Go Back   EQEmulator Home > EQEmulator Forums > General > General::General Discussion

General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics.
Do not post support topics here.

Reply
 
Thread Tools Display Modes
  #1  
Old 10-20-2013, 04:13 PM
Fadedspirit
Sarnak
 
Join Date: Jan 2007
Posts: 48
Default

Quote:
Originally Posted by rencro View Post
Your Gnolls are not properly defined in the code, I replaced my Human pirates with Gnolls and now my Human Pirates have the same behavior you are talking about..But Gnolls work fine now..

Perhaps something was missed when you patched it, here is the diff for me, numbers may not line up as I have lots of other custom stuff in:

Code:
diff --git a/common/Item.cpp b/common/Item.cpp
index 1f74b1b..9e15f48 100644
--- a/common/Item.cpp
+++ b/common/Item.cpp
@@ -1928,6 +1928,7 @@ bool Item_Struct::IsEquipable(uint16 Race, uint16 Class_) const
 		}
 		Races_ >>= 1;
 	}
+	if (Race_ == 69) {IsRace = true;} // davood
 	return (IsRace && IsClass);
 }
 
diff --git a/common/races.cpp b/common/races.cpp
index d088ce1..69878d1 100644
--- a/common/races.cpp
+++ b/common/races.cpp
@@ -106,6 +106,8 @@ uint32 GetArrayRace(uint16 race) {
 			return Array_Race_FROGLOK;
 		case DRAKKIN:
 			return Array_Race_DRAKKIN;
+		case ALAKAMIN_HUMAN_PIRATE:
+			return Array_Race_SHROUD; //  davood
 		default:
 			return Array_Race_UNKNOWN;
 	}
diff --git a/common/races.h b/common/races.h
index 2c360e9..d610c86 100644
--- a/common/races.h
+++ b/common/races.h
@@ -54,6 +54,7 @@
 #define EMU_RACE_NPC	131069 // was 65533
 #define EMU_RACE_PET	131070 // was 65534
 #define EMU_RACE_UNKNOWN 131071 // was 65535
+#define ALAKAMIN_HUMAN_PIRATE 341 // davood
 
 
 #define human_1			1
@@ -72,6 +73,7 @@
 #define vahshir_1		8192
 #define rall_1			16384 //froglok?
 #define drakkin_1		32768
+#define shroud_1		65536 //davood
 
 const char* GetRaceName(uint16 race);
 
@@ -97,8 +99,10 @@ inline uint32 GetRaceBitmask(uint16 race) { return uint32(pow(2.0f, float(GetArr
 #define Array_Race_DRAKKIN		16
 #define Array_Race_NPC			17
 #define Array_Race_PET			18
+#define Array_Race_SHROUD		69 // lets see if this works (Davood)
 #define Count_Array_Race		19 // used for array defines, must be the max + 1
-#define PLAYER_RACE_COUNT		16 // The count of all player races
+#define PLAYER_RACE_COUNT		17 // davood
+//#define PLAYER_RACE_COUNT		16 // The count of all player races
 
 /*
 
diff --git a/zone/client.cpp b/zone/client.cpp
index 96eb1a3..b183661 100644
--- a/zone/client.cpp
+++ b/zone/client.cpp
@@ -6264,6 +6264,7 @@ void Client::SendStatsWindow(Client* client, bool use_window)
 		case 130: race_Name = "Vah Shir";	break;
 		case 330: race_Name = "Froglok";	break;
 		case 522: race_Name = "Drakkin";	break;
+		case 341: race_Name = "Human_Pirate"; break; // davood
 		default: break;
 	}
 	/*##########################################################
@@ -7116,6 +7117,8 @@ const char* Client::GetRacePlural(Client* client) {
 			return "Frogloks"; break;
 		case DRAKKIN:
 			return "Drakkin"; break;
+		case ALAKAMIN_HUMAN_PIRATE:
+			return "Human_Pirate"; break; //davood
 		default:
 			return "Races"; break;
 	}
Just replace Human Pirate with Gnolls, and Gnoll info, must say, the Gnolls look cool as a playable race!! Thanks Davood!!!
You see why i wanted gnoll?

Also, can you supply code blocks instead of diffs ^-^. If not i'll just pick through it by hand :O. I hate using diffs :(.

