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

06-02-2010, 03:40 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
Derision I sent you my entire collection, the same link I sent to Cavedude. At your Gmail account.
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Thanks. Much appreciated 
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06-02-2010, 03:48 PM
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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
Thanks. Much appreciated 
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No sir, thank you, this is amazing, and I can do so so much with this, even though my server content is usually from scratch. And this greatly helps the entire community in any of their efforts.
EDIT: BTW your new compile is erroring out MYSQL syntax:
This is one of two that I have encountered, the same error as followed:
Quote:
UPDATE zone set fog_density = 0.33 WHERE zoneidnumber = 342;
[Err] 1054 - Unknown column 'fog_density' in 'field list'
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06-02-2010, 04:23 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
EDIT: BTW your new compile is erroring out MYSQL syntax:
This is one of two that I have encountered, the same error as followed:
Code:
UPDATE zone set fog_density = 0.33 WHERE zoneidnumber = 342;
[Err] 1054 - Unknown column 'fog_density' in 'field list'
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Yeah, that is a new column that KLS added to the zone table very recently (Rev1513), and the reason I put it in a separate update statement, so the first,
main, zone table row update will go through if you don't have that column, and the separate update for fog_density will error if you don't have it, but can be
safely ignored.
I meant to put a comment preceding the fog_density update to that effect, but forgot.
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06-02-2010, 04:25 PM
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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
Yeah, that is a new column that KLS added to the zone table very recently, and the reason I put it in a separate update statement, so the first, main, zone table row update will go through
if you don't have that column, and the separate update for fog_density will error if you don't have it, but can be safely ignored.
I meant to put a comment preceding the fog_density update to that effect, but forgot.
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Yeah I haven't updated binaries in a few weeks only because I was scared of some of the repercussions some of the changes might have had.
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06-03-2010, 04:47 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Quote:
Originally Posted by Akkadius
Yeah I haven't updated binaries in a few weeks only because I was scared of some of the repercussions some of the changes might have had.
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Everything actually seems to work pretty smoothly after the recent large updates BTW.
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06-03-2010, 02:12 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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1.6 is up with a couple of bug fixes
Code:
The zone long name should no longer be truncated at 32 characters.
Apostrophes in the zone long name are escaped, i.e. Dranik's Hollows should be Dranik\'s Hollows.
And I enabled the feature to update existing NPCs in the database, which doesn't generate new npc_types or spawn table entries, but updates existing npc_types as follows:
Code:
If selected, the following columns:
texture, helmtexture, size, face, luclin_hairstyle, luclin_haircolor, luclin_eyecolor, luclin_eyecolor2, luclin_beardcolor,
luclin_beard, drakkin_heritage, drakkin_tattoo, drakkin_details, armortint_red, armortint_green, armortint_blue,
d_meele_texture1, d_meele_texture2, findable
will be updated for existing rows in the npc_types table that meet the following criteria:
Their ID falls within the range specified.
The NPC is a playable race (Race <= 12 || Race == 128 || Race == 130 || Race == 330 || Race == 522)
The NPC name is unique in the sense that only one NPC with the given first name was seen in the packet collect.
In other news
The zombie_catapults I mentioned in a previous post that were showing as humans are actually 'Destructable objects' that I think were introduced in Serpent's spine.
I can get the catapults to display properly if I hard code the same data as is in a live spawn packet (three strings and 53 bytes of as yet unidentified data).
I plan to look at the destructable objects some more at the weekend to see if I can figure out what those 53 bytes control so we can make some meaningful fields for them in
the npc_types table.
If anyone has any info on destructable objects, particuarly do some behave differently than others, do their graphics change as they get to various %s of hit points, are some immune
to melee, or spells, or certain types of spells, etc, that might possibly help identify what some of the data associated with them controls.
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06-03-2010, 02:32 PM
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Fire Beetle
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Join Date: Oct 2008
Location: Washington
Posts: 23
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Here is a bit from Eqplayers :
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Destructible Objects - Destructible objects, like walls, doors, and siege engines, are used in many of the new expansion zones. These are terrain objects that have a health points which can be depleted and, when the object has reached low enough health, it will crumble and break. As you damage the objects you will see it break down until it is completely destroyed. You can identify an object that is destructible because it will pulse when you put your mouse over it.
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Source: http://eqplayers.station.sony.com/ga...date=2/21/2006
I do remember breaking up catapults and watching them look more damaged, it was pretty cool
Unfortunately, I don't recall any specifics like what % the graphics changed, etc.
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06-04-2010, 01:57 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Quote:
Originally Posted by Derision
The zombie_catapults I mentioned in a previous post that were showing as humans are actually 'Destructable objects' that I think were introduced in Serpent's spine.
I can get the catapults to display properly if I hard code the same data as is in a live spawn packet (three strings and 53 bytes of as yet unidentified data).
I plan to look at the destructable objects some more at the weekend to see if I can figure out what those 53 bytes control so we can make some meaningful fields for them in
the npc_types table.
If anyone has any info on destructable objects, particuarly do some behave differently than others, do their graphics change as they get to various %s of hit points, are some immune
to melee, or spells, or certain types of spells, etc, that might possibly help identify what some of the data associated with them controls.
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If it helps any, I think a_training_dummy in the crescent log I sent is in the same boat. On live it appears as a training dummy and seems to be a chest object, but in the collect its race and bodytype is 0.
Thank you for getting those changes in. I can't think of a thing wrong now!
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