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fathernitwit
12-04-2006, 02:48 AM
All,

I have posted some new map files to sourceforge for zones below. Unfortunately, the eqg loader from openEQ is far from complete, so a general solution to the crashes does not exist (and may never). I had to analyze each zone's eqg to find the right offset to get the map built... I decided to do it (for the zones we have packet collects of). Other zones may come later if I get a reason to do them.

NOTE: there are a few maps here which will overwrite existing zones! Do not put them in place unless your players are using the eqg zones.


anguish.map
arena.map
bazaar.map
bloodfields.map
broodlands.map
causeway.map
chambersa.map
chambersb.map
chambersc.map
chambersd.map
chamberse.map
chambersf.map
delvea.map
delveb.map
dranik.map
dranikhollowsa.map
dranikhollowsb.map
dranikhollowsc.map
draniksscar.map
guildhall.map
guildlobby.map
harbingers.map
lavastorm.map
nektulos.map
provinggrounds.map
riftseekers.map
stillmoona.map
stillmoonb.map
thenest.map
thundercrest.map
tutoriala.map
tutorialb.map
wallofslaughter.map

Angelox
12-04-2006, 03:11 AM
Thanks FNW. this is a great help - maybe it will solve my tutoral "delema". I noticed you posted an Anguish map, does this mean you can spawn this zone?

bufferofnewbies
12-04-2006, 04:57 AM
lavastorm.map
WWOOHOOOO!!!
I so much like the new lavastorm better than the old one.

but Im keeping the old nektulos, new one is just eeehhhh
Danke, FNW. Good Show, 1 Bran point to you. :)

daeken_bb
12-08-2006, 07:21 AM
If you need any help fixing the EQG loader or anything of that sort, let me know.

- Cody Brocious

Craleu
12-15-2006, 03:48 PM
http://downloads.sourceforge.net/eqemulator/new_maps.zip?use_mirror=umn


link to new maps!

morganpartee
01-09-2007, 01:24 PM
lol i was a slight nob when i quit eq...(1 year) so... i like the new zones! lol

Thanks! ;)

gernblan
02-16-2007, 07:57 PM
Know what would ROCK to have a map file for, even though it's not part of titanium?

Barter zone.

John Adams
09-02-2007, 02:25 PM
Other zones may come later if I get a reason to do them.
Sorry to wake the dead, but it's coming time to start considering how to deal with missing maps again.

fathernitwit, I have a good reason for you to do more mapping. :) We need them! More admins are branching into zones that have no maps, and render the encounters kinda futile.

You mentioned having to analyze each eqg - is this something you can 1-2-3 out for us to maybe someone else can help? I cannot get openEQ to even compile, and azone is missing pieces (.hpp files?) so I am kinda at a loss where to begin here. Any advice/direction would be appreciated - from any dev type that may understand how to build a heightmap from an existing .eqg zone file.

Thanks!

GeorgeS
09-03-2007, 09:52 AM
Sounds pretty easy enough from the example, but the only thing is I have the openeq sources (on my site) with the .hpp files and all, but this won't compile into windows?

I should just check out the source and make a vb version or just a dos version.

GeorgeS

fathernitwit
09-03-2007, 04:02 PM
I just made another quick hack to better support some of the new zones, committed the missing files (will hit download tonight), and posted a little guide... good luck.. hit me up on IRC if you are struggling.

http://www.eqemulator.net/wiki/wikka.php?wakka=AZoneEQGHack

Criimson
09-06-2007, 10:51 AM
I for one am wondering if there is any way to do this under Windows. I would be happy to spend the next few weeks knocking out the rest of the zones if there is a way. I feel like DoD has a limited amount of zones and once theyre done, we can all forget about them.

I guess I can dual boot Linux - it's just I haven't used it in so long (read 15 years) that I have heard I would have to basically relearn everything as it has all changed alot.

Thank you,
Criimson

Criimson
09-07-2007, 06:40 PM
fathernitwit

If you can post me a link to a linux build of aZone_eqg or even a link to getting it built with Code::Blocks I'll help ya tackle the rest of the .map files that need to be built. I don't mind searching for opcodes and would love to help.

