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Thread: SEQ Borked with 8/15 patch.

  1. #76
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    Re: SEQ Borked with 8/15 patch.

    can we get a .dot release for the layman

  2. #77
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    Re: SEQ Borked with 8/15 patch.

    It is a really simple fix. for those that aren't understanding the message such as:

    interface.cpp:1647 change to:
    "charProfileStruct", SZC_None,

    Open interface.cpp with a text editor, go to line number 1647 (there should be a line and column display on your text editor showing cursor position), then change what needs to be changes to make it what he says it should be.

    There most likely won't be a tarball out until more fixes are in.

  3. #78
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    Re: SEQ Borked with 8/15 patch.

    Also, after you make those three changes, do
    ./configure
    make
    make install

  4. #79
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    Re: SEQ Borked with 8/15 patch.

    Thanks! I had tried to set the opcode to not have to match but I didn't know about interface.cpp. Now at least I can load and see what it thinks it's seeing in the structure. At this point I may have to start keeping track of the whole damn charProfileStruct in a spreadsheet, it's a hell of a structure to figure out as my first attempt. I'm pretty sure fransick will have more luck when he has time. I probably won't have much time to dissect it during the week.

  5. #80
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    Re: SEQ Borked with 8/15 patch.

    Or just change OP_PlayerProfile to something wrong if that is what you're going for...

    Rogues, you can printf whatever you want. Go to player.cpp and find where it process OP_PlayerProfile and put whatever you want in there.

  6. #81
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    Re: SEQ Borked with 8/15 patch.

    Thanks! I had tried to set the opcode to not have to match but I didn't know about interface.cpp. Now at least I can load and see what it thinks it's seeing in the structure. At this point I may have to start keeping track of the whole damn charProfileStruct in a spreadsheet, it's a hell of a structure to figure out as my first attempt. I'm pretty sure fransick will have more luck when he has time. I probably won't have much time to dissect it during the week.

  7. #82
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    Re: SEQ Borked with 8/15 patch.

    I am still MIA for work and haven't delved into the changes at all... any news short of just changing it to not match and dealing with it? Might be the easiest approach until someone with more knowledge comes along and takes a look.

  8. #83
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    Re: SEQ Borked with 8/15 patch.

    Quote Originally Posted by fransick View Post
    I am still MIA for work and haven't delved into the changes at all... any news short of just changing it to not match and dealing with it? Might be the easiest approach until someone with more knowledge comes along and takes a look.
    I haven't seen or heard of anyone still working on it, fransick.

  9. #84
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    Re: SEQ Borked with 8/15 patch.

    I have not had the time lately, and that structure change is daunting. Unfortunately, the patch today seems to have messed things up again, although I suspect it's just a few opcodes. I probably won't have a chance to look at it for a few days. Unfortunately, because it wasn't 100% working prior to the patch, I'm guessing it'll be harder to identify issues going forward.

  10. #85
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    Re: SEQ Borked with 8/15 patch.

    Well I looked at it a little but I'm confused.

    Opcode 078e changed to 1603 and 4938 changed to 3257

    I'm getting bad locations on the player and all other spawns in the zone. I figured this would be in the OP_ZoneEntry, but those look to be the same exact length pre and post-patch and I see very little differences in them at all.

    Here it is pre-patch:
    Code:
    Sep 19 2012 20:15:21:228 [Decoded] [Server->Client] [Size: 453]
    
    [OPCode: 0x4938]
    
    [Name: OP_ZoneEntry][Updated: 08/17/12][Type: uint8_t (1) nc]
    
    000 | 61 5f 67 75 69 6c 64 5f 74 72 65 61 73 75 72 65  | a_guild_treasure 
    
    016 | 72 30 31 00 aa 31 00 00 32 41 3a b2 40 01 10 00  | r01..1..2A:.@... 
    
    032 | 40 2d c0 00 00 80 bf 00 00 00 00 00 00 c0 40 00  | @-............@. 
    
    048 | ab aa 2a 3f 00 00 a0 3f 01 00 00 00 01 01 00 00  | ..*?...?........ 
    
    064 | 00 64 00 00 00 00 00 ff 00 00 00 00 00 00 00 00  | .d.............. 
    
    080 | 00 00 00 00 00 00 00 00 00 ff ff ff ff 00 00 00  | ................ 
    
    096 | 00 42 00 64 00 03 0b 00 00 ff 47 75 69 6c 64 20  | .B.d......Guild  
    
    112 | 42 61 6e 6b 65 72 00 00 00 00 00 00 00 00 00 00  | Banker.......... 
    
    128 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    144 | 00 00 ff ff ff ff ff ff ff ff 00 00 00 00 00 00  | ................ 
    
