No arguments here... Like I said, it looks like band-aids on band-aids in some places and I just don't know enough to fix it.
My contributions have been insignificant and done in the hopes we...
Type: Posts; User: fransick
No arguments here... Like I said, it looks like band-aids on band-aids in some places and I just don't know enough to fix it.
My contributions have been insignificant and done in the hopes we...
Here's an old one but I believe still relevant:
Program received signal SIGSEGV, Segmentation fault.
0x0445c52d in QString::QString(QString const&) () from /usr/lib/qt-3.3/lib/libqt-mt.so.3...
I've been having the same issue for months... so I just set it to "0000" until I had time to dig in and see what the problem is. Every time I get around to looking at it, Sony patches and gives me a...
Here's a very fast update of the critical opcodes that should get most of the good stuff working again.
Acid, what's the syntax of the diff command you use? My diffs and subsequent patches have...
I'll have time later today to work on some opcodes as it looks like many changed during the last emergency patch.
Merry Christmas!
It's an early Christmas present... thanks acid! Your help is most appreciated. Clearly not something I would have ever figured out to be sure.
Did you read INSTALL.newbies? :) Just kidding!
I've always had to downgrade to 3 to get it to compile... I believe there was talk a long time ago of making it QT4 compatible but those efforts never came to fruition.
I don't doubt it... I do know something wasn't right with movement on PC's. Movement would hop around and once stationary they would show in the proper spot. This was using playerSpawnPosStruct. I...
That would be helpful... at this stage I think a lot of the code is a bandaid on a bandaid making it hard for someone of very limited means (me) to understand what it is doing. I have zero...
I don't think so. Taking a look at all the changes I've made to make sure I didn't cross something up. Details forthcoming...
No changes to NetStream. I think it may be that spawnStruct is...
It's an improvement... I am recompiling with debug and messing around with output to see what's happening. Looks like Delta is correct but X & Y are off. Perhaps the pieces are the right size now...
Thank you... thank you... thank you...
Now to look at what you did to see if I can understand what I was missing.
There is some debug code that helps a lot. I think the difficulty comes from the fact that we are pulling only certain data off the wire and each piece of data has a field identifier. Wondering if...
Because the deltas are wrong, it maps their starting point correctly then they all vector off the map and go all over the place. So it does place the initial location correctly based on XYZ but then...
Yep... needing a lifeline now.
I have been thinking about it while on the road this week and am gearing up for another go at it this weekend. Going to look more closely at spawnshell.cpp...
Like you, Newby, I am able to get XYZ in playerSpawnPosStruct. Got Heading now but every time I change the delta structs it throws everything else off because I am not positive on the size of the...
This fix will position you on the map correctly... still working on the struct for PC updates. That one is giving me fits.
struct playerSelfPosStruct
{
/*0000*/ uint8_t unknown0000[2]; ...
I think the Debug validated that I had playerSelfPos right. When running you "shimmy" slightly left and right on the map which makes me wonder if I have delta off by a little. As best I can tell...
Thanks Purple... I got playerSelfPos figured out just looking at the logs. playerPos is a different story. Will try your suggestion.
Thanks for trying... with a little sleep after the redeye flight maybe it will make a little more sense. We'll see!
As I feared, playerSelf and playerPos packets have always been hard for me to understand struct wise. Having a difficult time correlating the packets captured to meaningful values so as to determine...
Here are the opcodes I was able to update in 15 minutes...
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE seqopcodes SYSTEM "seqopcodes.dtd">
<seqopcodes>
<!-- Critical opcodes used...
A quick look seems to be patch mostly changed opcodes. I mapped a bunch quickly but noticed that playerSpawnPosStruct and paleyrSelfPosStruct both changed. I am hopping on a plane and won't be back...