But yea, i've already done all this without looking at davood's code lol. Maybe i messed up somewhere.
Reply With Quote
  #2  
Old 10-20-2013, 04:22 PM
Fadedspirit
Sarnak
 
Join Date: Jan 2007
Posts: 48
Default

There's something else wrong, I rechecked 3 times now. I've already done all that lol. Still has the same issue, he changed something else somewhere :(.

[edit]: I also just backed up my stuff, and grabbed races.h, races.cpp, client.cpp, from his server setup. Still doesn't work lol, time to revert my code xD!
Reply With Quote
  #3  
Old 10-20-2013, 04:57 PM
Davood
Discordant
 
Join Date: Jan 2005
Posts: 488
Default

I will list off the sections I have changed:

(bolded)file name
(regular text) functions changed

bot.cpp (2 changes)
[search for the following]
bool Bot::IsValidRaceClassCombo() {
[search for the following]
std::string Bot::RaceIdToString(uint16 raceId) {

client.cpp (2 changes)
[search for the following]
char* Client::GetRacePlural(Client* client) {
[search for the following]
// Race
std::string race_Name = itoa(GetRace());
switch(GetRace())
{

item.cpp (1 change)
[search for the following]
bool Item_Struct::IsEquipable(uint16 Race, uint16 Class_) const

pets.cpp (1 change)
[search for the following]
//handle beastlord pet appearance
if(record.petnaming == 2)
{
switch(GetBaseRace())
{

race.h
I replaced 100% of this file

races.cpp (1 change)
[search for the following]
uint32 GetArrayRace(uint16 race) {


your IDE should be helpful in figuring out what the actual code blocks are that you need to copy.

i pullled those segments without looking at the code.. i have some offline notes. I don't have time right now to actually prepare the code blocks.. but maybe later tonight I can do that if you really want.

An easier solution is to take 100% of my code, and revert attack*.* pets.* and bots.* back to eqemu default. or keep them. your choice.
__________________
----------
Demon Overlord of Alakamin
skype @ davoodinator
Reply With Quote
  #4  
Old 10-20-2013, 03:57 PM
Davood
Discordant
 
Join Date: Jan 2005
Posts: 488
Default

wew! ok i just tested it, it still works properly on my server hehe.

I will pop into TS3 in a few. i have to run some errands
__________________
----------
Demon Overlord of Alakamin
skype @ davoodinator
Reply With Quote
  #5  
Old 10-20-2013, 10:39 PM
Davood
Discordant
 
Join Date: Jan 2005
Posts: 488
Default

Anyways.

my suggestion is the following:

establish a working baseline.

Can you compile my codebase and get it to work? If yes then you just missed something in your copy of the code. get yourself diffzilla and diff that sucker and see what is different!

if not then maybe there is something wrong with my github repository. I can dump it to another dir and diff it against my working dir if i really really have to - i hope that isn't necessary?
__________________
----------
Demon Overlord of Alakamin
skype @ davoodinator
Reply With Quote
  #6  
Old 10-20-2013, 11:24 PM
Fadedspirit
Sarnak
 
Join Date: Jan 2007
Posts: 48
Default

Quote:
Originally Posted by Davood View Post
Anyways.

my suggestion is the following:

establish a working baseline.

Can you compile my codebase and get it to work? If yes then you just missed something in your copy of the code. get yourself diffzilla and diff that sucker and see what is different!

if not then maybe there is something wrong with my github repository. I can dump it to another dir and diff it against my working dir if i really really have to - i hope that isn't necessary?
I already said that your files, specifically item.cpp, races.cpp, races.h, and client.cpp compile fine but custom races still do not report their hp/mana correctly and melee weapons won't work (invuln bug).

I did not check #mystats, but the client wasn't reporting stats correctly either, and when I sabotaged IsEquippable my melee weapon on a normal race did normal damage, and my stats reported correctly (hp/mana regenned fine, etc).

There's something else going on here :(


I'm thinking your code is too old, and something was changed in the past 4-5 months since you got yours working, because IsEquippable isn't even being called now lol? I triple checked to make sure I was compiling and moving the Bin code to the correct location. No idea what's up.
Reply With Quote
  #7  
Old 10-21-2013, 12:23 AM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
Default

I just compiled this today on my code and it worked fine..I equipped two Silver Fire Wedding Rings (30hp apiece) and went into W Freeport and let them beat me down near death then ran to guards, put on my fungi, and all was good..

