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MQSEQ2
12-23-2003, 05:53 AM
This will be for the latest offsets.

We will post them here when we get them.

[Memory Offsets]
GroupAddr=7511280
SpawnHeaderAddr=7518056
ItemsAddr=7518060
CharInfo=7518120
TargetAddr=7518124
GuildsAddr=7536204
ZoneAddr=7115292

[CharInfo Offsets]
SpawnInfo=3456

For those who would like to help in finding the Offsets please try using my tutorial on hoe to find them and post them in this thread and I will add them to this post as they roll in.

MQSEQ2
12-23-2003, 07:09 AM
I have posted the new SneakPreview 2.0 Server (SP) and the MySEQTester at http://www.dvolve.net/EQ/MySEQ.

Once you use the Tutorial for finding the offsets you can plug them into the SP Ini and then launch the SP and use the Tester to verify you have the correct locations for PlayerInfo, SpawnInfo, GroundItems. I will be adding more tabs for Zone and other stuff we want to verify.

ap50
12-23-2003, 07:21 AM
No change since the 19th MySeq offset wise, though you did have CharAddr wrong on the 19th's thread.

[Memory Offsets]
GroupCountAddr=7511280
GroupAddr=7511608
SpawnHeaderAddr=7518056
ItemsAddr=7518060
CharAddr=7518112
CharInfo=7518120
TargetAddr=7518124
GuildsAddr=7536204
ZoneAddr=7894600

CybMax
12-23-2003, 07:41 AM
Same problem with theese offsets tho.. ie. when you select another target than yourself, the "ring" will move towards your current target, and all con colors will change to the targets con level.

MQSEQ2
12-23-2003, 07:57 AM
Your ZoneAddr=7894600 is incorrect it should be 7115292.

As for the Range circle it's the same issue as before so nothing new on that, I will have to start changing code now.

MQSEQ2
12-23-2003, 08:00 AM
I need folks to verify GroupAddr=7511608 (my GroupAddr=7511280 could be wrong since I'm not in front of the computer with 3 accounts going right now).

MQSEQ2
12-23-2003, 08:02 AM
Not to bad on hunting them down this roun. It took less than 30 mins to check them down. Now we just test them out for a couple hours then it's coding time.

CybMax
12-23-2003, 08:11 AM
ZoneAddr=7894600

Is the correct one (remember how i nagg you about the zoneaddr always at a HIGHER adress than the rest to work with both old world and LDoN?)

As for the change target thingy problem.. It seems that whatever i put at CharAddr or CharInfo, have absolutely NO bearing. I can put whatever adress i like in there, but it makes absolutely no change.... Weird..

Now.. I did change the TargetAddr=7518112 and at least the focus stay on me all the time, so the con colors are right.. The problem being of course that autotarget does not work at all tho..

MQSEQ2
12-23-2003, 08:20 AM
The Zone address you are talking about will work but the one I posted is the correct location for the Zone Structure + 64 bytes (that is the structure offset for the short name). I will check the code to verify that the Zone Short name is switched to lower case so it can open the file.

As for the Char Address I will need to look at it. The TargetAddr=7518112 might be the correct location I just need to do test. I know when I was testing the TargetAddr=7518124 the EQ selection was working but the Range Circle was moving.

I won't be able to work on it until later today but I will try to do what I can from here.

CybMax
12-23-2003, 08:52 AM
Oki.. I been swapping and messing around with diff addresses, but i must also say that i am pretty clueless about how stuff works in real code..

So.. i have some questions :

1. I have a helluva lot stuff in my ini file.. What is currently needed by the 1.11 server? Do i need this :
[SpawnInfo Offsets]
NameOffset=1
LastnameOffset=65
XOffset=104
YOffset=108
ZOffset=112
SpeedOffset=128
HeadingOffset=132
LinkdeadOffset=229
LFGOffset=232
EquipmentHeadOffset=272
EquipmentChestOffset=276
EquipmentArmsOffset=280
EquipmentWristsOffset=284
EquipmentHandsOffset=288
EquipmentLegsOffset=292
EquipmentFeetOffset=296
EquipmentPrimaryOffset=300
EquipmentSecondaryOffset=304
NextOffset=316
PrevOffset=328
TypeOffset=364
GenderOffset=374
LevelOffset=372
HideOffset=376
ClassOffset=378
SpawnIDOffset=384
RaceOffset=392
AFKOffset=404
BodyTypeOffset=408
HPCurrentOffset=412
DeityOffset=424
HPMaxOffset=428
GuildIDOffset=432
SpawnInfoEndOffset=436