I have Fedora 6 installed now, but I get all kinds of errors trying to build it with Code::Blocks

Criimson

Criimson
09-08-2007, 10:15 PM
OK reinstalled Linux (Fedora 7) and have Eclipse installed. This is a really nice IDE.
I am trying to get azone_eqg compiled but am getting these errors.

Severity and Description Path Resource Location Creation Time Id
error: ‘FACE’ has not been declared aZone azone.h line 129 1189332762511 146
error: ‘FACE’ was not declared in this scope aZone azone.cpp line 240 1189332762521 166
error: ‘FACE’ was not declared in this scope aZone azone.cpp line 305 1189332762525 173
error: ‘FACE’ was not declared in this scope aZone azone.h line 117 1189332762508 140
error: ‘faceBlock’ was not declared in this scope aZone azone.cpp line 97 1189332762511 148
error: ‘faceBlock’ was not declared in this scope aZone azone.cpp line 114 1189332762512 149
error: ‘faceBlock’ was not declared in this scope aZone azone.cpp line 116 1189332762512 151
error: ‘faceBlock’ was not declared in this scope aZone azone.cpp line 181 1189332762518 159
error: ‘faceBlock’ was not declared in this scope aZone azone.cpp line 305 1189332762525 172
error: ‘faceptr’ was not declared in this scope aZone azone.cpp line 240 1189332762522 167
error: ‘head’ was not declared in this scope aZone azone.cpp line 280 1189332762524 171
error: ‘heads’ was not declared in this scope aZone azone.cpp line 386 1189332762532 182
error: ‘int QTNode::fillBlocks’ is not a static member of ‘class QTNode’ aZone azone.cpp line 386 1189332762530 180
error: ‘mapHeader’ was not declared in this scope aZone azone.cpp line 279 1189332762523 169
error: ‘nodeHeader’ has not been declared aZone azone.h line 158 1189332762511 147
error: ‘nodeHeader’ was not declared in this scope aZone azone.cpp line 312 1189332762526 174
error: ‘nodeHeader’ was not declared in this scope aZone azone.cpp line 386 1189332762531 181
error: ‘nodes’ was not declared in this scope aZone azone.cpp line 312 1189332762526 175
error: ‘struct FaceRecord’ has no member named ‘face’ aZone azone.cpp line 243 1189332762522 168
error: ‘v’ was not declared in this scope aZone azone.cpp line 194 1189332762520 163
error: ‘v’ was not declared in this scope aZone azone.cpp line 205 1189332762520 164
error: ‘v’ was not declared in this scope aZone azone.cpp line 216 1189332762521 165
error: ‘v1’ was not declared in this scope aZone azone.cpp line 140 1189332762513 154
error: ‘v2’ was not declared in this scope aZone azone.cpp line 148 1189332762514 155
error: ‘v3’ was not declared in this scope aZone azone.cpp line 156 1189332762516 156
error: ‘VERTEX’ does not name a type aZone azone.h line 56 1189332762502 133
error: ‘VERTEX’ does not name a type aZone azone.h line 125 1189332762510 145
error: ‘VERTEX’ has not been declared aZone azone.h line 111 1189332762505 139
error: ‘VERTEX’ was not declared in this scope aZone azone.cpp line 137 1189332762513 152
error: /zone/map.h: No such file or directory aZone azone.h line 5 1189332762502 132
error: expected `;' before ‘FACE’ aZone azone.cpp line 181 1189332762519 161
error: expected `;' before ‘head’ aZone azone.cpp line 279 1189332762524 170
error: expected `;' before ‘nodeHeader’ aZone azone.cpp line 312 1189332762528 177
error: expected `;' before ‘v1’ aZone azone.cpp line 137 1189332762513 153
error: expected `)' before ‘&’ token aZone azone.h line 63 1189332762503 134
error: expected ‘,’ or ‘;’ before ‘{’ token aZone azone.cpp line 386 1189332762534 185
error: expected ‘,’ or ‘...’ before ‘*’ token aZone azone.h line 108 1189332762504 137
error: expected ‘;’ before ‘*’ token aZone azone.h line 94 1189332762503 136
error: expected ‘;’ before ‘*’ token aZone azone.h line 123 1189332762510 144
error: expected primary-expression before ‘unsigned’ aZone azone.cpp line 386 1189332762532 183
error: expected type-specifier before ‘FACE’ aZone azone.cpp line 181 1189332762519 160
error: expected type-specifier before ‘nodeHeader’ aZone azone.cpp line 312 1189332762527 176
error: initializer expression list treated as compound expression aZone azone.cpp line 386 1189332762534 184
error: invalid types ‘int[long unsigned int]’ for array subscript aZone azone.cpp line 184 1189332762520 162
error: ISO C++ forbids declaration of ‘FACE’ with no type aZone azone.h line 94 1189332762503 135
error: ISO C++ forbids declaration of ‘FACE’ with no type aZone azone.h line 108 1189332762504 138
error: ISO C++ forbids declaration of ‘FACE’ with no type aZone azone.h line 123 1189332762509 143
error: request for member ‘size’ in ‘((QTBuilder*)this)->QTBuilder::_FaceList’, which is of non-class type ‘int’ aZone azone.cpp line 167 1189332762517 157
error: request for member ‘size’ in ‘((QTBuilder*)this)->QTBuilder::_FaceList’, which is of non-class type ‘int’ aZone azone.cpp line 172 1189332762517 158
error: template argument 1 is invalid aZone azone.h line 117 1189332762508 141
error: template argument 2 is invalid aZone azone.h line 117 1189332762509 142
error: type ‘<type error>’ argument given to ‘delete’, expected pointer aZone azone.cpp line 115 1189332762512 150
error: type ‘<type error>’ argument given to ‘delete’, expected pointer aZone azone.cpp line 342 1189332762529 178
error: variable or field ‘fillBlocks’ declared void aZone azone.cpp line 386 1189332762530 179