Im not using : (werewolf,bixie,kerran,brownie,banshee,any of the pirates)

I'll post the code blocks..

common/item.cpp
Code:
AT -- about line 1893ish (sorry have other custom code)

bool Item_Struct::IsEquipable(uint16 Race, uint16 Class_) const
.
.
.
for (unsigned int CurrentRace = 1; CurrentRace <= PLAYER_RACE_COUNT; ++CurrentRace)
	{
		if (Races_ % 2 == 1)
		{
				if (CurrentRace == Race_)
			{
					IsRace = true;
				break;
			}
		}
		Races_ >>= 1;
	}
	
	return (IsRace && IsClass);

CHANGE TO --

for (unsigned int CurrentRace = 1; CurrentRace <= PLAYER_RACE_COUNT; ++CurrentRace)
	{
		if (Races_ % 2 == 1)
		{
				if (CurrentRace == Race_)
			{
					IsRace = true;
				break;
			}
		}
		Races_ >>= 1;
	}
	if (Race_ == 69) {IsRace = true;} //davood 
	return (IsRace && IsClass);
common/races.cpp
Code:
AT -- about line 74

uint32 GetArrayRace(uint16 race) {
.
.
.
		case FROGLOK2:
			return Array_Race_FROGLOK;
		case DRAKKIN:
			return Array_Race_DRAKKIN;

		default:
			return Array_Race_UNKNOWN;

CHANGE TO --

		case FROGLOK2:
			return Array_Race_FROGLOK;
		case DRAKKIN:
			return Array_Race_DRAKKIN;
		case ALAKAMIN_PYRILEN:
		case ALAKAMIN_GELIDRAN:
		case ALAKAMIN_SHILLISKIN:
		case ALAKAMIN_BEHOLDER:
		case ALAKAMIN_HARPYR:
		case ALAKAMIN_SATYR:
		case ALAKAMIN_AVIAK:
		case ALAKAMIN_SIREN:
		case ALAKAMIN_MINOTAUR:
		case ALAKAMIN_FUNGOID:
		case ALAKAMIN_KOBOLD:
		case ALAKAMIN_GOBLIN:
		case ALAKAMIN_ORC:
		case ALAKAMIN_ULTRATAUR:
		case ALAKAMIN_BAZU:
		case ALAKAMIN_FAERIE:
		case ALAKAMIN_GARGOYLE:
		case ALAKAMIN_ZOMBIE:
		case ALAKAMIN_GNOLL:
		case ALAKAMIN_IMP:
		case ALAKAMIN_SCRYKIN:
		case ALAKAMIN_GOLEM:	
			return Array_Race_SHROUD; // davood
		default:
			return Array_Race_UNKNOWN;
common/races.h
Code:
In the Defines -- 

#define FROGLOK2		74	// Not sure why /who all reports race as 74 for frogloks
#define DRAKKIN			522 // 32768
#define EMU_RACE_NPC	131069 // was 65533
#define EMU_RACE_PET	131070 // was 65534
#define EMU_RACE_UNKNOWN 131071 // was 65535


#define human_1			1
#define barbarian_1		2

CHANGE TO --


#define FROGLOK2		74	// Not sure why /who all reports race as 74 for frogloks
#define DRAKKIN			522 // 32768
#define EMU_RACE_NPC	131069 // was 65533
#define EMU_RACE_PET	131070 // was 65534
#define EMU_RACE_UNKNOWN 131071 // was 65535
//davood custom races
#define ALAKAMIN_PYRILEN 408
#define ALAKAMIN_GELIDRAN 417
#define ALAKAMIN_SHILLISKIN 467
#define ALAKAMIN_BEHOLDER 469
#define ALAKAMIN_HARPYR 527
#define ALAKAMIN_SATYR 529
#define ALAKAMIN_AVIAK 558
#define ALAKAMIN_SIREN 564
#define ALAKAMIN_MINOTAUR 574
#define ALAKAMIN_FUNGOID 456
#define ALAKAMIN_KOBOLD 455
#define ALAKAMIN_GOBLIN 433
#define ALAKAMIN_ORC 458
#define ALAKAMIN_ULTRATAUR 470
#define ALAKAMIN_BAZU 409
#define ALAKAMIN_FAERIE 473
#define ALAKAMIN_GARGOYLE 464
#define ALAKAMIN_ZOMBIE 471
#define ALAKAMIN_GNOLL 524
#define ALAKAMIN_IMP 46
#define ALAKAMIN_SCRYKIN 495
#define ALAKAMIN_GOLEM 374 // davood

