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Type: Posts; User: showeq42

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  1. Thread: Spell window

    by showeq42
    Replies
    15
    Views
    15,378

    Re: Spell window

    It's OP_Action and/or OP_Action2
    Been years since I played with it, but used to have showeq telling me the caster and the target of every spell cast in range.
  2. Thread: 4/18 patch

    by showeq42
    Replies
    8
    Views
    28,315

    Re: 4/18 patch

    It's still working.
    It's just a client patch. If the servers aren't brought down and patched, showeq will still work.
  3. Thread: 12/19 patch

    by showeq42
    Replies
    6
    Views
    5,476

    Re: 12/19 patch

    getting errors, and pc movment not being updated
    Warning: OP_ClientUpdate (0x3d46) (dataLen: 28) doesn't match: sizeof(playerSpawnPosStruct):29 sizeof(playerSelfPosStruct):42
  4. Replies
    9
    Views
    9,623

    Re: Where to buy a hub?

    This is what I do now. I have linux (centos) running in a vm, its network connection is set to "bridged" and it sees everything the host does. I put the vm on the PC's second monitor. Just like...
  5. Thread: run speed fix

    by showeq42
    Replies
    2
    Views
    5,210

    run speed fix

    The code is converting the run speed from a float to int then back to float. I fixed that, then divided it by a constant to make base run speed 1.000000
    Accurate to 7 significant figures now!


    ...
  6. Replies
    19
    Views
    15,163

    Re: 02/13/13 changes

    I use debugging code in player.cpp and spawnshell.cpp, it starts with:



    #if 0
    // Debug positioning without having to recompile everything...


    there are two of these in spawnshell.cpp,...
  7. Replies
    19
    Views
    15,163

    Re: 02/13/13 changes

    struct playerSpawnPosStruct
    {
    /*0000*/ uint16_t spawnId;
    /*0002*/ uint16_t spawnId2;
    /*0004*/ unsigned pitch:12;
    signed z:19; // z coord
    unsigned padding01:1;...
  8. Replies
    19
    Views
    15,163

    Re: 02/13/13 changes

    struct playerSelfPosStruct
    {
    /*0000*/ uint16_t unknown0000; // ***Placeholder (update time counter?)
    /*0002*/ uint16_t spawnId; // Player's spawn id...
  9. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    diff against unpatched showeq-5.13.10.10



    *** spawnshell.cpp.0 2013-01-13 15:59:33.000000000 -0800
    --- spawnshell.cpp 2013-01-24 03:29:29.007054064 -0800
    ***************
    *** 611,627...
  10. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    here's the fix, spawnshell.cpp, line 613:
    edit: fixed the fix



    if(i == 0)
    {
    spawn->bodytype = 0;
    }
    else
  11. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    Looks like it's being caused by a player with charProperties = 0
  12. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    Longer title/suffix strings is not the cause of the crash, increasing the field length is just masking the problem by stopping seq from crashing. Something else is wrong.
  13. Replies
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    Views
    74,591

    Re: 1/16/13 changes

    Crashed for me in fos, in 2 places,
    spawnshell.cpp, lines 708 and 714:
    strcpy(spawn->title, name.latin1());
    and
    strcpy(spawn->suffix, name.latin1());
  14. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    i see level is uint8_t in some places, so in the event there is ever some high level mob somewhere:

    const int maxSpawnLevel = 255;

    in player.h



    and a couple more opcodes i found:
    opcode...
  15. Replies
    69
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    74,591

    Re: 1/16/13 changes

    This was corrupting data and causing weird crashes when player level was > 93 and maxSpawnLevel was 100:




    player.h:
    QColor m_conTable[maxSpawnLevel];

    player.cpp:
    for (; spawnLevel <...
  16. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    I think I found the problem:

    line 24 of player.h:
    const int maxSpawnLevel = 100;

    I bumped it up to 127 and it stopped crashing. Also buggyness with spawn con colors was fixed.
  17. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    I get the same crash when I kill a mob



    #0 0x000000000042e3c0 in QShared::deref (this=0xffffff0044495254)
    at /usr/lib64/qt-3.3/include/qshared.h:53
    53 bool deref() {...
  18. Replies
    69
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    74,591

    Re: 1/16/13 changes

    I got everything in the right spot in playerSpawnPosStruct, and also found where pitch is and labeled it. For players this is the direction they are looking up/down.



    struct...
  19. Replies
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    74,591

    Re: 1/16/13 changes

    commenting out line 800 of player.cpp will keep it from crashing until a proper fix is figured out.

    updated playerSelfPosStruct, only thing that was in the wrong place was "animation", which is...
  20. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    dunno if animation/deltaHeading are correct or if seq even uses them. the rest are good.



    struct playerSelfPosStruct
    {
    /*0000*/ uint8_t unknown0000[2]; // ***Placeholder...
  21. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    got deltaX/deltaY in the right places now so movement vector lines are correct.
    do heading/deltaHeading/deltaZ/animation do anything useful for seq?

    signed deltaZ:13; //...
  22. Replies
    69
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    74,591

    Re: 1/16/13 changes

    Yeah, the player pos struct is different and uses floats instead of unsigned

    opcode id="142c" name="OP_MobUpdate"
    opcode id="607d" name="OP_ClickObject"
  23. Replies
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    74,591

    Re: 1/16/13 changes

    Yup, I ran out of time to work on it so posted what I had.



    I'm thinking just to screw with us, I can't think of any practical purpose for randomly reordering those things.
  24. Replies
    69
    Views
    74,591

    Re: 1/16/13 changes

    first time i've played with seq in years, got it mostly working:

    opcode id="5772" name="OP_PlayerProfile"
    opcode id="60a8" name="OP_ZoneEntry"
    opcode id="18cd" name="OP_NewZone"
    opcode...
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