Any ideas?

Criimson

Secrets
09-09-2007, 01:57 AM
OK reinstalled Linux (Fedora 7) and have Eclipse installed. This is a really nice IDE.
I am trying to get azone_eqg compiled but am getting these errors.


Remember to have zlib and the full CVS. It relies on a lot of files to compile.

John Adams
09-09-2007, 08:20 AM
/zone/map.h: No such file or directory
azone_eqg and it's files must live in ./utils/ dir under eqemu source, or you have to change the paths throughout.

I moved mine to (example) /eqemu/build/current/util/azone_eqg, and it compiled - but still did not work when executing.

uncommon
09-30-2007, 07:13 AM
I've been playing a bit with azone today, i'm not at home just on my linux laptop and don't have all the stuff to test these map files... but they should be okay i think.

barter.eqg : http://uncostockage.free.fr/EQEMU/barter.map
fhalls.eqg : http://uncostockage.free.fr/EQEMU/fhalls.map

These are 2 of the few zones i really want to use on my server.. next one is dreadspire but i can't seem to be able to find that opcode. So question to you fathernitwit, is it possible that azone just won't support a zone and always seg fault even if i'm sure i got the right opcode and all ?

dreadspire.eqg, to me the boundary is around here, i tried different value but it always crash... any idea ? :


4DD0 36 00 00 02 00 00 00 36 36 00 00 4A 36 00 00 02
4DE0 00 00 00 5B 36 00 00 6F 36 00 00 02 00 00 00 82
4DF0 36 00 00 8F 36 00 00 00 00 00 00 00 00 40 41 9D
4E00 36 00 00 00 00 00 00 CD CC 4C 3D 07 00 00 00 AF
4E10 36 00 00 BA 36 00 00 05 00 00 00 CC 36 00 00 02
4E20 00 00 00 DE 36 00 00 F8 36 00 00 02 00 00 00 09
4E30 37 00 00 23 37 00 00 02 00 00 00 36 37 00 00 43
4E40 37 00 00 00 00 00 00 00 00 40 41 51 37 00 00 00
4E50 00 00 00 CD CC 4C 3D 97 1A 72 C4 29 49 8B C5 38
4E60 25 98 C5 3D 6D 54 3E 04 5E 79 3F 3B 76 B8 3D 83
4E70 83 83 00 1E 70 EF 41 9C B5 AD BD 8C 22 9C 3E C0
4E80 5F 8F BB 55 AE 37 44 53 E6 85 C5 38 25 98 C5 53
4E90 DC 75 BE C6 7C 78 3F D5 1D 5E 3C 83 83 83 00 4D
4EA0 40 02 42 D8 B5 AD BD A4 0F 56 3E C0 5F 8F BB 85
4EB0 D0 0D 45 51 31 44 C5 38 25 98 C5 DC F8 41 BF F6
4EC0 78 26 3F B6 FB 60 3D 83 83 83 00 40 E6 0D 42 D8
4ED0 B5 AD BD BE CD 02 3E C0 5F 8F BB 35 3C 38 45 F2

