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Thread: Offsets for 18/10/2017

  1. #1
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    Offsets for 18/10/2017

    [File Info]
    PatchDate=10/18/2017


    [Port]
    port=5555


    [Memory Offsets]
    ZoneAddr=0xf37bbc
    SpawnHeaderAddr=0xfbd2f8
    CharInfo=0xf2a238
    TargetAddr=0xf2a250
    ItemsAddr=0xf266c8
    WorldAddr=0xf2a208


    [WorldInfo Offsets]
    WorldHourOffset=4
    WorldMinuteOffset=5
    WorldDayOffset=6
    WorldMonthOffset=7
    WorldYearOffset=8


    [SpawnInfo Offsets]
    NextOffset=0x4
    PrevOffset=0x8
    LastnameOffset=0x38
    XOffset=0x64
    YOffset=0x68
    ZOffset=0x6c
    SpeedOffset=0x7c
    HeadingOffset=0x80
    NameOffset=0xa4
    TypeOffset=0x125
    SpawnIDOffset=0x148
    # DWORD pets has this merc dont MasterID
    OwnerIDOffset=0x224
    # dword HideMode
    HideOffset=0x210
    # BYTE Level
    LevelOffset=0x330
    # BYTE Class
    ClassOffset=0xf8c
    # dword Race = Class-8
    RaceOffset=0xf84
    # ActorEquipment + 8c
    PrimaryOffset=0x1094
    # Offhand Offset DWORD
    OffhandOffset=0x10a8




    [GroundItem Offsets]
    PrevOffset=0x00
    NextOffset=0x04
    IdOffset=0x08
    DropIdOffset=0x0c
    XOffset=0x70
    YOffset=0x74
    ZOffset=0x78
    NameOffset=0x1c
    Last edited by Bagman; 10-20-2017 at 10:49 PM. Reason: update offsets

  2. #2
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    Re: Offsets for 18/10/2017

    Primary Offset and Offhand Offset should be only ones not done now!

  3. #3
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    Re: Offsets for 18/10/2017

    is it just me or are these offsets not working at all? The #lines in the SpawnInfo Offsets isn't usually there either... Used your current Offsets and not getting anything in mySEQ.

  4. #4
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    Re: Offsets for 18/10/2017

    Everything after the # is ignored anyway. That text is normal and is usually edited out by others who post the offsets. It does not affect the offsets at all. You are the only one out of 600+ people at this writing that have had any issues. I would try and copy these again and REPLACE these over the old ones and save using the "edit offsets" button then press reload and see what happens. Post back if you are still having issues.
    Last edited by Bagman; 10-18-2017 at 10:50 PM. Reason: clarification

  5. #5
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    Re: Offsets for 18/10/2017

    Yeah my apologies. It finally loaded up correctly even before repasted it. Thanks for the hard work. Was my mistake.

  6. #6
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    Re: Offsets for 18/10/2017

    The # symbol signifies that everything after it is just a comment.

    I normally just copy & paste new offsets out of the forums here myself. I had not noticed people had been editing out the comments again. I see they are missing from the [Memory Offsets] section above. They should be left in for an extra method of finding offsets yourself. They are notes about what to look for in the Macroquest 2 configuration files.

  7. #7
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    Re: Offsets for 18/10/2017

    Thanks a lot for posting these so quickly Bagman. Any chance the primary/offhand offsets are coming today? Actually use 'em and unsure how to find them myself

  8. #8
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    Re: Offsets for 18/10/2017

    Quote Originally Posted by grosk View Post
    Thanks a lot for posting these so quickly Bagman. Any chance the primary/offhand offsets are coming today? Actually use 'em and unsure how to find them myself
    Need to know if someone has more than one Crystalline Spear?

  9. #9
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    Re: Offsets for 18/10/2017

    How do I get the offsets myself in the future? The find offset primary/secondary scan never work or it's wrong.

  10. #10
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    Re: Offsets for 18/10/2017

    Sorry it took me so long to reply guys! The last two offsets are here and updated in my first post. All should be complete and working!

    PrimaryOffset=0x1094
    OffhandOffset=0x10a8

  11. #11
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    Re: Offsets for 18/10/2017

    Any chance for a re-post with the proper offsets? Lots of things aren't working properly for me

  12. #12
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    Re: Offsets for 18/10/2017

    HideOffset is wrong. I changed it (found in the MQ2 setup files), although it does not appear to work toggling even myself to Invisible when I invis. I remember this working in the past, so either I still have the wrong offset, or something is just broken with it.