[GroundItem Offsets]
PrevOffset=0
NextOffset=4
SpawnIDOffset=12
ZOffset=32
XOffset=36
YOffset=40
NameOffset=44
GroundItemEndOffset=68

[CharInfo Offsets]
NameOffset=2
LastnameOffset=66
GenderOffset=136
RaceOffset=140
ClassOffset=144
LevelOffset=152
ExpOffset=156
PracticePointsOffset=160
ManaOffset=164
BaseHPOffset=168
StunnedOffset=172
BaseSTROffset=176
BaseSTAOffset=180
BaseCHAOffset=184
BaseDEXOffset=188
BaseINTOffset=192
BaseAGIOffset=196
BaseWISOffset=200
LanguagesOffset=204
YOffset=2640
XOffset=2644
ZOffset=2648
HeadingOffset=2652
StandStateOffset=2656
PlatOffset=2660
GoldOffset=2664
SilverOffset=2668
CopperOffset=2672
BankPlatOffset=2676
BankGoldOffset=2680
BankSilverOffset=2684
BankCopperOffset=2688
BankSharedPlatOffset=2708
SkillOffset=2740
HungerLevelOffset=3420
ThirstLevelOffset=3424
SpawnInfo=3452
SpawnInfoOffset=3452
STROffset=3584
STAOffset=3588
CHAOffset=3592
DEXOffset=3596
INTOffset=3600
AGIOffset=3604
WISOffset=3608
SaveMagicOffset=3616
SaveFireOffset=3620
SaveColdOffset=3624
SavePoisonOffset=3628
SaveDiseaseOffset=3632
CurrWeightOffset=3638
DietyOffset=4884
AAExpOffset=5364
ServerNameOffset=8288
CharInfoEndOffset=8328

If not.. could you post a complete 1.11 ONLY ini? I know you are working on the 2.0 and all.. but to keep things as simple as possible without causing any more confusion than needed.. separate the 2.0 ini from the 1.11 ini for now? agree?

2. It also seemed like the CharAddr had no bearing, but the CharInfo was the one used? although i think i read somewhere that it was CharAddr wich was used by 1.11 and CharInfo by 2.0? Please.. also here, remove any 2.0 spesific settings, and rather provide a SEPARATE ini for 2.0 please.

3. I was of the illusion that the pointer to CharAddr/CharInfo was information for your character only, and the address to TargetAddr was for any targets you have selected.. But i might have misunderstood that, and that the client kinda decodes this information as it is being run through memory.. thus the "self-circle" changing, is mostly due to some structure changes in memory itself (a new myseq client is required).

Think you have the time to think this over? Aint easy to follow your guide on howto find offsets, and have a shitload more of stuff in that ini file noone really knows what doing, other than the coder of the 2.0 server himself :)

One step at a time..

MQSEQ2
12-23-2003, 09:23 AM
These are the item that Server 1.11 uses (straight from code):

GetPrivateProfileString("Memory Offsets", "ZoneAddr", "0", buffer, 255, filename);
EQADDR_SHORTZONE = SettingToVoidPtr(buffer);

GetPrivateProfileString("Memory Offsets", "CharAddr", "0", buffer, 255, filename);
EQADDR_CHAR = SettingToVoidPtr(buffer);

GetPrivateProfileString("Memory Offsets", "SpawnHeaderAddr", "0", buffer, 255, filename);
EQADDR_SPAWNLIST = SettingToVoidPtr(buffer);

GetPrivateProfileString("Memory Offsets", "TargetAddr", "0", buffer, 255, filename);
EQADDR_TARGET = SettingToVoidPtr(buffer);

