Capture/Interface List on the left hand side, click on the name of the network interface that you are using to connect to the Internet.
Back in your Live EQ client, enter the zone. If you just want to collect spawns, you can stop the Wireshark capture as soon as your character appears in the world. To collect pathing, just sit around for a while, or if you want to collect merchant inventory, move around the zone clicking on merchants.
When you are done, in Wireshark, select Capture/Stop then File/Save As to save the captured packets into a .pcap file.
Fire up EQExtractor2, select File/Load PCAP (or press CTRL-L) and select the .pcap file you saved in the previous step.
You should get a message that the client version that was used to make the .pcap was recognised and also the name of the zone you where in.
Next, select File/Generate SQL (or Ctrl-S) and then on the next screen click on the Generate SQL button and give it a file name to save the generated SQL.
You can then use the mysql command prompt or Navicat or whatever, to source this into your database, however be aware that the generated SQL may delete data already in your database.
If you still can't get it to work, let me know what error messages, etc, you are seeing. With the latest EQExtractor2 version, pressing Ctrl-D will bring up a sort of debug-window which may have more detail of what went wrong.
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08-28-2010, 08:40 AM
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Fire Beetle
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Join Date: Aug 2010
Posts: 25
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its now saying The capture ession could not be initiated (Failed to set hardware filter topromiscuous mode). please check that "\Device\NPF_{E0FE483E-2611-47B2-8A77-C89F7F08CDDC}" is the proper interface.
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