Lalolyen
09-30-2007, 10:46 AM
Ok first stupid post...

I've had a lot of people ask me, and I cannot give them an answer as I haven't found it yet myself..

What are the map files for?

I've deleted the map files on our server as they seem to do nothing, and the server still works. I added them back of course later on *just in case* he he.

But again, I noticed no diffrence, as the info about the zones seems to be stored in the database and the client.

Am I wrong?

uncommon
09-30-2007, 11:17 AM
It's about los, load a zone with no map file and try to cast some kind of detrimental spell on a mob and you will get the "you cannot see your target" message for example. Mob won't be able to cast detrimental spell also i'm sure etc...

Lalolyen
10-01-2007, 10:46 AM
Ok and with looking at some of that it seems that the server would also translate terrain such as water for mobs too right? I think someone said once that water is purely client-side. I'm not sure about that, for your avatar sure, but not for mobs, the server controls where the mobs path, how they path, when they path etc. I'm sure there must be something missing in a map file that allows underwater mobs to leave the water =S. I mean using the client on live it works, on emu it doesn't... Something is missing there (meaning it worked when DoN/Titanium came out).

KLS
10-02-2007, 07:42 PM
These are 2 of the few zones i really want to use on my server.. next one is dreadspire but i can't seem to be able to find that opcode. So question to you fathernitwit, is it possible that azone just won't support a zone and always seg fault even if i'm sure i got the right opcode and all ?

Dreadspire is actually a version 3 eqg, while the azone code was written to read version 2.. and it doesn't perfectly as shown =(

The version 3 eqgs are actually much more well behaved too sadly, but azone currently wont read them properly as the vertex data structure has changed from 32 bytes to 44 bytes in that version. Can get azone to support them soon though, I've been able to render them properly so I know I got the structure down.

uncommon
10-02-2007, 11:19 PM
Ok thank you KLS, it makes sense now. Almost every single DoD .eqg i tried crash azone, even when the opcode is really obvious.

Anyone tried these 2 .map files to see if they work ? I'm still not at home and can't do it.

gernblan
10-03-2007, 04:34 AM
Been playing with them and you're right... even when the offset is obvious, no dice.

SO... hopefully one can get azone to support this type of EQG also. I for one am willing to sit there and figure out offsets and work on anniversary zones even under these conditions, as long as there is a way that it CAN work.

I would think this is high priority because without this working in some way, any anniversary support in the future is pointless I would think.

So please, anyone capable (unfortunately I'm not THAT good with C++), please, let's work on this and make a real effort to getting the rest of the maps made not just for titanium but also for the zones going forward.

:)

gernblan
10-03-2007, 04:54 AM
Maybe I'm dumb but someone please explain to me what the "- 2" or "+ 19" mean in the offsets that were already hacked.

The wiki says that this offset will be on a 16 byte boundary but those do change that, no?

Examples:

} else if(string("ter_guildhall.ter") == zone_name) {
buffer = ter_orig + 0x3080 - 2;
} else if(string("ter_guildlobby.ter") == zone_name) {
buffer = ter_orig + 0x4190 + 19;

So if the offset for guildhall is 0x3080 as stated in the wiki example... why subtract 2 from it?

...and why add 19 to guildlobby's?