GetPrivateProfileString("Memory Offsets", "ItemsAddr", "0", buffer, 255, filename);
EQADDR_ITEMS = SettingToVoidPtr(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "NameOffset", "0", buffer, 255, filename);
NameOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "XOffset", "0", buffer, 255, filename);
XOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "YOffset", "0", buffer, 255, filename);
YOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "ZOffset", "0", buffer, 255, filename);
ZOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "HeadingOffset", "0", buffer, 255, filename);
HeadingOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "SpeedOffset", "0", buffer, 255, filename);
SpeedOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "SpawnIDOffset", "0", buffer, 255, filename);
SpawnIDOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "TypeOffset", "0", buffer, 255, filename);
TypeOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "ClassOffset", "0", buffer, 255, filename);
ClassOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "RaceOffset", "0", buffer, 255, filename);
RaceOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "HideOffset", "0", buffer, 255, filename);
HideOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "LastnameOffset", "0", buffer, 255, filename);
LastnameOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "NextOffset", "0", buffer, 255, filename);
NextOffset = SettingToInt(buffer);

GetPrivateProfileString("SpawnInfo Offsets", "LevelOffset", "0", buffer, 255, filename);
LevelOffset = SettingToInt(buffer);

GetPrivateProfileString("GroundItem Offsets", "NameOffset", "0", buffer, 255, filename);
GINameOffset = SettingToInt(buffer);

GetPrivateProfileString("GroundItem Offsets", "XOffset", "0", buffer, 255, filename);
GIXOffset = SettingToInt(buffer);

GetPrivateProfileString("GroundItem Offsets", "YOffset", "0", buffer, 255, filename);
GIYOffset = SettingToInt(buffer);

GetPrivateProfileString("GroundItem Offsets", "ZOffset", "0", buffer, 255, filename);
GIZOffset = SettingToInt(buffer);

GetPrivateProfileString("GroundItem Offsets", "SpawnIDOffset", "0", buffer, 255, filename);
GISpawnIDOffset = SettingToInt(buffer);

GetPrivateProfileString("GroundItem Offsets", "NextOffset", "0", buffer, 255, filename);
GINextOffset = SettingToInt(buffer);

GetPrivateProfileString("Memory Offsets", "CharInfo", "0", buffer, 255, filename);
EQADDR_CHARINFO = SettingToVoidPtr(buffer);

GetPrivateProfileString("CharInfo Offsets", "SpawnInfo", "0", buffer, 255, filename);
SpawnInfo = SettingToInt(buffer);

=============================================

As for the CharAddr/CharInfo you see the code:

// Player Information

int ptmp=0;
if (ReadProcessMemory(eqprocess, EQADDR_CHARINFO, &ptmp, sizeof(int), &tmp) != 0) {
ptmp+=SpawnInfo;
ReadProcessMemory(eqprocess, (void*) (ptmp), &paddr, sizeof(int), &tmp);

//if (ReadProcessMemory(eqprocess, EQADDR_CHAR, &paddr, sizeof(int), &tmp) != 0) {
ReadProcessMemory(eqprocess, (void*)paddr, spbuf, LargestSpawnOffset, &tmp);

The EQADDR_CHAR is never used (rem'd out) so the CharAddr in the Ini is not needed.


==============================================

If you go thru the list above you will see which Ini settings are needed and which ones are not.


The offsets under the the [CharInfo Offsets] has changed but we have to figure out where the data shifted to.

You will notice above that the only setting needed for 1.x is:

GetPrivateProfileString("CharInfo Offsets", "SpawnInfo", "0", buffer, 255, filename);
SpawnInfo = SettingToInt(buffer);

and based on this code:

if (ReadProcessMemory(eqprocess, EQADDR_CHARINFO, &ptmp, sizeof(int), &tmp) != 0) {
ptmp+=SpawnInfo;
ReadProcessMemory(eqprocess, (void*) (ptmp), &paddr, sizeof(int), &tmp);

The following CharAddr=7518112 address is probably correct but without knowing the Structure offset for SpawnInfo it's throwing us off some.

I've been waiting for the servers to become stable since they keep dropping the servers every other hour.

The rest of the Ini didn't change that I have seen at this time. If code changes are required I make the changes then supply a clean Ini for 1.x servers only since the 2.x Ini will be split for Client and Server.

CybMax
12-23-2003, 10:50 AM
Thanx for the info :)

As i said before, i am kinda clueless.. so i wonder if i have gotten this correct :

If you take the charinfo adress of : 7518112 and then add the SpawnInfo offset of 3452, i should get 7521564 ($72c51c).. If i go to this address using winhack, am i then supposed to get some data that indicate another adress that jump to info about my character? Ie if addr $72c51c and the next bytes contains 68 56 10 07 , i should check what i have in (reverse) the address $07105668 ? and there i should be able to see what? My name or sumtin?

