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
  #46  
Old 05-31-2010, 09:15 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Just a minor suggestion, can the zone data and zone_points query be given checkboxes as well? If they are checked, they will be in the log uncommented, if unchecked they will be completely ignored?
Reply With Quote
  #47  
Old 05-31-2010, 01:03 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

1.4 is up in the downloads section:

Changes:

Code:
==05/31/2010==
Populated Melee texture columns.
For playable races, equip_chest2 is set based on the equipped chest item, if one is equipped.
Set armour tint columns based on the colour field for the chest slot.

The starting IDs for database inserts are now set as variables at the top of the SQL:
  Note the Door ID has changed meaning. Instead of being the value for the id column in the doors table,
  it is now the base value for the doorid column. The id column will just use the next autoincrement id.

If the version number is none-zero, The base doorid = Version * 1000 and all other insert IDs are
  set to ZoneID * 1000 + (Version * 100).

If the version number is none-zero, deletes for npc_types and the spawn tables will only be generated from
  the starting InsertID to starting ID + 99.

Moved the Version NumericUpDown control to before the InsertID textboxes as changing the version will
 auto-change the InsertIDs.

Corrected a bug where IT10805 objects were flagged as ovens instead of brew barrels.
Added checkboxes (default unchecked) for zone config (fog, safe point, etc) and zone points.
Reply With Quote
  #48  
Old 05-31-2010, 03:27 PM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,071
Default

I've done multiple zones and seen the quality extract, but PoK for some reason is just completely jacked up. There are multiples of spawns, and all on the guard pathing and I have redone the collect 4 times after the initial one which I took about 20-30 minutes to do to get the 170 merchant lists in the zone.

Here is the .pcap and the .sql, let me know what you think.

http://www.sendspace.com/file/wclue5
Reply With Quote
  #49  
Old 05-31-2010, 03:49 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

My first thought is you probably have the original PEQ spawns for POK which use different ID ranges than my app generates, and so it doesn't remove them.

If you do select id, spawngroupID from spawn2 where zone='poknowledge'; and you get ids not in the range 202000 - 202999, then that is the issue. You will need to manually trawl through your DB and delete the original PEQ data for that zone.

If that's not the problem, let me know.
Reply With Quote
  #50  
Old 05-31-2010, 03:55 PM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,071
Default

Quote:
Originally Posted by Derision View Post
My first thought is you probably have the original PEQ spawns for POK which use different ID ranges than my app generates, and so it doesn't remove them.

If you do select id, spawngroupID from spawn2 where zone='poknowledge'; and you get ids not in the range 202000 - 202999, then that is the issue. You will need to manually trawl through your DB and delete the original PEQ data for that zone.

If that's not the problem, let me know.
I forgot to mention that that isn't the problem.
Reply With Quote
  #51  
Old 05-31-2010, 04:17 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

I sourced the SQL into an otherwise empty test DB and browsed through it, and didn't see any obvious duped spawns.

I don't feel inclined to take the time tonight to create a DB cleansed of PEQ PoK data so I can actually source the SQL in and test it in game, but if you don't figure out
what the problem is, I'll see if I can get to it during the week ahead.
Reply With Quote
  #52  
Old 05-31-2010, 04:24 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Actually, I do see dupes, for #Tzudani Emissary of Veeshan (lots of them). The packet dump shows lots of OP_ZoneEntry packets for him, as if he spawned
mulitple times during the collect. I'll look at it further tomorrow.
Reply With Quote
  #53  
Old 05-31-2010, 04:35 PM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,071
Default

Quote:
Originally Posted by Derision View Post
Actually, I do see dupes, for #Tzudani Emissary of Veeshan (lots of them). The packet dump shows lots of OP_ZoneEntry packets for him, as if he spawned
mulitple times during the collect. I'll look at it further tomorrow.
Sounds good, I had to go to work so I wasn't going to troubleshoot it further.
Reply With Quote
  #54  
Old 05-31-2010, 07:35 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

I've brushed off the old PEQ repo for logs and started posting what we have so far at http://www.projecteq.net/logs

You'll need to create a PEQ forum name and log in (http://www.projecteq.net/phpBB2) first, but then anybody is free to upload and download any logs they have, or logs in the repo.

All of the logs currently up are zipped/rarred SQLs using EQExtractor 1.4. However, if you wish feel free to post the pcaps. Please don't post SQLs created with anything less than 1.4, as they aren't very versatile among different databases.
Reply With Quote
  #55  
Old 05-31-2010, 09:48 PM
Tricyclethief
Fire Beetle
 
Join Date: Oct 2008
Location: .
Posts: 17
Default

Thanks cavedude! i should be finished by tonight and have about all new SOD zones collected.
Reply With Quote
  #56  
Old 05-31-2010, 10:46 PM
steve
Discordant
 
Join Date: Jan 2002
Posts: 305
Default

Quote:
Originally Posted by Derision View Post
Actually, I do see dupes, for #Tzudani Emissary of Veeshan (lots of them). The packet dump shows lots of OP_ZoneEntry packets for him, as if he spawned
mulitple times during the collect. I'll look at it further tomorrow.
#Tzudani Emissary of Veeshan was permakilled by GMs on Live. Meaning the instant he appears in-game, he automagically self-kills. This was the Dragons, Dragons, Dragons event that is disabled on Live. His spawn rate must be set very low, hence the numerous dupes of him spawning. Dunno why they would depop him that way instead of their scripted means, but ah well... If you have a fast enough connection, you can sit outside the Guild Lobby zonein, facing the tree and see him pop into view for a millisecond and then poof. He's right behind the portal spot for PoK.
Reply With Quote
  #57  
Old 06-01-2010, 03:31 AM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,071
Default

Just uploaded entire TSS and almost entire SoD minus some Void versions.

8 D
Reply With Quote
  #58  
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
  #59  
Old 06-01-2010, 01:11 PM
steve
Discordant
 
Join Date: Jan 2002
Posts: 305
Default

Quote:
Originally Posted by Akkadius View Post
Just uploaded entire TSS and almost entire SoD minus some Void versions.

8 D
Which Void zones did you miss? I can see about grabbing them.
Reply With Quote
  #60  
Old 06-01-2010, 01:17 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by Akkadius View Post
PoK for some reason is just completely jacked up.
I blew away PoK from my PEQ database and sourced in your SQL and it looks fine to me.

The only duped spawn I could see is that Veeshan Emissary guy which Live is constantly spawning and immediately killing.

I have found it is not unusual to see mobs pathing around buildings or walls to actually walk through them on occasion, which I believe is due to you being out of the range at which you get constant movement updates for them, at some point during the packet collect.

The only other thing I noticed was the player mounts that got collected. I'll fix that in the next release.
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 01:34 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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3