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Thread: 11/05/03 EQLive breaks SEQ, discuss fixes here.

  1. #1
    Registered User Zaphod's Avatar
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    Post 11/05/03 EQLive breaks SEQ, discuss fixes here.

    Hello all, and welcome to patch day...

    First things first, the EQLive patch changed a bunch of opcodes and requires a new decode.cpp. I've attached the new decode.cpp to help people with the quest for opcodes...

    Please respond to this thread with any opcodes and structure changes you find.

    I'm hoping to get a working version of ShowEQ up later today.

    Thanks and Enjoy,
    Zaphod (dohpaZ)
    Attached Files Attached Files
    Chief Software Engineer of the Apocalypse.
    http://showeq.doomed.to/
    SourceForge.net user: dohpaz.

    Personal thank you donations are now accepted.

  2. #2
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    biggest improvement will be to change the following

    OP_ZoneSpawns 0x0169
    OP_GuildMOTD 0x01bd
    OP_FormattedMessage 0x01dd
    OP_AutoAttack 0x016b

    Last edited by Talorn; 11-05-2003 at 01:46 PM.

  3. #3
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    OP_ClientUpdate 0x0024
    OP_BeginCast 0x0019
    Last edited by Talorn; 11-05-2003 at 01:31 PM.

  4. #4
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    newOpcode = oldOpcode + 2

    Anyone got an idea how to automate opcode.h after you found scheme ?)

  5. #5
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    Here's my ever so slight contribution to the seq project - I added 2 to everything in opcodes.h, except for the ones that said obsolete at the bottom, because I was tired of adding 2 by then. I don't think I ever even did the math in base 10, but I make no guarantees...

    Anyway, it seems to work well for me with this change.
    Attached Files Attached Files

  6. #6
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    Getting seg faults after zone loads and all skittles appear using 4.3.17.1 and this opcodes.h. Seems that some spawns are well out of bounds with lots of playerSpawnPosStruct and spawnPositionUpdate errors.

  7. #7
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    I just whipped up a little program to do the conversion of opcodes.h. Build it and run it in the same directory as showeq/src. It will create a file called 'opcodes.h.new':

    #include <fstream>
    #include <stdio.h>

    int main() {
    using namespace std;

    fstream fin, fout;

    char buf[255];
    char overwrite[5];
    char *pos;
    int val;

    fin.open("opcodes.h", ios::in);
    fout.open("opcodes.h.new", ios::out);

    while ( fin.good() ) {

    fin.getline(buf, 255, '\n');

    pos = strstr(buf, "0x");

    if (pos) {

    sscanf(pos, "%x", &val);
    sprintf(overwrite, "%4.4x\n", val + 2);
    for (int i = 0; i < 4; ++i)
    pos[i + 2] = overwrite[i];

    }

    fout << buf << endl;

    }

    fin.close();
    fout.close();

    return 0;
    }

    The resultant opcodes.h seems to be working for me so far when I copy zaphod's decode and just run 'make' and 'make install'. I've only tested a few seconds of playtime so I can't really vouch for stability.

  8. #8
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    ManaDecrementCode 0x00bc
    -- fox
    Yarf!

  9. #9
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    From EQlive site,
    All servers will be coming down at 3am PST on 11/6/03
    All servers except Kael Drakkal and Sebilis will be coming down at 3am PST on November 6th 2003 Estimated Downtime 3 hours.

  10. #10
    Did you SEQ today? BlueAdept's Avatar
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    OMG THEY ARE PATCHING BECAUSE YOU GUYS ARE TOO GOOD AND FIXED SEQ TOO QUICKLY!!! JK

    It is probably to fix the occasional crashing of the client with Geforce cards when you camp out. Ive had it happen to me last night and several people on EQ's board posted messages about it.

    Hopefully no opcodes will change, but it will probably have a new exe file.

    Edit:seems there were a few other bugs like spawned mobs killing themselves and a vender who was selling stuff for nothing.
    Last edited by BlueAdept; 11-06-2003 at 09:04 AM.
    Filters for ShowEQ can now be found here. filters-5xx-06-20-05.tar.gz

    ShowEQ file section is here. https://sourceforge.net/project/show...roup_id=10131#

    Famous Quotes:

    Ratt: WTF you talkin' about BA? (Ok.. that sounds like a bad combo of Diffrent Strokes and A-Team)

    Razzle: I showeq my wife

  11. #11
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    i havent seen any changes as far as opcodes go. I know they were having problems with crashes and problems with doors in VT.

    --talorn

  12. #12
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    No. No client side changes. I would bet it is a quick fix to allow non-gaters a way out of jaggedpine.

    Yes that's right.. click on the gem to get out of jaggedpine and you end up back in the new zone.

  13. #13
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    There was also a little problem in Earth where the ring mobs spawned with a huge dot already on them. The mystical Arbitor as well. Seems like it would be a good thing but it made timing things very nasty. Also the mobs in PoEB were undergoing some sort of civil war. The various mobs were killing each other.

    Yet another quality patch from SoE.
    To search, or not to search,--that is the question:--
    Whether 'tis nobler in the mind to suffer
    The slings and arrows of outrageous flaming
    Or to take a look at the search function,
    And by using it, end them?

  14. #14
    Registered User Zaphod's Avatar
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    Originally posted by who_me_use_seq
    Yet another quality patch from SoE.
    Heh, I didn't think they'd be ready this early in the month...

    Bad SOE, no biscuit.

    Enjoy,
    Zaphod (dohpaZ)
    Chief Software Engineer of the Apocalypse.
    http://showeq.doomed.to/
    SourceForge.net user: dohpaz.

    Personal thank you donations are now accepted.

  15. #15
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    MM spawned with a nasty DoT too. We had a monk damn near SOLO him last night!

    Also, that neat new targeting ring doesn't work with radeon cards and some other situations.

    What a GREAT patch!

    Monster

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