I have the old eqgame.exe (unpatched) from before it got broken last i think (using eqemu server). I might be able to see if i can get myseq to work like it used to on a eqemu server, and see what is in that address there?

Hehe.. just exploring diff stuff.. dont laugh if i am waaay of on this tho.. hehe

MQSEQ2
12-23-2003, 11:18 AM
This is how the server works Step by Step:

if (ReadProcessMemory(eqprocess, EQADDR_CHARINFO, &ptmp, sizeof(int), &tmp) != 0) {

This line is using the Address from the Ini to locate the static memory address and will read 4 bytes (int = 4 bytes) of memory that will be the pointer to the dynamic data (this will change we you run EQ). ptmp will contain the memory address of where to jump to next.

ptmp+=SpawnInfo;

This line is is saying start at memory location ptmp and add SpawnInfo (the number of bytes for the characterinfo structure offset)

ReadProcessMemory(eqprocess, (void*) (ptmp), &paddr, sizeof(int), &tmp);

This line is reading the the memory location (ptmp + SpawnInfo) to get the address for what we are looking for. paddr will contain the memory address of where to jump to next.

ReadProcessMemory(eqprocess, (void*)paddr, spbuf, LargestSpawnOffset, &tmp);

This line of code is reading the actual data we are looking for and will read LargestSpawnOffset bytes of memory. LargestSpawnOffset is based on the the amount of data you want to read in and it is set in the Ini and a routine will cycle throught the offsets bieng found to find the largest number. That's why in Server 2.x I use SpawnInfoEndOffset=436, this prevents the cyclying throught the list which should speed up the code.

ZeroMemory(&sisend, sizeof(SPAWNINFO_SEND));
if (assignSPAWNtoSEND(spbuf, &sisend))
{
sisend.flags = 253;
data.push_back(sisend);
}

This set of code basically cleans the temp buffer and then copies the data into the structure that will be sent to the client. That fuction only sends a small subset of data (Server 2.x will send all the data). If successfully added to the structure then it will set the packet type to a player packet and then push it to the packet to the packet handler so it can be sent to the client.

That's how you get the Player's info.

When using WH and jumping around you should start to see the players info based on this structure:

NameOffset=2
LastnameOffset=66
GenderOffset=136
RaceOffset=140
ClassOffset=144
LevelOffset=152
ExpOffset=156
PracticePointsOffset=160
ManaOffset=164
BaseHPOffset=168
StunnedOffset=172
BaseSTROffset=176
BaseSTAOffset=180
BaseCHAOffset=184
BaseDEXOffset=188
BaseINTOffset=192
BaseAGIOffset=196
BaseWISOffset=200

The offsets are how many bytes away from the main starting location.

CybMax
12-23-2003, 02:11 PM
Well.. even tho the above explanation is probably very good, if i had some programming clues.. hehe

But.. what i had, is the client from 25/11 and a EQEmu server to try it on, and thus i verified my theory.. (as i posted question about above).

So.. If you would be kind to verify this for me :
[CharInfo Offsets]
SpawnInfo=738388

And to those wanting a "clean" 1.11 ini file, here is my current (and as far as i know now is working with autoselect, and in LDoN zones as well)

EDIT!!: Changed to the current offset/charinfo adress 12/23/03 :

-- myseqserver.ini
[Memory Offsets]
SpawnHeaderAddr=7518056
ItemsAddr=7518060
CharInfo=7518120
TargetAddr=7518124
ZoneAddr=7894600

[SpawnInfo Offsets]
NameOffset=1
LastnameOffset=65
XOffset=104
YOffset=108
ZOffset=112
SpeedOffset=128
HeadingOffset=132
NextOffset=316
TypeOffset=364
LevelOffset=372
HideOffset=376
ClassOffset=378
SpawnIDOffset=384
RaceOffset=392

[GroundItem Offsets]
NextOffset=4
SpawnIDOffset=12
ZOffset=32
XOffset=36
YOffset=40
NameOffset=44

[CharInfo Offsets]
SpawnInfo=3456

--

And that is it. Pls.. Post verifications or problems if this aint working :)

MQSEQ2
12-23-2003, 02:20 PM
I don't know if these are correct until later tonight.

[Memory Offsets]
CharInfo=7518112

[CharInfo Offsets]
SpawnInfo=738388

first look SpawnInfo=738388 appears to be wrong. The offset should be in around 3452. Can you explain how and where you got that number?

