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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |
12-15-2012, 02:43 AM
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Dragon
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Join Date: May 2010
Posts: 965
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works fine in windows with tortoise. i do it all the time on my work SVN. it does do a delete/add.
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12-18-2012, 03:47 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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I am still working my way through the Player Profile packet. They moved a ton of stuff around and added a lot of different iterations and some of them will adjust the size of the packet. This is the biggest change to the PP that I have ever seen, so it is taking a lot longer than normal to get through it all. Hopefully I can get it to a point where it is functional in the next day or so. I already have most of it worked out, but the last few thousands bytes are much harder for me to identify and due to it being variable length now, it is very important that many fields are accurate where it didn't matter as much or at all before.
Once the PP is functional, I think it should be fairly easy to get in game. But that will still leave a ton of work left to do. Once in-game, it is generally much easier to work on this stuff. There are a few packets that I am sure will take some work to get adjusted, but we should be able to get most systems functional relatively quickly.
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12-18-2012, 05:09 AM
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Hill Giant
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Join Date: Jul 2012
Location: Oklahoma
Posts: 222
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Go Trev Go! You da' Man!
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12-19-2012, 08:57 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Since the PP has been giving me trouble, I started doing cleanup on some of the other main packets sent on zoning in. So far, I got the object, doors, spawnpoints, newzone, weather, and time structs/encodes all corrected or verified to be correct. I also wrote an encode for sending the membership info when getting to character select which should let us start work on the character creation stuff.
I still have to test the work I did tonight, but at least it is progress. Once I test what I have so far, I will try to get it committed to the SVN so others can help to work through it if they want.
The player profile is still giving me trouble, but I have made a bit more progress on it. I am hoping that if I get the rest of the packets in order, it will make it easier to verify that the issues I am seeing are related to the Player Profile or not.
Hopefully I can make it in zone in the next day or so. I am off work all next week, so I should have a good amount of time to knock out more RoF stuff.
Last edited by trevius; 12-19-2012 at 09:03 AM..
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12-19-2012, 09:40 AM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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I'm sitting here waiting for you to commit what you've done so I can have a go
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12-19-2012, 10:04 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 Derision
I'm sitting here waiting for you to commit what you've done so I can have a go
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/drool
I was hoping you might chime in! I had a pretty big grin on my face when I saw your post
Didn't want to directly bug you about it or make you feel obligated. There is only a small handful of people that could really help with this part of the process, and you are at the top of that list along with KLS and Secrets.
I haven't had this much trouble getting in game since SoF. That variable sized PP is really rough at the end of it. I am sure we can get it, but it is definitely a challenge at this point where the last few clients were trivial.
Once in game, I already have a few hurdles in mind from the work we did on VoA a few months back. Here is the list off the top of my head:
1. Spawn Struct - Looks like Derision may already have this figured out based on the EQExtractor update.
2. Position Updates - Looks like Derision may have this one figured out as well.
3. Tasks - From the last time I checked VoA task packets, it looked like they had changed a good amount, so it will probably take a bit to get those working and I haven't ever messed with those packets before.
4. Merchant Lists - I think I had merchant lists mostly functional for the VoA client, but there was definitely something wrong with it still that I am sure will need to be resolved. It was probably with the new preview feature and with the "show items I can use" feature.
5. Items - I am sure there will be some item struct changes, but hopefully they won't be too bad. I can start going through those once we are able to get in-game. The new slot schema already has a conversion function for it and I believe Uleat has plans to work on implementing the new slot schema across the board and have all other clients convert to/from the new system so we aren't trying to retro-fit and hack stuff into the old slot system.
Once most of the basics are working, I will populate the rest of the opcodes and put together a more complete list in the top post of this thread.
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12-20-2012, 04:03 AM
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Opcode Ninja
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Join Date: Mar 2009
Location: San francisco
Posts: 426
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RoF Gold Eqemu
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12-20-2012, 05:08 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Thanks for the PM, Noport! I hadn't noticed that they added a packet specifically for sending the char slot count yet. Not to sound too surprised, but that is actually quite useful information. I have gold access working with the version that is on the SVN, but couldn't figure out why the char slots were still x/0 instead of x/10.
SOE always does stuff that doesn't make sense. The char slot limitation for membership access is already included in the packet for OP_SendMembership, so I have no clue why they thought it was a good idea to make a new packet that sends redundant information that is already accounted for elsewhere.
There are a ton of packets that EQEmu just doesn't need to use for any reason, so we normally don't bother adding new packets unless they are required for us. That is why there are a lot of unknowns out there. They have something like 1600 opcodes and we only have about 350 of them identified, which shows that there is a lot of stuff that we just don't need in order to functional properly. I am sure there are plenty that would be nice to have, but there are a ton we don't need as well.
I will get the new packet added to the SVN and we will continue with the Character creation stuff after that (probably after the higher priority stuff is worked out).
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12-21-2012, 06:01 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Noport helped, black is white, up is down.
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12-21-2012, 07:07 PM
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Demi-God
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Join Date: Aug 2010
Posts: 1,742
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Quote:
Originally Posted by KLS
Noport helped, black is white, up is down.
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Even a broken clock is right twice a day.
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12-21-2012, 09:20 PM
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Opcode Ninja
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Join Date: Mar 2009
Location: San francisco
Posts: 426
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trying to make a statement on the opcode hint:
RoF_world=0x1665
RoF_zone=0x2154
Code:
[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: Tried patch RoF_world, and it did not match.
[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: opcode 0x11b6 did not match expected 0x1665
[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: Tried patch RoF_zone, and it did not match.
