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View Full Version : SEQ broken on test as of todays patch



Bubba69
06-20-2003, 07:32 PM
Wont find map or show any spawns, but will show player movement. Just a heads up, not sure when it will go live.

Zoolander
06-20-2003, 11:49 PM
Unzip this into the src directory.

make clean && make && make install

No guarantees, but it worked for me for 10 minutes or so and survived several zonings. Looks like a bunch of opcodes got renumbered. I'm not too familiar with all of them, but I renumbered the ones that I could see easily.

Good luck.

Jel321
06-21-2003, 09:56 AM
Seems to be working fine in my limited testing. Thanks a ton Zoolander!

J

showeqnewb
06-24-2003, 10:20 PM
Ok I am not decodeing, how do I post all the Errors that are in my Konsole window?

WARNING: DoorSpawnCode (dataLen:29500 % size of (doorStruct ):52) !=0!
error: size > left (size=175, left 30, opcode=0x0145)
.........

fester
06-25-2003, 07:43 AM
These types of issues are related to opcode changes.

Someone should run the tool to extra the new opcodes
lengths and then map the opcodes again.

An easier method may be to extra the table inside eqgame.exe used to process incoming opcodes. That code is less likely to change than the enum used to list the opcodes. This way finding the value of the opcodes would be accelerated.

Zoolander
06-25-2003, 12:12 PM
Someone should run the tool to extra the new opcodes

I did that. The zip file I uploaded includes a new decode.cpp.

fester
06-25-2003, 12:27 PM
Originally posted by Zoolander
I did that. The zip file I uploaded includes a new decode.cpp.

Didn't have a chance to look at it Zoo, thanks.

codepig666
07-10-2003, 11:52 PM
Bump..

I wish I noticed this before I went and worked the same thing out on my own. <sigh>

If you saw my post on the dev section, Zoo worked out the answer 3 weeks ago.

Someday I will learn to read.


--piggy