#define human_1			1
#define barbarian_1		2
zone/client.cpp (NOTE--There are two locations need editing in this file)
Code:
AT -- about line 6200 

void Client::SendStatsWindow(Client* client, bool use_window)
.
.
.
		case 130: race_Name = "Vah Shir";	break;
		case 330: race_Name = "Froglok";	break;
		case 522: race_Name = "Drakkin";	break;

		default: break;
	}
	/*##########################################################
	^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
		H/M/E String

CHANGE TO --

		case 130: race_Name = "Vah Shir";	break;
		case 330: race_Name = "Froglok";	break;
		case 522: race_Name = "Drakkin";	break;
		//davood
		case 408: race_Name = "Pyrilen"; break;
		case 417: race_Name = "Gelidran"; break;
		case 467: race_Name = "Shilliskin"; break;
		case 469: race_Name = "Beholder"; break;
		case 527: race_Name = "Harpyr"; break;
		case 529: race_Name = "Satyr"; break;
		case 558: race_Name = "Aviak"; break;
		case 564: race_Name = "Siren"; break;
		case 574: race_Name = "Minotaur"; break;
		case 456: race_Name = "Fungoid"; break;
		case 455: race_Name = "Kobold"; break;
		case 433: race_Name = "Goblin"; break;
		case 458: race_Name = "Orc"; break;
		case 470: race_Name = "Ultrataur"; break;
		case 409: race_Name = "Bazu"; break;
		case 473: race_Name = "Faerie"; break;
		case 464: race_Name = "Gargoyle"; break;
		case 471: race_Name = "Zombie"; break;
		case 524: race_Name = "Gnoll"; break;
		case 46: race_Name = "Imp"; break;
		case 495: race_Name = "Scrykin"; break;
		case 374: race_Name = "Golem"; break;

		default: break;
	}
	/*##########################################################
	^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
		H/M/E String

THEN AT -- about line 7100 

const char* Client::GetRacePlural(Client* client) {
.
.
.
		case VAHSHIR:
			return "Vah Shir"; break;
		case FROGLOK:
			return "Frogloks"; break;
		case DRAKKIN:
			return "Drakkin"; break;
			
		default:
			return "Races"; break;

CHANGE TO --

		case VAHSHIR:
			return "Vah Shir"; break;
		case FROGLOK:
			return "Frogloks"; break;
		case DRAKKIN:
			return "Drakkin"; break;
		//davood
		case ALAKAMIN_PYRILEN: 
			return "Pyrilen"; break;
		case ALAKAMIN_GELIDRAN: 
			return "Gelidran"; break;
		case ALAKAMIN_SHILLISKIN: 
			return "Shilliskin"; break;
		case ALAKAMIN_BEHOLDER: 
			return "Beholder"; break;
		case ALAKAMIN_HARPYR: 
			return "Harpyr"; break;
		case ALAKAMIN_SATYR: 
			return "Satyr"; break;
		case ALAKAMIN_AVIAK: 
			return "Aviak"; break;
		case ALAKAMIN_SIREN: 
			return "Siren"; break;
		case ALAKAMIN_MINOTAUR: 
			return "Minotaur"; break;
		case ALAKAMIN_FUNGOID: 
			return "Fungoid"; break;
		case ALAKAMIN_KOBOLD: 
			return "Kobold"; break;
		case ALAKAMIN_GOBLIN: 
			return "Goblin"; break;
		case ALAKAMIN_ORC: 
			return "Orc"; break;
		case ALAKAMIN_ULTRATAUR: 
			return "Ultrataur"; break;
		case ALAKAMIN_BAZU: 
			return "Bazu"; break;
		case ALAKAMIN_FAERIE: 
			return "Faerie"; break;
		case ALAKAMIN_GARGOYLE: 
			return "Gargoyle"; break;
		case ALAKAMIN_ZOMBIE: 
			return "Zombie"; break;
		case ALAKAMIN_GNOLL: 
			return "Gnoll"; break;
		case ALAKAMIN_IMP: 
			return "Imp"; break;
		case ALAKAMIN_SCRYKIN: 
			return "Scrykin"; break;
		case ALAKAMIN_GOLEM: 
			return "Golem"; break;
			
		default:
			return "Races"; break;
Reply With Quote
  #8  
Old 10-21-2013, 06:33 PM
Fadedspirit
Sarnak
 
Join Date: Jan 2007
Posts: 48
Default

Boom, got it working.