CybMax
12-23-2003, 02:20 PM
Bah.. and after a reboot, it did not work.. (tried 2 characters on the run).. So i guess it was not the correct offset after all..

Sheesh..

Anyway.. for what its worth.. I think they might have increased the space for character information, to make room for the new aa's and such in the upcoming patch (or even the new melee skills)

Sorry for the "non working update".. will continue to work on this tho..

MQSEQ2
12-23-2003, 02:28 PM
Some of the character offset stuff was increased by 4 bytes and some decreased ~500 bytes. I have a new list but I hadn't looked at the SpawnID yet, got to busy doing other stuff.

I know the code works and that it's an offset but call me lazy hehe this week. All the dev's in all the projects have sat back a little till EQ decides they want to stop messing things up.

CybMax
12-23-2003, 05:36 PM
Oki.. Giving it another go, with a minor change.. The charinfo adress was not right.. At least it does not seem like it.

This is what i came up with then :

CharInfo=7518120

and
[CharInfo Offsets]
SpawnInfo=3456

As you see.. a minor movement in the offset of spawninfo AND using the RIGHT address seems to actually do the trick.. (I edited my earlier post with the correct stuff so it should be cut 'n' paste)

I have not tested this in LDoN for now (too tired atm), but i did reboot the computer and tested with 2-3 characters in 2-3 of the regular zones (nexus, pok, shadeweavers..) And it worked as intended now..

If someone up for testing it in LDoN before they open their xmas presents.. feel free to post results :)

MQSEQ2
12-24-2003, 06:56 AM
CybMax have you done the test with:

[Memory Offsets]
CharInfo=7518112

or

[Memory Offsets]
CharInfo=7518120

This appears to be the correct SpawnInfo Offset
[CharInfo Offsets]
SpawnInfo=3456

Let me know so I can update the offsets.

I think CharInfo=7518120 and SpawnInfo=3456 will solve the Rangle Circle issue. Once we test these then MySEQ will be at 100% again.

theknightmax
12-24-2003, 08:10 AM
This appears to be the correct SpawnInfo Offset
[CharInfo Offsets]
SpawnInfo=3456

This fixes the range circle bouncing around

As of ast night LDON wasnt working havent tried with the new spawnInfo

deda
12-24-2003, 08:24 AM
CharInfo=7518120 and SpawnInfo=3456 will solve the Rangle Circle issue.

This is correct ... it fixed the 'ring' hopping :)

MQSEQ2
12-24-2003, 08:37 AM
The sad thing is I had SpawnInfo=3456 last week but forgot to post it for the rest of ya'll hehe. Show me da luv ;)

theknightmax
12-24-2003, 02:23 PM
I am using
CharInfo=7518120

When I zone into a ldon dungeon it shows map and all mobs but then stops updating or something when I zone out I need to start and stop the client

CybMax
12-24-2003, 03:24 PM
CybMax have you done the test with:

Yes i used the CharInfo=7518120 when i did the testing. But as i said, i did not have time to test LDoN.

As my previous "cut'n'paste" from my ini file indicate, i use the ZoneAddr=7894600 tho..

Theknightmax, are you using ZoneAddr=7894600 as well when you have those problems after you zone out of LDoN? If so.. it can very well be sumtin wrong with that of course.. (although i can live with a "start/stop" of the client as long as the spawn selections and things work when its running).

Scorpius
12-24-2003, 03:29 PM
[Settings]
Port=5555
Refresh=0
ShowIniRead=0

[Memory Offsets]
GroupAddr=7511280
SpawnHeaderAddr=7518056
ItemsAddr=7518060
CharInfo=7518120
TargetAddr=7518124
GuildsAddr=7536204
ZoneAddr=7115292

[SpawnInfo Offsets]
NameOffset=1
LastnameOffset=65
XOffset=104
YOffset=108
ZOffset=112
SpeedOffset=128
HeadingOffset=132
LinkdeadOffset=229
LFGOffset=232
EquipmentHeadOffset=272
EquipmentChestOffset=276
EquipmentArmsOffset=280
EquipmentWristsOffset=284
EquipmentHandsOffset=288
EquipmentLegsOffset=292
EquipmentFeetOffset=296
EquipmentPrimaryOffset=300
EquipmentSecondaryOffset=304
NextOffset=316
PrevOffset=328
TypeOffset=364
GenderOffset=374
LevelOffset=372
HideOffset=376
ClassOffset=378
SpawnIDOffset=384
RaceOffset=392
AFKOffset=404
BodyTypeOffset=408
HPCurrentOffset=412
DeityOffset=424
HPMaxOffset=428
GuildIDOffset=432
SpawnInfoEndOffset=436