    HideOffset=0x514

    Edit: oops. Fixed this offset
    Last edited by Hidron; 10-26-2017 at 10:58 AM.

  13. #13
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    Re: Offsets for 18/10/2017

    Quote Originally Posted by solon View Post
    Any chance for a re-post with the proper offsets? Lots of things aren't working properly for me
    Aside from the HideOffset I noted above, the offsets in the first post seem to be working fine. Here is a full copy of my file though. You can clear the window and paste this in its entirety. Make sure you save the file, and use the Reload button on the server window.

    Code:
    #
    #    Copyright (C) 2006 - 2013  All developers at http://sourceforge.net/projects/seq
    #
    #    This program is free software; you can redistribute it and/or
    #    modify it under the terms of the GNU General Public License
    #    as published by the Free Software Foundation; either version 2
    #    of the License, or (at your option) any later version.
    #
    #    This program is distributed in the hope that it will be useful,
    #    but WITHOUT ANY WARRANTY; without even the implied warranty of
    #    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #    GNU General Public License for more details.
    #
    #    You should have received a copy of the GNU General Public License
    #    along with this program; if not, write to the Free Software
    #    Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
    #
    
    [File Info]
    PatchDate=10/18/2017
    
    [Port]
    port=5555
    
    [Memory Offsets]
    # pinstZoneAddr_x
    ZoneAddr=0xf37bbc
    # pinstSpawnManager_x
    SpawnHeaderAddr=0xfbd2f8
    # pinstLocalPlayer_x
    CharInfo=0xf2a238
    # pinstTarget_x
    TargetAddr=0xf2A250
    # pinstEQItemList_x
    ItemsAddr=0xf266c8
    # pinstWorldData_x
    WorldAddr=0xf2a208
    
    [WorldInfo Offsets]
    WorldHourOffset=4
    WorldMinuteOffset=5
    WorldDayOffset=6
    WorldMonthOffset=7
    WorldYearOffset=8
    
    [SpawnInfo Offsets]
    NextOffset=0x4
    PrevOffset=0x8
    LastnameOffset=0x38
    XOffset=0x64
    YOffset=0x68
    ZOffset=0x6c
    SpeedOffset=0x7c
    HeadingOffset=0x80
    NameOffset=0xa4
    TypeOffset=0x125
    SpawnIDOffset=0x148
    # DWORD pets has this merc dont MasterID
    OwnerIDOffset=0x224
    # dword HideMode
    HideOffset=0x514
    # BYTE Level
    LevelOffset=0x330
    # BYTE Class
    ClassOffset=0xf8c
    # dword Race = Class-8
    RaceOffset=0xf84
    # ActorEquipment + 8c
    PrimaryOffset=0x1094
    # Offhand Offset DWORD
    OffhandOffset=0x10a8
    
    [GroundItem Offsets]
    PrevOffset=0x00
    NextOffset=0x04
    IdOffset=0x08
    DropIdOffset=0x0c
    XOffset=0x70
    YOffset=0x74
    ZOffset=0x78
    NameOffset=0x1c
    