[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: First opcode 0x11b6 did not match expected 0x2154
[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: Tried patch Live_world, and it did not match.
Just in case your still learning how to read opcodes
Code:
# world packets
# Required to reach Char Select:
OP_SendCharInfo=0x6a2 # 12/12/12 Corrected Opcode
OP_PostEnterWorld=0xc3d # 12/12/12 Corrected Opcode
# Character Select Related:
OP_SendMembership=0x3b2 # 12/12/12 Corrected Opcode
OP_SendMaxCharacters=0x5349 # 12/12/12 Correct Added Opcode
OP_CharacterCreateRequest=0x006b # 12/12/12 Corrected Opcode
OP_RandomNameGenerator=0x4453 # 12/12/12 Correct Added Opcode
RoF Live Gold Dec 19, 2012
they have been posting opcodes like this since HoT-present
Code:
[Wed Dec 2012]00044:WorldAuthenticate. I got a message of type 0x6be3 (27619).
[Wed Dec 2012]00045:WorldAuthenticate. I got a message of type 0x336d (13165).
[Wed Dec 2012]00046:*** ERROR: WorldAuthenticate. ??? UNKNOWN MESSAGE
[Wed Dec 2012]00047:WorldAuthenticate. I got a message of type 0x2d38 (11576).OP_GuildsList
[Wed Dec 2012]00048:WorldAuthenticate. I got a message of type 0x19ab (6571).OP_LogServer
[Wed Dec 2012]00049:WorldRPServer message: server name xxxxxxxxxxx
[Wed Dec 2012]00050:WorldAuthenticate. I got a message of type 0x7eed (32493).
[Wed Dec 2012]00051:Could not open file: RealEstateItemGroups.txt
[Wed Dec 2012]00052:Could not open file: RealEstateCosts.txt
[Wed Dec 2012]00053:Loaded RealEstateCosts.txt, 0 cost elements loaded.
[Wed Dec 2012]00054:Could not open file: RealEstateDefs.txt
[Wed Dec 2012]00055:Could not open file: RealEstateDefs.txt
[Wed Dec 2012]00056:WorldAuthenticate. I got a message of type 0x7e47 (32327).OP_ApproveWorld
[Wed Dec 2012]00057:WorldAuthenticate. I got a message of type 0x3b2 (946).OP_SendMembership
[Wed Dec 2012]00058:WorldAuthenticate. I got a message of type 0xb1f (2847).OP_WelcomeScreenTitle
[Wed Dec 2012]00059:WorldAuthenticate. I got a message of type 0x7e19 (32281).OP_WelcomeScreenURL
[Wed Dec 2012]00060:WorldAuthenticate. I got a message of type 0x57c3 (22467).OP_EnterWorld
[Wed Dec 2012]00061:WorldAuthenticate. I got a message of type 0x5349 (21321).OP_SendMaxCharacters
[Wed Dec 2012]00062:WorldAuthenticate. I got a message of type 0x711a (28954).OP_ExpansionInfo
[Wed Dec 2012]00063:WorldAuthenticate. I got a message of type 0x6a2 (1698).OP_SendCharInfo
[Wed Dec 2012]00064:Check 1x. 0x3fe2799d
[Wed Dec 2012]00065:Check 1sa. 0x7b420f48
[Wed Dec 2012]00066:Check 1sa. 0xa01d29ed
[Wed Dec 2012]00067:WorldAuthenticate. I got a message of type 0xc3d (3133).OP_PostEnterWorld
[Wed Dec 2012]00068:WorldAuthenticate. Access granted.
I use a program called mapconvert.sql to get newer mapfiles for eqemu
sincerely your Dark Knight 80)
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12-23-2012, 09:56 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Derision worked his magic and got the rest of the Player Profile and Spawn stuff worked out enough to get in-game. After that, I was able to get items loading and am just working down the list to see what needs work.
So far, this is looking really good and hopefully we can make much quicker progress from here out since we can finally work from in-game now which helps a lot.
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12-23-2012, 02:20 PM
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Discordant
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Join Date: Dec 2005
Posts: 435
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That is some good stuff man. I'm excited at the progress being made.
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12-29-2012, 07:07 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Here are some screenshots of the new Hero's Forge armor models:
The progress of RoF is still moving along nicely. The armor in the screenshots above can be seen using the #wc command with some new arguments I added to it. To see some examples of the new #wc armor, here are some example commands:
#wc 1 0 2
#wc 1 5 6
The first argument is slot, and the second is material. The third argument is what sets the hero's forge armor model. If the 3rd arg isn't used, then it will just use normal textures. It looks like the Hero's Forge models are from 2 to 11 (and maybe up to 13 for helm slot only). The material/textures available for each model type vary, but it seems that model 2 to 5 have only texture 0 available. For model 6+, they mostly go up to texture 5 or higher.
Keep in mind that going above texture/material 9 will not work properly as the actual model used for Hero's Forge armor is a combination of slot, material and model. It is actually model * 1000 + texture * 100 + wearslot. So, 6501 would be model 6, texture 5, slot 1. To simplify the #wc command arguments, I just split up model, texture and slot. So, instead of typing "#wc 1 5 6501", we just type "#wc 1 5 6", since material and slot are already required anyway for the command/packet.
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12-29-2012, 10:17 PM
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Hill Giant
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Join Date: Jan 2004
Posts: 140
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Yes looking good thanks for all work you all putting into a new client caint wait it good go as i think it be super stable all fixes they worked on in past fix EQ memory leaks etc
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