[GroundItem Offsets]
PrevOffset=0
NextOffset=4
SpawnIDOffset=12
ZOffset=32
XOffset=36
YOffset=40
NameOffset=44
GroundItemEndOffset=68

[CharInfo Offsets]
NameOffset=2
LastnameOffset=66
GenderOffset=136
RaceOffset=140
ClassOffset=144
LevelOffset=152
ExpOffset=156
PracticePointsOffset=160
ManaOffset=164
BaseHPOffset=168
StunnedOffset=172
BaseSTROffset=176
BaseSTAOffset=180
BaseCHAOffset=184
BaseDEXOffset=188
BaseINTOffset=192
BaseAGIOffset=196
BaseWISOffset=200
LanguagesOffset=204
YOffset=2640
XOffset=2644
ZOffset=2648
HeadingOffset=2652
StandStateOffset=2656
PlatOffset=2660
GoldOffset=2664
SilverOffset=2668
CopperOffset=2672
BankPlatOffset=2676
BankGoldOffset=2680
BankSilverOffset=2684
BankCopperOffset=2688
BankSharedPlatOffset=2708
SkillOffset=2740
HungerLevelOffset=3420
ThirstLevelOffset=3424
SpawnInfo=3456
SpawnInfoOffset=3452
STROffset=3584
STAOffset=3588
CHAOffset=3592
DEXOffset=3596
INTOffset=3600
AGIOffset=3604
WISOffset=3608
SaveMagicOffset=3616
SaveFireOffset=3620
SaveColdOffset=3624
SavePoisonOffset=3628
SaveDiseaseOffset=3632
CurrWeightOffset=3638
DietyOffset=4884
AAExpOffset=5364
ServerNameOffset=8288
CharInfoEndOffset=8328

I have been using these since Monday I beileve and they still do not appear to be working in LDoN. Just wondering if I missed a post someplace.

S

TempLoginName
12-24-2003, 03:37 PM
You are missing something, ZoneAddr=7115292
needs to be 7894600

Old No Name

Scorpius
12-24-2003, 04:13 PM
Thanks Temp, I'll try that out... appreciate the help.

S

theknightmax
12-24-2003, 06:38 PM
That fixed ldon as well. Thanks

MQSEQ2
12-24-2003, 06:50 PM
Since I don't play EQ that much and on;y been in LDon 2 times since it came out I need some one to test this and verify the Zone name in the lower right corner of the client.

ZoneAddr=7115292 Zone=???
ZoneAddr=7894600 Zone=???

This is very easy to test set it to 7115292 go in and check what it says in corner then exit MySEQ then set to 7894600. Make sure you document if the map loaded properly in both instance.

Both locations in memory shows the Shortname of the zone but I want to verify that they both are the exact same.

WizBang
12-24-2003, 09:22 PM
Offsets are working perfectly, even in LDoN. Was having problems with ZoneAddr=7115292 in LDoN, intermittently not loading maps, or loading maps that wouldn't refresh. Used ZoneAddr=7894600 Zone= and everything is fine now.

MeTh_HeD
12-26-2003, 09:39 PM
EDIT: nevermind. I was using older server. 1.11 fixed it :)

ap50
12-30-2003, 11:03 AM
Well, I am adamant that my:
ZoneAddr=7894600

is correct, it works in LDoN zones such as RUJI, but:

ZoneAddr=7115292 does not.

MQSEQ2
12-30-2003, 11:25 AM
I will agree that ZoneAddr=7894600 is the right location to get the LDoN working.

But with 1.15.17 ZoneAddr=7115292 should resolve this issue. That location is the Zone Structure offset for the Short Zone Name.

Everyone is using ZoneAddr=7894600 for LDoN maps. Since I'm stepping aside on development for awhile, folks should use whichever offset works for them.

ap50
12-30-2003, 01:06 PM
Gah, you don't want to do that. :(

MQSEQ2
12-30-2003, 01:25 PM
hehe, I don't, but if folks don't want to help then why should I spend the time and effort to improve the program? Currently, there are no known major issues with the program so it's usable as it stands.