    # Using the new Debug CLI
    # =======================
    # To start the server in debug mode, run the server with the 'debug' argument:
    #
    #   myseqserver debug
    #
    # You will see the menu, which looks like this:
    #
    #        Debug Menu
    #  =======================
    #    d) display current offsets
    #    r) reload all offsets from INI file
    #  spo) set a primary offset   (index/name) (hex value)
    #  sso) set a secondary offset (index/name) (hex value)
    #   ez) examine raw data using pZone
    #   et) examine raw data using pTarget
    #   ew) examine raw data using pWorld
    #   fz) find zonename using pZone (zonename)
    #   ft) find spawnname using pTarget (spawnname)
    #   fs) find spawnname using pSelf (spawnname)
    #   ps) process a spawn entity using pSelf
    #   pt) process a spawn entity using pTarget
    #   sp) scan process names (process name)
    #  sft) scan for floating point using pTarget (X,Y,Z)
    #  sfa) scan for floating point using Address (X,Y,Z,Address)
    #  sfw) scan for world offsets using game date (mm/dd/yyyy)
    #   sg) scan for ground items
    #   ws) walk the spawnlist (reverse) using pSelf
    #   wt) walk the spawnlist (reverse) using pTarget
    #   vs) walk the spawnlist (forward) using pSelf
    #   vt) walk the spawnlist (forward) using pTarget
    #    x) exit
    #
    # >
    #
    #
    # To select a command, type it in and press Enter. Some commands require
    # arguments, which are indicated in parenthesis.
    #
    # If you are having troubling just accessing the EQ process, first try the 'scan process names' command:
    # > sp
    #
    # You can provide an optional process name to attempt to scan for and access, but if you do not provide
    # any arguments, then it will default to 'eqgame'. You will see a list of processes detected on your system
    # and if a match is found, it will try and access it, providing feedback on the results. Prior to server v1.19.1,
    # this was a case-sensitive match. For server v1.19.1 and higher, the check is case-insensitive. We had some
    # problems on a Win2K system regarding this.
    # 
    # When new offsets are needed, you can start the server in debug mode and it will use the
    # old offsets as starting points to locate the new offsets.
    #
    # The first thing is to locate the zonename. Just enter a zone that you know the name of, like the Bazaar,
    # and use the "fz" command along with the appropriate shortname for the zone:
    # > fz Bazaar
    #
    # You should see a list of matches. Anyone of them could potentially be a valid pZone value. Select one and
    # place it in the INI file above under ZoneAddr. Now press 'r' to reload the INI file into the debug server.
    # Press 'd' to verify your change was actually loaded.
    #
    # Next we want to locate the pTarget value, stored above as TargetAddr. Inside the game, select any target NPC
    # or PC other than yourself. It is best to select a uniquely named NPC, like "Boss Hogg". Do not select an NPC
    # with a re-used name, like "a rat". Now you need to determine the hidden name of that NPC. To do this, replace
    # any spaces in the name with underscores, and stick a 00 on the end. So "Boss Hogg" becomes "Boss_Hogg00".
    # Use this hidden name as the sole argument to the 'ft' command:
    # > ft Boss_Hogg00
    #
    # You should see a list of matches. Anyone of them could potentially be a valid pTarget. Select one and
    # place it in the INI file above under TargetAddr. Press 'r' to reload the INI file.
    #
    # Next we want to locate the pSpawnlist value, stored above as SpawnHeaderAddr. This is very easy once you have
    # pTarget done above. Simply select any target in the game and use the 'wt' command:
    # > wt
    #
    # You should see a long list of spawn information dump out. At the end, we do an automatic scan looking for
    # where that entry point pointer lives. You should see a list of matches. Anyone of them could potentially be
    # a valid pSpawnlist. Select one and place it in the INI file above under SpawnHeaderAddr. Press 'r' to reload
    # the INI file.
    #
    # Next we want to locate the pSelf value, store above as CharInfo. Inside the game, select yourself as the
    # target (press F1) and use the 'ft' command along with your characters first name:
    # > ft Yourfirstname
    #
    # You should see a list of matches. Anyone of them could potentially be a valid pSelf. Select one and
    # place it in the INI file above under CharInfo. Press 'r' to reload the INI file.
    #
    # Last we want to locate the pGroundItems value, stored above as ItemsAddr. Just use the 'sg' command and
    # look for matched pointers that look like 'ITxxxxx_ACTORDEF', where xxxxx is any 3 or 5 digit number.
    # > sg
    # Scanning for 'IT' from 0x7d62c4 to 0x9d62c4
    # Pointer match found at 0x8d62c4. Full string is IT10805_ACTORDEF
    # Pointer match found at 0x9bc648. Full string is ITORTOKEN
    #
    # Of course the first one here looks good. Put it in the INI file above under ItemsAddr. Press 'r' to
    # reload the INI file.
    #
    # You can now exit the server (press 'x') and restart it in normal mode. Try attaching the client to it.
    # As long as none of the secondary offsets have changed, it should work. If it only works for a short time
    # and then stops working, repeat the above procedure, but this time make different selections in the match
    # lists.
    #
    # If the secondary offsets have changed, or the basic design of how they obtain spawn information, the server
    # may need to be updated. The other debug options can be used to aid in locating secondary offsets, but it
    # is so involved that it is probably best to use a full blown RAM editor. Please visit our forums to learn
    # how to help ( http://www.showeq.net/ and look for the MySEQ subforums).
    #
    # Notes:
    # - All string searches are case sensitive!
    # - As you get matches, write them all down! If a function works for a minute or so and then stops working, try the
    #   next match in the list.
    # - If you use the spo/sso functions, the changes are NOT made in the INI file. Once you exit, those changes are lost.
    # - Only reverse walks (wt/ws) will scan for entry point pointers. Forward walks will just show the spawns and return.
    Last edited by Hidron; 10-30-2017 at 05:32 PM.

  14. #14
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    Re: Offsets for 18/10/2017

    Good catch on finding that Hidron! I appreciate the update and repost. I also sent you a PM.

  15. #15
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    Re: Offsets for 18/10/2017

    Anyone got the latest ini for January 2018 ?

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