I close my eyes and rub them real hard... when I open them, mine decodes. mmm..... sparkly
Bah i dont even have to rub my eyes. I just blink. =) Gotta love partitions, my linux box is actually a windows box in disguise. =) go go 2.4ghz npnp
I close my eyes and rub them real hard... when I open them, mine decodes. mmm..... sparkly
Bah i dont even have to rub my eyes. I just blink. =) Gotta love partitions, my linux box is actually a windows box in disguise. =) go go 2.4ghz npnp
Mine decodes just fine. I have to put my head down between my legs, take a deep breath, hold it, then stand up REAL fast. Lots of skittles, though they are all the same color and running crazy. After that I must get disconnected, everything goes black
[Nice work Caveman, very nice, and thanks! ]
ok, just want tomake sure i have this right..
i take the offsets from the previous pages and put them in the config.ini file.. is that correct?
is there anything else i need to do?
Thank
Showeqgratefull
The offsets are correct, but the SPAWNINFO format is different, so it still won't work. Basically, it'll know exactly where the SPAWNINFO bits start, but won't know how to read them. Lyenu at LEQM was hoping to have a fix for it up last night, but I hadn't seen anything on it.
hope this helps.
Charinfo: 0x00759bb8
CharacterSpawn: 0x00759bb0
SpawnLinkListTop: 0x00759b74
TargetSpawn: 0x00759bbc
Code:
typedef struct _SPAWNINFO {
BYTE Unk0[0x1c]; //0x00 - 0x1b
CHAR Name[0x1e]; //0x1c - 0x39
BYTE Unk1[0x2c]; //0x3a - 0x65
BYTE Type; //0x66
BYTE Class; //0x67
DWORD Race; //0x68 - 0x6b
BYTE Unk2; //0x6c
BYTE Level; //0x6d
BYTE Unk3[0x0e]; //0x6e - 0x7b
FLOAT Heading; //0x7c - 0x7f
FLOAT Y; //0x80 - 0x83
BYTE Unk4[0x08]; //0x84 - 0x8b
FLOAT Z; //0x8c - 0x8f
FLOAT X; //0x90 - 0x93
BYTE Unk5[0x18]; //0x94 - 0xab
DWORD SpawnID; //0xac - 0xaf
BYTE Unk6[0x3c]; //0xb0 - 0xeb
struct _SPAWNINFO *pNext; // 0xec
} SPAWNINFO, *PSPAWNINFO;
My struct is done if you want it...
Code:typedef struct _SPAWNINFO { /*000*/ BYTE Unknown000[28]; /*028*/ CHAR Name[64]; /*092*/ DWORD ZoneID; /*096*/ BYTE Unknown096[6]; /*102*/ BYTE Type; /*103*/ BYTE Class; /*104*/ DWORD Race; /*108*/ BYTE Unknown106; /*109*/ BYTE Level; /*110*/ BYTE Unknown108[14]; /*124*/ FLOAT Heading; /*128*/ FLOAT Y; /*132*/ BYTE Unknown132[8]; /*140*/ FLOAT Z; /*144*/ FLOAT X; /*148*/ BYTE Unknown148[24]; /*172*/ DWORD SpawnID; /*176*/ BYTE Unknown176[60]; /*236*/ DWORD pNext; } SPAWNINFO, *PSPAWNINFO;
-Lyenu X`Arie
: LEQM
Thanks, there's still a couple more hiding in there, but this'll save lots of time finding them.
Unknown176(48) looks like its the VisType from your previous structure, so my revised structure looks like this:
typedef struct _SPAWNINFO {
/*000*/ BYTE Unknown000[28];
/*028*/ CHAR Name[64];
/*092*/ DWORD ZoneID;
/*096*/ BYTE Unknown096[6];
/*102*/ BYTE Type;
/*103*/ BYTE Class;
/*104*/ DWORD Race;
/*108*/ BYTE Unknown106;
/*109*/ BYTE Level;
/*110*/ BYTE Unknown108[14];
/*124*/ FLOAT Heading;
/*128*/ FLOAT Y;
/*132*/ BYTE Unknown132[8];
/*140*/ FLOAT Z;
/*144*/ FLOAT X;
/*148*/ BYTE Unknown148[24];
/*172*/ DWORD SpawnID;
/*176*/ BYTE Unknown176[48];
/*224*/ BYTE VisType ;
/*225*/ BYTE Unknown225[11];
/*236*/ DWORD pNext;
} SPAWNINFO, *PSPAWNINFO;
When using mingw, latest version, I can't compile the server:Originally posted by user387
www.mingw.org
http://sourceforge.net/projects/dev-cpp/
http://www.bloodshed.net/devcpp.html
eiter one of those should work.
This in itself I figure is okay, but then I try to make the executable:C:\server>gcc -c myseqserverc.cpp
In file included from myseqserverc.cpp:4:
stdafx.h:6:9: warning: #pragma once is obsolete
Any ideas? I know that the thing isn't working right now but it will, and I'd like to be able to get it compiled.C:\server>gcc -o myseqserverc.exe myseqserverc.o -lth32 -lwsock32
myseqserverc.o(.eh_frame+0x11):myseqserverc.cpp: undefined reference to `__gxx_personality_v0'
What are my other options for getting this thing compiled besides MinGW?
Okay well I actually used VC++ .NET Studio, and it seemed to build okay.
I got these errors:
myseqserverc.cpp(258) : warning C4312: 'type cast' : conversion from 'int' to 'void *' of greater size
myseqserverc.cpp(270) : warning C4312: 'type cast' : conversion from 'int' to 'void *' of greater size
myseqserverc.cpp(296) : warning C4312: 'type cast' : conversion from 'int' to 'void *' of greater size
myseqserverc.cpp(300) : warning C4312: 'type cast' : conversion from 'DWORD' to 'void *' of greater size
But I seem to be in good shape.
I'd still like to be able to use gcc/MinGW though.
New version, most of the functionality is restored, there's still a couple of missing offsets, but i'll dig them out later. Both the server and the client need to updated. There should be much less network usage now, though there's still room for improvement, zooming is also handled more logical manner.
The stupid pragma once thing is in a stupid and useless auto generated file, I'll take those out for the next version.
I'll fix those warnings, they've been annoying me for a while, but they don't hurt anything.
http://alteria.sf.net/myseq-1.3.zip
http://alteria.sf.net/myseqserverc-1.2.zip
http://alteria.sf.net/seq-maps.zip
Has anyone had the chance to look at the new eqgame.exe code to see if they are looking for sniffers? Just wondering...
Thanks cavemanbob for a sweet app, and the updates.
~ z
Haven't check if it's checkingfor sniffers, but I was reading memory across most of the EQ memory space for a while yesterday and about 3 hours today, so I'd say they're probably not yet...
At any rate found a stupid bug in the server that was causing the map to not load on the client so if you got the server before I posted this and are having trouble, try redownloading it
Last edited by cavemanbob; 04-09-2003 at 01:45 PM.
got myseq working but when i start the server it just sits there looking for a connection. do i need to manually change the offsets or something?
Last edited by kaos057; 04-09-2003 at 04:52 PM.
Make sure the server IP address is set correctly in the client, if that doesnt work telnet to port 5558 on the server machine and see if it spits out a bunch of garbage. That'll narrow down where the problem is. The offsets are now stored in a file in the same directory as the server executable, if it doesn't exist it creates it and fills it with the currently valid offsets.
There are currently 8 users browsing this thread. (0 members and 8 guests)