Sad to see most only come here when the program is broke because the offsets were changed. That's why I drug my feet during the 12/19 thru 12/23 patches. During this time everyone kept coming and checking and now they have the correct info they won't come back till next patch. :(

somerandomguy
01-03-2004, 10:48 AM
Hey, havent been able to find info on this problem around the boards so gonna ask here. When I use the offsets here everything seems to work except every NPC or mob cons red, only thing I can think of is that its because I am using 1.9b instead of one of the newer versions. Is there something I am doing wrong, its still functional, just annoying that everything cons the same. Thanks

NovaUSC
01-03-2004, 12:23 PM
Upgrade to 1.11

MQSEQ2
01-03-2004, 12:53 PM
Upgrade to Server 1.11 and Client 1.15.17 and use the offsets listed in this thread:

http://seq.sourceforge.net/forums/showthread.php?s=&threadid=4497

You Must use the following as well:

[CharInfo Offsets]
SpawnInfo=3456

stantheman
01-08-2004, 10:46 PM
I am finding that showeq has lag on my local lan. I will see a mob run towards it and wham it is halfway across the map. Any ideas ?

stantheman
01-08-2004, 10:47 PM
Don't give up on this, it is an awesome project. I just wish I could program.

WizBang
01-09-2004, 06:31 AM
http://seq.sourceforge.net/forums/images/icons/icon3.gif Theory 1: Some mobs will "teleport" within the zone, in other words they spawn in a fixed location, then respawn in another location in the zone. I've been standing next to mobs when they despawned and I noted that they were in a different location in SEQ.

http://seq.sourceforge.net/forums/images/icons/icon3.gif Theory 2: EQ only sends relevant information to the client from what I can see. When you enter a zone, you will get mob and PC locations once, then you will receive updates as they become closer to your relative position. Bandwidth utilization between your computer and EQ servers would be greatly increased if every item in the zone moved you received an update to your EQ client.

Lemme know if either or both of these sound possible. They make sense to me.

Mixy!
01-09-2004, 07:28 AM
Stantheman,

What Wizbang said in the #2 place is correct. SoE implimented bandwidth saving technology which only sends you mob position information when you zone in, and when the mob is within 1000 range of your char. Therefore when you're crawling through a ldon adv (for example) mobs might seem to warp around as you move closer and further away from them.

-Mixy!

MQSEQ2
01-09-2004, 07:29 AM
WizBang is pretty much correct, Spawns will sometimes despawn after awhile this is part of cycling throu the mobs in the zones because of inactivity on killing them, not all spawns do this.

The real reason the mobs you ran to moved was because there is a 1000 foot radius around you that will be updated only when you sit for awhile, everything else will appear to stop moving this is EQ's attempt of reducing packets sent to the EQ Client.

Theres nothing you can do about this except run around the zone from time to time, I have never timed the routine that slows down the refresh of spawns tho. I would assume 5 to 10 mins then you start seeing a circle of mobs stop walking at the 100 foot range. Go to a meduim size zone (ie Misty Thicket at the wall) where alot of mobs walk around to see it in action.

stantheman
01-09-2004, 09:35 AM
I was playing on the discord server and was watching PC's no mobs. This lvl 24 logged in and was far away all of the sudden he's VERY close to me and hunting me. I was running like mad (I was a lowbee) well he must have been using SEQ because he was tailing me even though he couldn't see me. matching me move for move. I ended up getting away thanks to MYSEQ !



1 other question, how can I keep the circle stop moving to the creature I target. I target a mob and the circle jumps there and all the mobs in the zone change color in comparison to the mob targetted.

Great program dude PLEASE DO NO STOP ! I love this program excellent work sir.

MQSEQ2
01-09-2004, 09:53 AM
He had MySEQ or SEQ as well as MacroQuest or Equivilant to warp to your location it sounds like, but remeber he could have had See Invis as well, only NPCs (ie Traps, triggers, etc) can be totally hidden from a player even tho they have See Invis.


To solve your jumping Range Circle get Client 1.15.17 and use the offical MySEQ Offsets from this link:

http://seq.sourceforge.net/forums/showthread.php?s=&threadid=4497

Always use the latest offsets from here.