I at least need a basic understanding of these values and why they are the way they are (and different from the wiki) before I can really sit down and hack away at these zones for us.

uncommon
10-03-2007, 06:23 AM
If you look at the various example in the ter.cpp file it's not always on a 16 bit boundary.
About the guildhall example, 0x3080 - 2 is obviously the same as saying it's 0x307e (i tried and it works)... personnaly that's how i found the barter.eqg opcode (it's 0x56AD), i was sure it was around 0x56B0 but that one didn't worked so i tried 0x56B0 - 1 then 0x56B0 - 2 etc... till it worked. Probably an horrible way to find it but it worked. :)

I hope that's clear ? Sorry my english sucks.

gernblan
10-03-2007, 08:10 AM
VERY clear, thank you!

May I ask what fhalls was too?

As we find them, let's post the offsets so that we can all have them, please?

Ok, knowing what you just told me, I'll going to try to work on another zone.

uncommon
10-03-2007, 08:42 AM
For sure, let's do that, fhalls.eqg is 0x2230.

KLS
10-03-2007, 09:46 AM
There's a handful of zones up to depths that I can't load and render properly atm, but it's just a matter of finding the offsets at this point. Should probably look for a more general solution, for version 2 EQGs but it's frustrating..

There's a freaking chunk of unknown data before the vertex data, somehow related to the material layers and a potential chunk of unknown data after the index data.. making finding the start of the vertex data pretty much impossible without offsets or identifying the unknown data before the vertex data.

gernblan
10-03-2007, 01:28 PM
Quite right KLS.

I'm working on it feverishly. I am thinking of a brute force method.. maybe writing a perl script to cycle the offsets, compile azone, execute it.

Would be ugly but it just may work...

That being said, my perl isn't up to par yet but I'm going to try anyway.

gernblan
10-05-2007, 08:16 PM
I'm having a hell of a time writing that script... my perl just isn't good enough yet.

Anyone up to taking a stab at this? It just may help get more zone maps made.

What the script needs to do:

(first you'd manually run azone on the zone you want to hack to get the .ter file name (since it's not always the same as the zone shortname), then you'd go into the ter.cpp file and add an offset line for that zone)

1) using a loop that increments the offset value you want to try (loop range of, say 0x0500 to EOF maybe?) ...load the ter.cpp file and at the offset location for the zone you want to hack, change it to the loop value, then save it back out.
2) compile azone
3) run azone on the zone you are hacking
4) trap the output to see if it gave a segfault. If it did, loop again. if it did NOT crash, double check for a .map file for that zone. If one exists, exit, reporting the offset found.

SO, part of this is manual and the script would have to be tweaked some each time because a new line like:

else if(string("ter_hive.ter") == zone_name) {
//drachnidhive - not working yet
buffer = ter_orig + 0x2B36;
}

... would have to be added. The example above I added to try to hack drachnidhive.

Anyone up for banging out a perl script that can do this? I promise I'll hack the living heck out of it and then post the ter.cpp with the correct offsets for the zones I am able to make maps for (as well as the maps themselves) if you do.

So, the short of it is that the perl script would help change the offset in ter.cpp in a brute force way and be smart enough to know when it worked.

Then the user manually adds another line to ter.cpp like the above, changes the perl script to point to the offset location in ter.cpp (would be great if the script parsed that line and you could just tell it what line it was on!)... then the user runs the brute force script on the next zone... etc.

Is this idea stupid? Anyone think that it will not work? If not, why not?

Thank you.

KLS
10-06-2007, 05:50 AM
Based on my EQG loader I got sidetracked last week with:

arena (works)
arena2 (works)
tutoriala.eqg (works)
tutorialb.eqg (works)
lavastorm.eqg (works with manual offset: 0x2db00+24)
highpasshold.eqg (works)
freeporteast.eqg (works)
freeportwest.eqg (works)
freeportsewers.eqg (works)


Depths of Darkhollow
westkorlachb (works)
westkorlacha (works)
corathus (works)
corathusb (works)
drachnidhiveb (works)
dreadspire (works)
illsalina (works)
westkorlachc (works)
drachnidhivea (works)
drachnidhivec (works)
illsalin (works)
nektulosa (works)
shadowspine (works)
eastkorlacha (works)
corathusa (works)
westkorlach (works)
illsalinb (works)
drachnidhive (works)
illsalinc (works)
eastkorlach (works)


