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Type: Posts; User: Kalastrom

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    Re: 4/13/11 patch

    Sounds good to me.

    Edit: The above correction fixed showeq as of 25 May 2011. I've updated my src tarball and you can download it here:...
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    Re: 4/13/11 patch

    Not me, but I'll probably fix it. lol
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    Re: 4/13/11 patch

    A tarball was made and sent to BlueAdept, not sure if he's posted it yet or not.
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    Re: 4/13/11 patch

    Okay, I just noticed I was wrong about a particular opcode. OP_HPUpdate is actually 0x6967, 0x2370 is the endurance opcode, and 0x0ff4 is definitely the mana opcode for player regen. 2370 and 0ff4...
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    Re: 5-15-11 ShowEQ segmentation faults

    Oh. Okay, so everything is working properly then apart from the 'special' chat channels which I've never seen decoded.
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    Re: 5-15-11 ShowEQ segmentation faults

    Nothing yet, both issues just make no sense (only the doors issue isn't that important, just irritating on a small level).
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    Re: 5-15-11 ShowEQ segmentation faults

    Interesting... I'm not getting any segfaults, but I do see the door things and other odd objects being listed in the spawnlist. I'm working on those entries now as I'm rather bored. lol

    Edit 1: ...
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    Re: 4/13/11 patch

    Yah, I haven't found a good map for misty thicket yet. I should pull the one from the client since mapfiend's is out of date.
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    Re: 4/13/11 patch

    Okay, anybody else noticed spawn points being loaded for a zone that are not correct? For example, I just had spawn points in Sol B, show up on the map when I zoned into Sol A. And this is after I...
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    Re: 4/13/11 patch

    I have no idea on that one as I'm on a progression server.
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    Re: 4/13/11 patch

    Another update, sorry for the delay but I was dealing with RL things. OP_GroundSpawn is definitely 0x442A, OP_ClickObject is definitely 0x4194, OP_HPUpdate is definitely 0x2370, and OP_InspectAnswer...
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    Re: 4/13/11 patch

    Are you sure you're running the latest tarball and made the changes in http://www.showeq.net/forums/showthread.php?6506-Test-Server-Updates before adding in these changes?
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    Re: 4/13/11 patch

    Nice timing. OP_NpcMoveUpdate is definitely 38E0. Packet changed as well, following code fixes it.
    in spawnshell.cpp, function void SpawnShell::npcMoveUpdate(const uint8_t* data, size_t len, uint8_t...
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    Re: 4/13/11 patch

    Get some sleep then, I'm getting more than a little annoyed that I can't find the npc movement opcode.

    EDIT: Also, uncommenting the GroupUpdate opcode brought crashes back to mine, so it is...
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    Re: 4/13/11 patch

    Ah HA! OP_TargetMouse has been changed (duh), it's opcode is now 5F5E.
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    Re: 4/13/11 patch

    I'm not sure what that opcode is, but I'm going to tinker a bit with it since I was looking for a movement update code earlier and couldn't find it. maybe that's the one. EDIT: Nope, that wasn't it....
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    Re: 4/13/11 patch

    The zoning code appears to be okay. when I zone into Neriak (for example) from Nek (a zone where I don't crash), the zone loads, map is drawn, NPCs are placed and then it immediately crashes right...
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    Re: 4/13/11 patch

    Sorry, braindead. I thought I hadn't included the GuildMOTD in the original post. Been staring at this stuff for too long today possibly. lol
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    Re: 4/13/11 patch

    I spent many hours looking at the code and the packets being dumped. I've got a most likely fix for OP_InspectAnswer as well. The opcode 2370 is actually OP_GuildMOTD now (I'm pretty sure), but I...
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    Re: 4/13/11 patch

    *** UPDATED DATA ***
    From what I've managed to figure out so far, some opcodes have changed as have some structures. I've managed to fix a very small number so far, one of which is technically...
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