    160 | 00 00 e0 ff 07 00 14 82 ed 7f 21 00 00 00 00 00  | ..........!..... 
    
    176 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    192 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    208 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    224 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    240 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    256 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    272 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    288 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    304 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    320 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    336 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    352 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    368 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    384 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 30  | ...............0 
    
    400 | 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 00  | 000000000000000. 
    
    416 | ff ff ff ff ff ff ff ff 00 00 00 00 00 00 00 00  | ................ 
    
    432 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    448 | 00 00 00 00 00                                   | .....
    and here it is post-patch:
    Code:
    Oct 17 2012 08:09:51:034 [Decoded] [Server->Client] [Size: 453]
    
    [OPCode: 0x3257]
    
    [Name: OP_ZoneEntry][Updated: 08/17/12][Type: uint8_t (1) nc]
    
    000 | 61 5f 67 75 69 6c 64 5f 74 72 65 61 73 75 72 65  | a_guild_treasure 
    
    016 | 72 30 30 00 c0 10 00 00 32 41 3a b2 40 01 00 00  | r00.....2A:.@... 
    
    032 | 40 2d c0 00 00 80 bf 00 00 00 00 00 00 c0 40 00  | @-............@. 
    
    048 | ab aa 2a 3f 00 00 a0 3f 01 00 00 00 01 01 00 00  | ..*?...?........ 
    
    064 | 00 64 00 00 00 00 00 ff 00 00 00 00 00 00 00 00  | .d.............. 
    
    080 | 00 00 00 00 00 00 00 00 00 ff ff ff ff 00 00 00  | ................ 
    
    096 | 00 42 00 64 00 03 0b 00 00 ff 47 75 69 6c 64 20  | .B.d......Guild  
    
    112 | 42 61 6e 6b 65 72 00 00 00 00 00 00 00 00 00 00  | Banker.......... 
    
    128 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    144 | 00 00 ff ff ff ff ff ff ff ff 00 00 00 00 21 00  | ..............!. 
    
    160 | 00 00 00 00 0a 00 98 fe 07 00 0c 81 e3 23 00 00  | .............#.. 
    
    176 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    192 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    208 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    224 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    240 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    256 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    272 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    288 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    304 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    320 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    336 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    352 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    368 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    384 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 30  | ...............0 
    
    400 | 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 00  | 000000000000000. 
    
    416 | ff ff ff ff ff ff ff ff 00 00 00 00 00 00 00 00  | ................ 
    
    432 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................ 
    
    448 | 00 00 00 00 00                                   | .....
    Is there anywhere else that it gets the spawn locations?

  11. #86
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    Re: SEQ Borked with 8/15 patch.

    Oh, and I assume this is in the Generic Spawn Struct but I've got to be wrong. By the notes I see for myseq I am guessing I'm right about the spawn struct changes.

  12. #87
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    Re: SEQ Borked with 8/15 patch.

    Your initial location is in OP_ZoneEntry and OP_PlayerProfile both. Everyone else is in the zone spawns. ZoneEntry and zone spawns both use spawn struct. ZoneEntry isn't a completely filled in spawn struct.

    In the past, they have redone spawn struct fairly frequently.

  13. #88
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    Re: SEQ Borked with 8/15 patch.

    Thanks purple. Any idea of the best way to find the x y z coordinates, or even how they are stored? I assume that a number like "-22.40" isn't going to be straightforward to find and I'm thinking the place in the structure moved a little bit. I would think they would be in the zone.log file like I posted above.

  14. #89
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    Re: SEQ Borked with 8/15 patch.

    If it hasn't changed, they are packed floats. There is a lot of debugging code to help find the position stuff, but I forget in what file. player.cpp maybe?

    Sometimes they redo the entire struct. It isn't just slight movements. I don't want to scare you, but sometimes the whole thing just changes and you have to redo the whole thing.

    ZoneEntry doesn't pass position I think. I think it is zeroed out in there and PlayerProfile passes the position of where you pop in the zone. I could be wrong though. It has been a long time.

  15. #90
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    Re: SEQ Borked with 8/15 patch.

    Ok, I think I follow you, PlayerProfile passes your own position, but what passes the position of everything else in the zone? I can't see anything in the logs that could possibly be passing it besides OP_ZoneEntry (like in my post above). OP_PlayerProfile is definitely passing my own toon, but OP_ZoneEntry seems to have an entry for every single PC and NPC in the zone, according to my logs. Sorry for all the stupid questions, I appreciate your help. There is an OP_ZoneEntry for my own character as well as an OP_PlayerpProfile. I was thinking I'd zone in, log OP_Playerprofile and OP_ZoneEntry, move a big and log that and see what changes.

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