Dragons of Norrath
guildhall (works with manual offset: 0x3080-2)
delvea (works with manual offset: 0x39bb60+4)
stillmoona (works with manual offset: 0x71944+4)
thenest (works with manual offset: 0xCA244)
stillmoonb (works with manual offset: 0xE340-2)
barter (works with manual offset: 0x56AD)
broodlands (works with manual offset: 0x382BB-4)
guildlobby (works with manual offset: 0x4190+19)
thundercrest (works with manual offset: 0x62230-4)
delveb (works with manual offset: 0x38BF0)

Omens of War
anguish (works)
dranikcatacombsa (works with manual offset: 0x16b0+8)
dranikcatacombsb (works with manual offset: 0x12a0+15)
dranikcatacombsc (works with manual offset: 0x16b0+8)
dranikhollowsa (works)
dranikhollowsb (works)
dranikhollowsc (works)
draniksscar (works)
harbingers (works with manual offset: 0x1178)
provinggrounds (works)
chambersa (works)
chambersb (works)
chambersc (works)
chambersd (works)
chamberse (works)
chambersf (works)
causeway (works)
riftseekers (works)
draniksewersa (works with manual offset: 0x1410+19)
draniksewersb (works with manual offset: 0x1410+19)
draniksewersc (works with manual offset: 0x13b0+30)
bloodfields (works)
fhalls (works)
dranik (works)
wallofslaughter (works)

Not including any version 4 EQGs and just eqgs I found on my system. There are special conditions for version 1(fhalls) and version 3(anything in DoD) that don't let them load with the version 2 loader correctly (though you can get fhalls to work with an offset). I'll try to post my code once I clean it up a bit.

uncommon
10-06-2007, 07:34 AM
Nice, thank you KLS.

What are version 4 EQGs btw ? PoR zones and stuff like this ?

KLS
10-06-2007, 08:15 AM
commonlands, southro, northro, newest nektulos are examples. Not sure PoR are v4 I suspect they're v3 and everything past v4.

gernblan
10-06-2007, 12:01 PM
Thank you KLS, looking forward to it!

That along with some sort of brute force script should help this situation a lot.

Like I said, I am willing to spend the time brute forcing these if someone would be kind enough to drum up a script to do so. I'm just not "good enough" to make one that works... I've been trying since I first mentioned it.

gernblan
10-06-2007, 12:03 PM
Dreadspire is actually a version 3 eqg, while the azone code was written to read version 2.. and it doesn't perfectly as shown =(

The version 3 eqgs are actually much more well behaved too sadly, but azone currently wont read them properly as the vertex data structure has changed from 32 bytes to 44 bytes in that version. Can get azone to support them soon though, I've been able to render them properly so I know I got the structure down.

Is there a way to add v3 (and v4) support to azone, even if they still require manual offset hacking?

I'm willing to spend the time if I know that it's at all possible trying to find thse offsets.

Derision
04-11-2008, 07:22 PM
Should probably look for a more general solution, for version 2 EQGs but it's frustrating..


I don't know whether the Dev's worked out the formula for calculating the offsets for version 2 EQGs, but I searched and couldn't find anything relevant after this thread.

I've been messing about trying to get OpenEQ to load version 2 EQGs, and came across this old thread:

http://www.eqemulator.net/forums/archive/index.php/t-21615.html

Based on that, I knocked together the following bit of Python to calculate the offsets (excuse my Python, but I'm new at it :) ):



import struct, posixfile, socket, zlib, pdb, sys



for eqgfilename in ["broodlands", "guildhall", "guildlobby", "harbingers", "stillmoona", "stillmoonb", "thenest", "thundercrest"]:
filenames = []
files = []

eqgfile = file(eqgfilename + '.eqg', 'rb')

block = eqgfile.read(12)
(offset, magic, unknown) = struct.unpack('L4sL', block)


eqgfile.seek(offset, posixfile.SEEK_SET)

block = eqgfile.read(4)

dir_count = struct.unpack('I', block)



for i in range(0, dir_count[0]):
block = eqgfile.read(12)
(crc, fileoffset, filesize) = struct.unpack('LLL', block)


if crc == 0x61580AC9:

