Ha, that thing was fun to read. Definitely memory lane. I'm glad someone appreciates all the comments I put in while I was working through the major protocol changes on Zaphod's IRC back in the day...
Type: Posts; User: purple
Ha, that thing was fun to read. Definitely memory lane. I'm glad someone appreciates all the comments I put in while I was working through the major protocol changes on Zaphod's IRC back in the day...
> I would like a Packet Scrapper where i can parse through all the valid decoded packets that showeq has parsed
That's exactly one of the existing log options.
The best thing you can do is...
You mean like all the Red Hat packages and Debian packages everyone used to do? BA, it's not 12 years ago. No one cares about distributing binary packages anymore.
Yes, it would be useful. There isn't much resistance to making things easy. Help make things as easy as you like!
I'm late to the party, but first map load = zone id pulled from OP_NewZone. Second map load = zone id pulled from OP_PlayerProfile. So if the map loads right then wrong, it is an issue with the...
That's the original protocol BA. Too old.
The only real issue with the diff to me (except it is kinda noisy but whatever) is that you're keeping a list of opcodes that need to be decoded in a case statement hiding in packetstream.cpp. It...
It used to come out of the .exe before dbstr existed. Then that broke, so we moved to the "wait for uRit to post something" method. So Fransick, you're right on track. Item codes should start flowing...
Project 1999 uses the Titanium client? So they can really only do what that client allows them plus whatever they inject into it. I guess it wouldn't be that hard to inject actual encryption into the...
I'm long gone but honestly does anyone still actually care about the exp stuff? Just turn it off and stop worrying about it. If you keep skittles and spawn list working you've made a vast majority of...
Yeah I think that is your best bet too. It just is kludgy. That doesn't necessarily mean don't do it!
Something has to hook a person to a mount. It would be interesting to collect packet dumps...
That looks like a good patch to my old eyes. That race switch does't look that bad to me if there is no discernable flag for mounts. Do you have to do the level == 30 part?
Are there are handlers...
The link above is to the super secret developer forum. That's why you couldn't see it! I think I was a developer for about a year before I even noticed it was there...
Session tracking opens and closes. Each time you zone, the zone server renegotiates a new different port. So when you're zoning, after the original zone server sends the session disconnect but before...
Oh and if you're sitting at character select or just not in a zone, session tracking won't have locked down yet. You'll be unlocked watching world server traffic and waiting for zone server traffic...
Are you seeing the proper pcap filter locking with session tracking? Lines like
Debug: PCAP Filter Set: udp[0:2] > 1024 and udp[2:2] > 1024 and ether proto 0x0800 and host 192.168.0.115
...
This is what session tracking is for. Turn it on. It should automatically lock the pcap filter tighter for you.
Turn on some of the protocol #defines so you can see session operations. That sure looks like something is triggering a session handler for a session disconnect. It could be random network traffic....
No one will cry if the doxygen stuff disappears. It has always been more trouble than it is worth to me. Refactor anything that makes sense to your, ieatacid. No one else is going to stop you!
The dude doing the qt4 port put it on github I think if anyone wants to take up the torch. qt3 is very different than qt4.
Bridged is what you want. Hi ieatacid!
I really think this is wrong.
If things show up in the right spot, then start jumping around to bad positioning, then ZoneSpawns worked (i.e. spawn...
I think the deltas are only used to draw the little gray vectors on the map. The deltas have nothing to do with the initial map location on zone in. That comes completely from ZoneSpawns, which is...
Oh and they are packed so the data boundaries don't align on byte boundaries. That's why you can't just look at the packet dumps and figure things out.
There are debug printfs that are #if 0'd out in player.cpp. #if 1 them and just play with the structs. There are only 6 things to play around with. Go to a quiet zone and run directly X and directly...
Maybe by default, never save spawns, but you can do right click->Sticky Spawn Entry or something that causes just that one entry to get colored a different color and to persist across zones (maybe...