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  #16  
Old 09-30-2007, 07:13 AM
uncommon
Sarnak
 
Join Date: Feb 2002
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I've been playing a bit with azone today, i'm not at home just on my linux laptop and don't have all the stuff to test these map files... but they should be okay i think.

barter.eqg : http://uncostockage.free.fr/EQEMU/barter.map
fhalls.eqg : http://uncostockage.free.fr/EQEMU/fhalls.map

These are 2 of the few zones i really want to use on my server.. next one is dreadspire but i can't seem to be able to find that opcode. So question to you fathernitwit, is it possible that azone just won't support a zone and always seg fault even if i'm sure i got the right opcode and all ?

dreadspire.eqg, to me the boundary is around here, i tried different value but it always crash... any idea ? :

Code:
4DD0   36 00 00 02 00 00 00 36 36 00 00 4A 36 00 00 02     
4DE0   00 00 00 5B 36 00 00 6F 36 00 00 02 00 00 00 82
4DF0   36 00 00 8F 36 00 00 00 00 00 00 00 00 40 41 9D
4E00   36 00 00 00 00 00 00 CD CC 4C 3D 07 00 00 00 AF
4E10   36 00 00 BA 36 00 00 05 00 00 00 CC 36 00 00 02
4E20   00 00 00 DE 36 00 00 F8 36 00 00 02 00 00 00 09
4E30   37 00 00 23 37 00 00 02 00 00 00 36 37 00 00 43
4E40   37 00 00 00 00 00 00 00 00 40 41 51 37 00 00 00
4E50   00 00 00 CD CC 4C 3D 97 1A 72 C4 29 49 8B C5 38
4E60   25 98 C5 3D 6D 54 3E 04 5E 79 3F 3B 76 B8 3D 83
4E70   83 83 00 1E 70 EF 41 9C B5 AD BD 8C 22 9C 3E C0
4E80   5F 8F BB 55 AE 37 44 53 E6 85 C5 38 25 98 C5 53
4E90   DC 75 BE C6 7C 78 3F D5 1D 5E 3C 83 83 83 00 4D
4EA0   40 02 42 D8 B5 AD BD A4 0F 56 3E C0 5F 8F BB 85
4EB0   D0 0D 45 51 31 44 C5 38 25 98 C5 DC F8 41 BF F6
4EC0   78 26 3F B6 FB 60 3D 83 83 83 00 40 E6 0D 42 D8
4ED0   B5 AD BD BE CD 02 3E C0 5F 8F BB 35 3C 38 45 F2
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  #17  
Old 09-30-2007, 10:46 AM
Lalolyen
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Ok first stupid post...

I've had a lot of people ask me, and I cannot give them an answer as I haven't found it yet myself..

What are the map files for?

I've deleted the map files on our server as they seem to do nothing, and the server still works. I added them back of course later on *just in case* he he.

But again, I noticed no diffrence, as the info about the zones seems to be stored in the database and the client.

Am I wrong?
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  #18  
Old 09-30-2007, 11:17 AM
uncommon
Sarnak
 
Join Date: Feb 2002
Posts: 52
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It's about los, load a zone with no map file and try to cast some kind of detrimental spell on a mob and you will get the "you cannot see your target" message for example. Mob won't be able to cast detrimental spell also i'm sure etc...
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  #19  
Old 10-01-2007, 10:46 AM
Lalolyen
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Ok and with looking at some of that it seems that the server would also translate terrain such as water for mobs too right? I think someone said once that water is purely client-side. I'm not sure about that, for your avatar sure, but not for mobs, the server controls where the mobs path, how they path, when they path etc. I'm sure there must be something missing in a map file that allows underwater mobs to leave the water =S. I mean using the client on live it works, on emu it doesn't... Something is missing there (meaning it worked when DoN/Titanium came out).
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  #20  
Old 10-02-2007, 07:42 PM
KLS
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Quote:
These are 2 of the few zones i really want to use on my server.. next one is dreadspire but i can't seem to be able to find that opcode. So question to you fathernitwit, is it possible that azone just won't support a zone and always seg fault even if i'm sure i got the right opcode and all ?
Dreadspire is actually a version 3 eqg, while the azone code was written to read version 2.. and it doesn't perfectly as shown =(

The version 3 eqgs are actually much more well behaved too sadly, but azone currently wont read them properly as the vertex data structure has changed from 32 bytes to 44 bytes in that version. Can get azone to support them soon though, I've been able to render them properly so I know I got the structure down.
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  #21  
Old 10-02-2007, 11:19 PM
uncommon
Sarnak
 
Join Date: Feb 2002
Posts: 52
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Ok thank you KLS, it makes sense now. Almost every single DoD .eqg i tried crash azone, even when the opcode is really obvious.

