Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::Packetcollector

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

Reply
 
Thread Tools Display Modes
  #1  
Old 05-30-2010, 01:04 PM
steve
Discordant
 
Join Date: Jan 2002
Posts: 305
Default

Quote:
Originally Posted by Akkadius View Post
I've populated about 20-25 zones from SoF to SoD. I will be more than glad to post them here. And I will continue to keep on populating.
Did you verify them in-game too? Anxious to see this in action!
Reply With Quote
  #2  
Old 05-30-2010, 01:12 PM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

Quote:
Originally Posted by steve View Post
Did you verify them in-game too? Anxious to see this in action!
Yes I did verify this, I've dumped all of them. Beauty of the program is too is that you can always recapture and redump.

Quote:
Nevertheless, this is the most exciting thing to come out in a long time for EQEmu in my mind.
I fully agree. I believe we should get together a collection of dumps and keep them posted somewhere.

Derision, I am very thankful of your contributions to this community. Likewise every other developer.

Another suggestion: Incrementing the ID's by adding a hundred or something for versions. For example, Zone 6 (Highkeep) Version 1, instead of 6000 for all the increments, have it be 6100 or something of that nature. Another thing, when you export another version, the door ID's need to increment differently, otherwise you are going to get conflicting doors. Version 1 needs to change the door ID increments to something like 1000 cause I know there are some zones with a couple hundred doors.
Reply With Quote
  #3  
Old 05-30-2010, 01:08 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Found a problem, spawngroup is using the npcid for its id instead of the one you specify. The funny thing is, spawnentry is using the proper spawngroupID (meaning, the one you specify, and not the npcid.) In my testing, all other IDs look to be OK.

Just a friendly word of warning, if you are building zones against the PEQ database, the program defaults often conflict with existing data, which is destroyed when you source in the output.

Nevertheless, this is the most exciting thing to come out in a long time for EQEmu in my mind.
Reply With Quote
  #4  
Old 05-30-2010, 02:12 PM
steve
Discordant
 
Join Date: Jan 2002
Posts: 305
Default

Quote:
Originally Posted by cavedude View Post
Just a friendly word of warning, if you are building zones against the PEQ database, the program defaults often conflict with existing data, which is destroyed when you source in the output.
What would be your suggestion in order to keep everything compatible and to be able to submit it to PEQ?

Also, this just gets doors, zone entries, NPC entries in-game. What about adding in special attacks, spells, loot, etc? What's the easiest way to help with this?
Reply With Quote
  #5  
Old 05-30-2010, 03:04 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by cavedude View Post
Found a problem, spawngroup is using the npcid for its id instead of the one you specify. The funny thing is, spawnentry is using the proper spawngroupID (meaning, the one you specify, and not the npcid.) In my testing, all other IDs look to be OK.
Hopefully that is fixed in v1.3 (just uploaded it).
Reply With Quote
  #6  
Old 06-01-2010, 04:25 AM
robinreg
Sarnak
 
Join Date: Feb 2010
Location: California
Posts: 88
Default

uploaded the entire DoD zones minus instances. I sourced in the Dreadspire Keep into my test server and it really populates everything. even the pathing. Cool to even see Master Vule there haha. That's is so awesome. I will try to get some DoN in also. I may even open up a 2nd account to start doing instances for DoN and DoD.
Reply With Quote
  #7  
Old 06-01-2010, 06:51 PM
steve
Discordant
 
Join Date: Jan 2002
Posts: 305
Default

Will this work for Test Server? If not, is there a way to get it to work?

Was thinking best way might be to testcopy and do some suicide runs.
Reply With Quote
  #8  
Old 06-01-2010, 07:00 PM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

Quote:
Originally Posted by steve View Post
Will this work for Test Server? If not, is there a way to get it to work?

Was thinking best way might be to testcopy and do some suicide runs.


What are you trying to say?
Reply With Quote
  #9  
Old 06-01-2010, 07:40 PM
steve
Discordant
 
Join Date: Jan 2002
Posts: 305
Default

Answered my own question. Appears to work fine on Test Server.

Anyway, I noticed when running collects in The Void, the spawn of Zebuxoruk is not logged. Verified with Akkadius' collects that he uploaded as well. He's a special merchant that you buy from using Chronobines.
Reply With Quote
  #10  
Old 06-01-2010, 09:13 PM
Andrew80k
Dragon
 
Join Date: Feb 2007
Posts: 659
Default

Quote:
Originally Posted by steve View Post
Answered my own question. Appears to work fine on Test Server.

Anyway, I noticed when running collects in The Void, the spawn of Zebuxoruk is not logged. Verified with Akkadius' collects that he uploaded as well. He's a special merchant that you buy from using Chronobines.
He also does some of the void access quests.
Reply With Quote
  #11  
Old 06-01-2010, 10:40 PM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

He probably has classification of a different merchant type which isn't in Derision's script to filter and capture.
Reply With Quote
  #12  
Old 06-02-2010, 12:28 AM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

I'm gathering as much of PoR as I possibly can without the instances. I will have all of the statics tonight. As well as DoN statics. So whoever is doing collects I would work on another expansion.

Although there are some very very dynamic zones such as "The Devastation" where there are several factions of NPC's within a zone and they take each other over, I am collecting it as well as I possibly can. Because sitting in Devastation isn't going to get the zone collected thoroughly because we need working faction ID's to make it all work. And then they have weapons and armory that spawn as a result of a certain faction taking over a zone, such as walls and catapults. Rage is similar.
Reply With Quote
  #13  
Old 06-02-2010, 03:57 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by Akkadius View Post
He probably has classification of a different merchant type which isn't in Derision's script to filter and capture.
The only spawns that should not be included are players, pets and mercenaries. I'd be interested in looking at the .pcap or the hex dump produced by
the 'Dump Packets' button for the Void zone to figure out why Zebuxorok isn't being included, if you or Steve could email it to me at DerisionEQ at gmail.com
Reply With Quote
  #14  
Old 06-02-2010, 04:15 AM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

Quote:
Originally Posted by Derision View Post
The only spawns that should not be included are players, pets and mercenaries. I'd be interested in looking at the .pcap or the hex dump produced by
the 'Dump Packets' button for the Void zone to figure out why Zebuxorok isn't being included, if you or Steve could email it to me at DerisionEQ at gmail.com
Done, let me know what you think.
Reply With Quote
  #15  
Old 06-02-2010, 12:48 AM
robinreg
Sarnak
 
Join Date: Feb 2010
Location: California
Posts: 88
Default

I got all the DoD and PoR zones. the one I got for devastation is the Bolvark spawns. I labeled it on the PEQ log site. Also got most of the revamps zones. I'm currently working on GoD instance zones.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:15 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3