getting closer to releasing a EQ2 myseq program, just need some help decoding the movement packet. Does anyone here have the structure of the movement update packet? it`s the only packet that i can`t find..
getting closer to releasing a EQ2 myseq program, just need some help decoding the movement packet. Does anyone here have the structure of the movement update packet? it`s the only packet that i can`t find..
You might want to look at some of the work EQ2 Emulator has done.
Specifically, this file might contain what you're looking for:
https://eq2emulator.svn.sourceforge....awnStructs.xml
thanks, already have a emu server running for testing the client, and i did look at the source code, that`s where i`m getting the other packet structures, but for some reason there is no information for the movement packet.
was just hoping that someone had the information, if not i`ll take me longer to determine the information in the packet, which will delay the release of the radar program.
It appears that the movement packet is conditional depending on what has changed for the spawn and is built accordingly. The code use to construct the packet can be found in Spawn.cpp:
https://eq2emulator.svn.sourceforge....orld/Spawn.cpp
The function is EQ2Packet* Spawn::spawn_update_packet(Spawn* player, int16 version, bool override_changes).
thanks that helped, also found this posting, that states how to read the packet..
http://www.eq2emulator.net/phpBB3/vi...GhostCmd#p2882
Are you going to remove the ghosts or are you going to have them in different colors?
Sometimes a ghost is a good spot to run to and camp.
making some more progress, fixed a bug with my mob naming routine that was only allowing 20 npc/items to show up on the myseq client. now it can show the full list, currently 257 npc/items.
getting closer to release..just working on movement now..
http://mmoradar.com/images/myseq2.jpg
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