Anyone tried these 2 .map files to see if they work ? I'm still not at home and can't do it.
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  #22  
Old 10-03-2007, 04:34 AM
gernblan
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Been playing with them and you're right... even when the offset is obvious, no dice.

SO... hopefully one can get azone to support this type of EQG also. I for one am willing to sit there and figure out offsets and work on anniversary zones even under these conditions, as long as there is a way that it CAN work.

I would think this is high priority because without this working in some way, any anniversary support in the future is pointless I would think.

So please, anyone capable (unfortunately I'm not THAT good with C++), please, let's work on this and make a real effort to getting the rest of the maps made not just for titanium but also for the zones going forward.

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  #23  
Old 10-03-2007, 04:54 AM
gernblan
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Maybe I'm dumb but someone please explain to me what the "- 2" or "+ 19" mean in the offsets that were already hacked.

The wiki says that this offset will be on a 16 byte boundary but those do change that, no?

Examples:

} else if(string("ter_guildhall.ter") == zone_name) {
buffer = ter_orig + 0x3080 - 2;
} else if(string("ter_guildlobby.ter") == zone_name) {
buffer = ter_orig + 0x4190 + 19;

So if the offset for guildhall is 0x3080 as stated in the wiki example... why subtract 2 from it?

...and why add 19 to guildlobby's?

I at least need a basic understanding of these values and why they are the way they are (and different from the wiki) before I can really sit down and hack away at these zones for us.
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Last edited by gernblan; 10-03-2007 at 12:57 PM..
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  #24  
Old 10-03-2007, 06:23 AM
uncommon
Sarnak
 
Join Date: Feb 2002
Posts: 52
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If you look at the various example in the ter.cpp file it's not always on a 16 bit boundary.
About the guildhall example, 0x3080 - 2 is obviously the same as saying it's 0x307e (i tried and it works)... personnaly that's how i found the barter.eqg opcode (it's 0x56AD), i was sure it was around 0x56B0 but that one didn't worked so i tried 0x56B0 - 1 then 0x56B0 - 2 etc... till it worked. Probably an horrible way to find it but it worked.

I hope that's clear ? Sorry my english sucks.
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  #25  
Old 10-03-2007, 08:10 AM
gernblan
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VERY clear, thank you!

May I ask what fhalls was too?

As we find them, let's post the offsets so that we can all have them, please?

Ok, knowing what you just told me, I'll going to try to work on another zone.
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  #26  
Old 10-03-2007, 08:42 AM
uncommon
Sarnak
 
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For sure, let's do that, fhalls.eqg is 0x2230.
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  #27  
Old 10-03-2007, 09:46 AM
KLS
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There's a handful of zones up to depths that I can't load and render properly atm, but it's just a matter of finding the offsets at this point. Should probably look for a more general solution, for version 2 EQGs but it's frustrating..

There's a freaking chunk of unknown data before the vertex data, somehow related to the material layers and a potential chunk of unknown data after the index data.. making finding the start of the vertex data pretty much impossible without offsets or identifying the unknown data before the vertex data.
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  #28  
Old 10-03-2007, 01:28 PM
gernblan
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Quite right KLS.

I'm working on it feverishly. I am thinking of a brute force method.. maybe writing a perl script to cycle the offsets, compile azone, execute it.

Would be ugly but it just may work...

That being said, my perl isn't up to par yet but I'm going to try anyway.
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  #29  
Old 10-05-2007, 08:16 PM
gernblan
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I'm having a hell of a time writing that script... my perl just isn't good enough yet.

Anyone up to taking a stab at this? It just may help get more zone maps made.

