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Thread: MySEQ 4/17/2008 Offsets

  1. #1
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    MySEQ 4/17/2008 Offsets

    There have been changes to the way spawns are sent to the client. You will only be able to see the spawns in your area.

    Code:
    [File Info]
    PatchDate=4/17/2008
     
    [Port]
    port=5555
     
    [Memory Offsets]
    ZoneAddr=0x949384
    SpawnHeaderAddr=0x92b13c
    CharInfo=0x92b13c
    TargetAddr=0x784bfc
    ItemsAddr=0x92b10c
     
    [SpawnInfo Offsets]
    NextOffset=0x4
    PrevOffset=0x8
    LastnameOffset=0x38
    XOffset=0x64
    YOffset=0x68
    ZOffset=0x6c
    SpeedOffset=0x7c
    HeadingOffset=0x80
    NameOffset=0xA4
    TypeOffset=0x125
    SpawnIDOffset=0x148
    LevelOffset=0x2d8
    RaceOffset=0xe44
    ClassOffset=0xe48
    HideOffset=0x178
     
    [GroundItem Offsets]
    PrevOffset=0x00
    NextOffset=0x04
    IdOffset=0x08
    DropIdOffset=0x0c
    XOffset=0x34
    YOffset=0x30
    ZOffset=0x2c
    NameOffset=0x38

  2. #2
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    Re: MySEQ 4/17/2008 Offsets

    Thanks. Irritating that they change this after 9 years though.

  3. #3
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    Re: MySEQ 4/17/2008 Offsets

    Yes, but there's much less memory usage and bandwidth usage now! Look at all the memory freed up on my comp! Loading times are so much faster now!

    Oh wait, nevermind, none of that happened.

  4. #4
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    Re: MySEQ 4/17/2008 Offsets

    Worst part about this change is the dinky short range where you can see npcs. In a lot of zones (dreadlands REALLY stands out), they appear/disappear about 35 or 40% of the distance you can see.

  5. #5
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    Re: MySEQ 4/17/2008 Offsets

    Hmm. Earlier tonight I was deleveling a character so he could gain AA a little faster, and I looked over and SEQ had the entire zone up (and updating). They might have turned off the dynamic npc loading on the server end or something, or maybe it was some bug involved in the of the 60% and 75% rezzes I had just taken. A few hours later I still had the entire zone up and other players, corpses, and respawns were showing up (though they updated awefully slow even compared to how it was pre-patch). Just thought I'd mention that in case it means anything.

    EDIT: I have tried reproducing it with no luck (though I went linkdead immediately after the second rez)

  6. #6
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    Re: MySEQ 4/17/2008 Offsets

    You kmow, I've been thinking about this, and I'm not convinced the new client data model is, in fact, better. From the point of view of network traffic and that of Server load, having to effectively despawn and spawn full mob definitions as a player moves through a zone as opposed to only updating the locations of previously defined objects within visible range makes the tacit assumption that more players are stationary than are moving. The data load required to completely define a mob is an order of magnitude greater than that required to update its x,y,z location.

    If you're at a stationary camp, mostly sitting and exping, then it is clearly better in terms of data load, but if you're kiting, or running, or in a dungeon clearing, the server is going to constantly have to upload full mob data for every player. Imagine what it is going to be like for a raid in, say CoA, clearing to Ture. No. I'm not at all convinced that Sony made the right decision here... they may very well revert this once they discover it's cumulative effect on real servers.

    However, if this remains, I will be terminating my two accounts. It *has* been a good 9 years, but this is the last and final nerf I'm going to suffer. No SEQ = no EQ for me.

    Res

  7. #7
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    Re: MySEQ 4/17/2008 Offsets

    Quote Originally Posted by brianp View Post
    Worst part about this change is the dinky short range where you can see npcs. In a lot of zones (dreadlands REALLY stands out), they appear/disappear about 35 or 40% of the distance you can see.

    Does this effect ranger tracking as well? If not there might be a work around.

  8. #8
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    Re: MySEQ 4/17/2008 Offsets

    Quote Originally Posted by badger View Post
    Does this effect ranger tracking as well? If not there might be a work around.
    This only affects tracking as far as the tracking list now includes NPC names, where before it only included mob IDs. I looked at the tracking list structure. It lists mob level and distance and a couple other things I assume are for other sorting options. It does not however give you the spawn location, and of course you must hit track in order for this information to be sent to your client. Tracking might not be the way to go, but I do have a couple ideas on possible workarounds or at least ideas to make MySEQ a little more useful than it stands now.

    A number of people have asked about offsets. I have no plans to stop posting offsets in the foreseeable future.

  9. #9
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    Re: MySEQ 4/17/2008 Offsets

    Quote Originally Posted by 65536 View Post
    A number of people have asked about offsets. I have no plans to stop posting offsets in the foreseeable future.
    6, thou art a man amongst men (or woman amongst women, human amongst humans, etc if I got race/gender wrong).

    I guess the full magnitude of the change hasn't yet hit me; I"m still hoping this project will continue. I likely won't be able to separate it from the EQ game.

    O

  10. #10
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    Re: MySEQ 4/17/2008 Offsets

    I can confirm that as of todays patch they have increased the update radius such that I can at least see all of PoK at once. I expect from official forum posts that we should be able to see all of any zone, until they finish debugging the system and cut us down to 600-650 again.

  11. #11
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    Re: MySEQ 4/17/2008 Offsets

    Are these the current offsets?

  12. #12
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    Re: MySEQ 4/17/2008 Offsets

    They work fine although there is a patch scheduled for Thursday which may change them.

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