Thanks for the quick patch.
Type: Posts; User: sammie
Thanks for the quick patch.
I think if you do a centos 6 complete or software developer install, all you have to do is install libpcap-devel and it should compile.
Be sure to comment out all the group related opcodes in /usr/local/share/showeq/zoneopcodes.xml.
I logged into Test to check functionality and there is a change to playerProfile again.
In everquest.h:
/*10572*/ uint8_t unknown10572[1280]; // add 360 (was 920) 9-3-2011
to
/*10572*/...
I suppose its possible global channels weren't decoded before. It's been a few months since I played with SEQ and I just thought I remembered seeing them in the console. Either way, they're not...
I'm not sure what your segfault problem is gaingreen. I would suspect a bad opcode, maybe a type when you were applying changes or you missed one. I'm not having any segfault problems.
Doors are...
I just finished a fresh ubuntu install and applied all the latest seq patches, and downloaded a fresh copy of EQ to go along with this free account time. I'll take a look at this later today and see...
The tarball is not up to date. You need to apply all the changes for 2011 from this thread.
Test server patch for 2-2-2011 causes segfault on OP_PlayerProfile. Adding 360 to the structure fixes the segfault, currently testing the following change to everquest.h that seems to fix the...
I'm testing a fix tonight that is working so far. I'm sure it's not the proper way to go but it is keeping the spawnlist and map clean.
src/spawnshell.cpp:
void SpawnShell::removeSpawn(const...
The Jan. 26 2011 patch on Test server seems to have introduced a change to how corpse clean-up is handled. No longer is OP_DeleteSpawn sent after a player-related corpse disappears. This includes...
That certainly works. uRit1u2CBBA= provided a patch in this post that fixes SEQ to look for somnium instead of morrelltower. I wouldn't apply that patch directly now since half of it is outdated,...
I updated the post with a link to sendspace that has a working patch format. It should compile and decode for live servers as of 12/10/10. There are still some outstanding issues with SEQ, mostly...
I was afraid of that. Windows and/or pastebin murders the tabs and spacing. Try getting it from http://www.sendspace.com/file/xl9v19
Be careful to download it from the actual download link at...
Try the patch in this thread and see if it helps you.
Can someone test this patch for me? It works on my machine but I've hacked up my seq so much I have no idea if it will compile for anyone else.
1. Download fresh version of seq-5.13.10.2 and...
The function fillSpawnStruct in spawnshell.cpp needs work. Some changes to the packet structure were made to accomodate the "no-collision" auras that were patched in with the last big update. There...
Ok, thanks for trying that, saves me hours of patching between test and live. I'd go ahead and change it back because that value apparently is only good on test server at the moment.
It does...
Can someone try <opcode id="5331" name="OP_DeleteSpawn" updated="11/03/10"> that plays on live? If you change it in /usr/local/share/showeq/zoneopcodes.xml all you need to do is restart SEQ to test...
Test Server Patch on 10/25 introduced a problem with debug messages filling the terminal similar to "SpawnShell::fillSpawnStruct - expected length: 123, read: 124 for spawn 'soandso'"
Make the...
As of Oct. 15 patch, you can apply all of these changes to Live except for this line:
/*18324*/ uint8_t unknown18324[2124]; // Added 1088 for HoT
That change is only needed on the Test server...
If you have no skittles it sounds like you need to find the opcode for OP_ZoneEntry on live. It was 002b on beta and is also now on test after HoT was published. I'm surprised it isn't the same on...
I was able to get SEQ semi-functional on Beta. Quite a few issues, but I'm still working on it. The biggest outstanding issue so far is that mobs are only decoding inside a small update radius. I...
Instead of posting SEQ changes for the Test server haphazardly on various threads, I decided to open this thread to help consolidate info in an easy to find place. My changes are by no means...
I moved my changes for Test Server to its own thread, since I was able to try them on beta and they didn't work.