Search:

Type: Posts; User: fransick

Search: Search took 0.00 seconds.

  1. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  2. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  3. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  4. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  5. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    I'll have time later today to work on some opcodes as it looks like many changed during the last emergency patch.

    Merry Christmas!
  6. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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.
  7. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    Did you read INSTALL.newbies? :) Just kidding!
  8. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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.
  9. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  10. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  11. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  12. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  13. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    Thank you... thank you... thank you...

    Now to look at what you did to see if I can understand what I was missing.
  14. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  15. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  16. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  17. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  18. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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]; ...
  19. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  20. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    Thanks Purple... I got playerSelfPos figured out just looking at the logs. playerPos is a different story. Will try your suggestion.
  21. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    Thanks for trying... with a little sleep after the redeye flight maybe it will make a little more sense. We'll see!
  22. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  23. Replies
    78
    Views
    74,455

    Re: 12/12/12 Changes

    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...
  24. Replies
    78
    Views
    74,455

    12/12/12 Changes

    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...
Results 1 to 24 of 24