What the script needs to do:

(first you'd manually run azone on the zone you want to hack to get the .ter file name (since it's not always the same as the zone shortname), then you'd go into the ter.cpp file and add an offset line for that zone)

1) using a loop that increments the offset value you want to try (loop range of, say 0x0500 to EOF maybe?) ...load the ter.cpp file and at the offset location for the zone you want to hack, change it to the loop value, then save it back out.
2) compile azone
3) run azone on the zone you are hacking
4) trap the output to see if it gave a segfault. If it did, loop again. if it did NOT crash, double check for a .map file for that zone. If one exists, exit, reporting the offset found.

SO, part of this is manual and the script would have to be tweaked some each time because a new line like:

Code:
else if(string("ter_hive.ter") == zone_name) {
	  //drachnidhive - not working yet
	  buffer = ter_orig + 0x2B36;
  }
... would have to be added. The example above I added to try to hack drachnidhive.

Anyone up for banging out a perl script that can do this? I promise I'll hack the living heck out of it and then post the ter.cpp with the correct offsets for the zones I am able to make maps for (as well as the maps themselves) if you do.

So, the short of it is that the perl script would help change the offset in ter.cpp in a brute force way and be smart enough to know when it worked.

Then the user manually adds another line to ter.cpp like the above, changes the perl script to point to the offset location in ter.cpp (would be great if the script parsed that line and you could just tell it what line it was on!)... then the user runs the brute force script on the next zone... etc.

Is this idea stupid? Anyone think that it will not work? If not, why not?

Thank you.
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Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast

Last edited by gernblan; 10-06-2007 at 04:19 AM..
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  #30  
Old 10-06-2007, 05:50 AM
KLS
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Based on my EQG loader I got sidetracked last week with:

Code:
arena (works)
arena2 (works)
tutoriala.eqg (works)
tutorialb.eqg (works)
lavastorm.eqg (works with manual offset: 0x2db00+24)
highpasshold.eqg (works)
freeporteast.eqg (works)
freeportwest.eqg (works)
freeportsewers.eqg (works)


Depths of Darkhollow
westkorlachb (works)
westkorlacha (works)
corathus (works)
corathusb (works)
drachnidhiveb (works)
dreadspire (works)
illsalina (works)
westkorlachc (works)
drachnidhivea (works)
drachnidhivec (works)
illsalin (works)
nektulosa (works)
shadowspine (works)
eastkorlacha (works)
corathusa (works)
westkorlach (works)
illsalinb (works)
drachnidhive (works)
illsalinc (works)
eastkorlach (works)


Dragons of Norrath
guildhall (works with manual offset: 0x3080-2)
delvea (works with manual offset: 0x39bb60+4)
stillmoona (works with manual offset: 0x71944+4)
thenest (works with manual offset: 0xCA244)
stillmoonb (works with manual offset: 0xE340-2)
barter (works with manual offset: 0x56AD)
broodlands (works with manual offset: 0x382BB-4)
guildlobby (works with manual offset: 0x4190+19)
thundercrest (works with manual offset: 0x62230-4)
delveb (works with manual offset: 0x38BF0)

Omens of War
anguish (works)
dranikcatacombsa (works with manual offset: 0x16b0+8)
dranikcatacombsb (works with manual offset: 0x12a0+15)
dranikcatacombsc (works with manual offset: 0x16b0+8)
dranikhollowsa (works)
dranikhollowsb (works)
dranikhollowsc (works)
draniksscar (works)
harbingers (works with manual offset: 0x1178)
provinggrounds (works)
chambersa (works)
chambersb (works)
chambersc (works)
chambersd (works)
chamberse (works)
chambersf (works)
causeway (works)
riftseekers (works)
draniksewersa (works with manual offset: 0x1410+19)
draniksewersb (works with manual offset: 0x1410+19)
draniksewersc (works with manual offset: 0x13b0+30)
bloodfields (works)
fhalls (works)
dranik (works)
wallofslaughter (works)
Not including any version 4 EQGs and just eqgs I found on my system. There are special conditions for version 1(fhalls) and version 3(anything in DoD) that don't let them load with the version 2 loader correctly (though you can get fhalls to work with an offset). I'll try to post my code once I clean it up a bit.
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