CurrentPos = eqgfile.tell()
eqgfile.seek(fileoffset, posixfile.SEEK_SET)
InflatedLength = 0
uncompressed = ''
while InflatedLength < filesize:
block = eqgfile.read(8)
(deflen, inflen) = struct.unpack('LL', block)

block = eqgfile.read(deflen)
uncompressed = uncompressed + zlib.decompress(block)
InflatedLength = InflatedLength + inflen

eqgfile.seek(CurrentPos, posixfile.SEEK_SET)
fncount = struct.unpack('L', uncompressed[0:4])

pos = 4
for j in range(0, fncount[0]):
fnlen = struct.unpack('L', uncompressed[pos:pos+4])

fmt = str(fnlen[0]) + 's'
fname = struct.unpack(fmt, uncompressed[pos+4:pos+4+fnlen[0]])
fname = fname[0].strip('\x00')

if fname[len(fname)-4:len(fname)] == '.ter':
wantedfile = fname

filenames.append(fname)
pos = pos + 4 + fnlen[0]
else:
files.append((eqgfile.tell() - 12, fileoffset))


for i in range(dir_count[0] - 2, 0, -1):
for j in range(0, i):

if files[j][1] > files[j+1][1]:
tmp = files[j]
files[j] = files[j+1]
files[j+1] = tmp



for a in range(0, dir_count[0]-1):
if filenames[a] == wantedfile:

eqgfile.seek(files[a][0], posixfile.SEEK_SET)
block = eqgfile.read(12)
(crc, fileoffset, filesize) = struct.unpack('LLL', block)

eqgfile.seek(files[a][1], posixfile.SEEK_SET)
break

uncompressed = ''
inf = 0

while inf < filesize:
block = eqgfile.read(8)
(deflen, inflen) = struct.unpack('LL', block)

block = eqgfile.read(deflen)
uncompressed = uncompressed + zlib.decompress(block)
inf = inf + inflen

(magic, version, list_len, obj_count, vert_count, tri_count) = struct.unpack('4sLLLLL', uncompressed[0:24])


ter_tmp = list_len
pos = 24
while pos < ter_tmp:
strlen = 0
while uncompressed[pos+strlen] != chr(0):
strlen = strlen + 1
fmt = str(strlen) + 's'
(strvar) = struct.unpack(fmt, uncompressed[pos:pos+strlen])
pos = pos + strlen+1

strlen = 0
while uncompressed[pos+strlen] != chr(0):
strlen = strlen + 1
fmt = str(strlen) + 's'
(strval) = struct.unpack(fmt, uncompressed[pos:pos+strlen])
pos = pos + strlen+1



pos = 24 + list_len

for b in range(0, obj_count):

(index, name_offset, another_name_offset, property_count) = struct.unpack('LLLL', uncompressed[pos: pos+16])

pos = pos + 16
for a in range(0, property_count):
pos = pos + 12

print "Offset for EQG Zone %-20s (TER: %-22s) is %8X" % (eqgfilename, wantedfile, pos)



For the EQG zones hardcoded in the currently downloadable version of azone, it spits out the same offsets:


Offset for EQG Zone broodlands (TER: ter_broodlands.ter ) is 382B7
Offset for EQG Zone guildhall (TER: ter_guildhall.ter ) is 307E
Offset for EQG Zone guildlobby (TER: ter_guildlobby.ter ) is 41A3
Offset for EQG Zone harbingers (TER: ter_harbingers.ter ) is 1178
Offset for EQG Zone stillmoona (TER: ter_main.ter ) is 71948
Offset for EQG Zone stillmoonb (TER: ter_easterntemple.ter ) is E33E
Offset for EQG Zone thenest (TER: ter_abyss01.ter ) is CA244
Offset for EQG Zone thundercrest (TER: ter_stormtower01.ter ) is 6222C