My VS2012 was borked and needed a reinstall. Kept telling me it had "compatibility issues with the current OS" of which is Server 2008 R2 (of which vs2012 is compatible with).

A quick 20minute repair, and everything is building correctly now !


Woot :]
Reply With Quote
  #9  
Old 10-21-2013, 01:13 AM
knowom's Avatar
knowom
Discordant
 
Join Date: Jun 2006
Posts: 371
Default

There are a few different Gnoll texture types in the game brown, white, and black could the "choose face" option be made to let you pick between the different model types I think that would be rather cool.

I mean that would be similar to how Vah Shir and Froglok were done the choose face option did a bit more than simply alter the face textures in those character models.
__________________
"We are all on the same team, and I think not enough people realize this."
- Leetsauce
Reply With Quote
  #10  
Old 10-21-2013, 01:05 PM
Davood
Discordant
 
Join Date: Jan 2005
Posts: 488
Default

I use extra sql tables to drtermine pkayer texture selection

when they zone it checks the db and sets the appropriate texture

also..all of this is done via perl and event_zone
__________________
----------
Demon Overlord of Alakamin
skype @ davoodinator
Reply With Quote
  #11  
Old 10-21-2013, 01:16 PM
Fadedspirit
Sarnak
 
Join Date: Jan 2007
Posts: 48
Default

@rencro

Like I said, I copied & pasted Davood's code just to see if i was really messing something up and nothing changed.

I'm thinking I've got a compiler issue going on, as I intentionally messed up the IsEquippable() method yet nothing happened.

I tried putting log events in, but none of them showed up .

I even double checked based on dateTime stamps on files to see which ones were being built, but still no changes were being seen.

I'll keep working on it though.



As for the /face thing, if there is code in the source to handle that it probably is possible, but you'd still need on_enter_zone events in perl to check your current texture each time you zone !
Reply With Quote
  #12  
Old 10-21-2013, 04:42 PM
Davood
Discordant
 
Join Date: Jan 2005
Posts: 488
Default

I have a question fadedspirit.

what are the final 3 lines of your compiler output?

if the date time stamp of the exes isnt changing then it isn't actually compiling??? or skipping? maybe a config issue
__________________
----------
Demon Overlord of Alakamin
skype @ davoodinator
Reply With Quote
  #13  
Old 10-21-2013, 05:57 PM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
Default

Its almost like the old code is still running...Are you copying over to the server folder from the bin folder while the server is stopped(is this possible?? dunno)

Just for giggles how about deleting the "Build" directory and rerunning cmake?? Then recompile, then grab the files from the release folder (or debug if you built debug mode)

just taking shots in the dark, sorry..
Reply With Quote
  #14  
Old 10-21-2013, 06:06 PM
Fadedspirit
Sarnak
 
Join Date: Jan 2007
Posts: 48
Default

Quote:
Originally Posted by rencro View Post
Its almost like the old code is still running...Are you copying over to the server folder from the bin folder while the server is stopped(is this possible?? dunno)

Just for giggles how about deleting the "Build" directory and rerunning cmake?? Then recompile, then grab the files from the release folder (or debug if you built debug mode)

just taking shots in the dark, sorry..
Yea, I'm trying a lot of things at the moment. Fairly certain it is a build error with my compiler. Just got home so haven't identified what it is just yet .

Cheers
Reply With Quote
  #15  
Old 10-21-2013, 06:30 PM
Davood
Discordant
 
Join Date: Jan 2005
Posts: 488
Default

can you please read my last post.

what do the final 3 lines of your compile operation say?
__________________
----------
Demon Overlord of Alakamin
skype @ davoodinator
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 05:29 AM.


 

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