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  #1  
Old 08-28-2010, 08:53 AM
Derision
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Is it a Wireless adapter ? Apparently some wireless adapters don't support promiscuous mode.

You could try going to Edit/Preferences, then clicking on Capture on the left hand site and then unticking 'Capture packets in promiscuous mode' on the right hand side. You don't need promiscuous mode in the case where you are running Wireshark on the same PC as Everquest.
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  #2  
Old 08-28-2010, 01:08 PM
Dylan1994
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that worked.. thanks
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  #3  
Old 09-14-2010, 10:26 PM
Dylan1994
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Just wondering on the eqextractor is there a way to get the AA's from live?
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  #4  
Old 09-15-2010, 02:36 PM
Derision
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Quote:
Originally Posted by Dylan1994 View Post
Just wondering on the eqextractor is there a way to get the AA's from live?
You can get some of the data.

The server does send the data that could be used to populate the altadv_vars table (except the AA name).

The aa_effects data (for passive effects) that is sent is only for the first rank of the AA (or the rank that the particular character you are capturing data for purchased).

Finally, the AA action data (for activated AAs) i.e. which spell to cast when you activate the AA, is not sent at all (until you activate them via a hotkey).

You can dump the AA data that is captured to a text file (Ctrl-A on the latest version), but from there you would need to manually create the database rows and figure out
yourself what aa_effect/aa_action rows are required to complete the implementation of a given AA.

Last edited by Derision; 09-15-2010 at 04:38 PM.. Reason: typo
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  #5  
Old 09-15-2010, 10:26 PM
Dylan1994
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Quote:
Originally Posted by Derision View Post
You can get some of the data.

The server does send the data that could be used to populate the altadv_vars table (except the AA name).

The aa_effects data (for passive effects) that is sent is only for the first rank of the AA (or the rank that the particular character you are capturing data for purchased).

Finally, the AA action data (for activated AAs) i.e. which spell to cast when you activate the AA, is not sent at all (until you activate them via a hotkey).

You can dump the AA data that is captured to a text file (Ctrl-A on the latest version), but from there you would need to manually create the database rows and figure out
yourself what aa_effect/aa_action rows are required to complete the implementation of a given AA.
Ill have to mess around with it.. I'm still new with using this whole eqextractor and still learning what it can. Do.. So, it'll take some time.
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  #6  
Old 09-16-2010, 07:58 PM
steve
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If it works with Beta, it would be a good place to get AA data, since there's an NPC that grants you around 2000aa to test with.
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  #7  
Old 12-16-2010, 10:05 PM
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provocating
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Is this still working, I tried tonight to use the extractor and got a "unsupported client" big red error message after reading my pcap file.
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  #8  
Old 12-17-2010, 02:44 PM
Derision
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The version on the source code SVN (2.2.9) works fine (I tested it last night). The compiled version in the download area on the SVN hasn't been updated for quite a while, so I have deprecated it.

You need Visual C# 2010 Express (freeware) to compile the source.
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  #9  
Old 12-17-2010, 03:01 PM
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provocating
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Yeah, I used the precompiled version. I will install from source then.
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  #10  
Old 12-21-2010, 11:42 AM
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provocating
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I am curious, on the notes for collecting it says to leave the zone as untouched as possible. Let's say you get aggro and kill a mob or two, what are the consequences ? Should you start over or wait for the mob to spawn again ? Just curious on this.
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  #11  
Old 12-21-2010, 01:57 PM
Derision
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Aggroing mobs has two consequences.

First, if you source in the collect, the pathing data will include the movement the mob made after it was aggroed.

Second, if you kill the mob and let it respawn, then the collect will include the data for both spawns of the mob and you will have duplicate data.

If it's just one or two mobs, I wouldn't worry about it. As I said in the other thread, the data produced by the collector is just your starting point for building a zone. Given you have to add all the loot, faction, fine-tune pathing etc, manually deleting a duplicate mob or two is not a big deal.
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  #12  
Old 12-21-2010, 01:59 PM
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Thanks for answering, I am still learning.

I will try to stay invisible and out of aggro range.
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  #13  
Old 02-03-2011, 06:03 PM
robinreg
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I know this was designed for everquest on PC due to opcodes. But is it possible to be able to do collects on EQMac? I was just curious since I am tempted to get a cheap mac to play on EQMac.
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  #14  
Old 02-03-2011, 06:35 PM
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Secrets
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Quote:
Originally Posted by robinreg View Post
I know this was designed for everquest on PC due to opcodes. But is it possible to be able to do collects on EQMac? I was just curious since I am tempted to get a cheap mac to play on EQMac.
Short answer: No.

Long answer: It uses a different packet protocol than 0.6.1 and later EQEmu clients. Even if you got it up and running, you would need a packet collector for the old version of EverQuest rather than the new client packet protocol. There's a few of them out there, but I can't think of any that would compile, let alone work on a mac. You would need a hub running linux to capture traffic.
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  #15  
Old 04-04-2011, 10:30 PM
sorvani
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PEQ changed website addresses last fall change your links from projecteq.net to peqtgc.com and they work.
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