PDA

View Full Version : SoD Starter Pack /w UF from Steam


Huppy
11-28-2010, 11:57 AM
Just for the fun of it, I downloaded the Seeds of Destruction starter pack
from Steam that has the Underfoot client in it. I've been playing around
logging on to my own server and so far, haven't found any problems yet.
Although the quest, etc are not working in the UF zones, I could still zone
in to Foundation and die (chuckle).
I was using the older SoD client I got from Steam, but this newer one
seems to work just fine (so far).
I did have a little prob when I first tried to launch it, but after I deleted
the FIRST 3 "extra" files shown in the main EQ folder, it launched fine.
(These 3 files were listed just before the "abysmal.emt" file)
I downloaded this client simply for future reference, it was only $20.

gibroni
11-28-2010, 06:30 PM
things i have noticed that need fixed still.

universal chat server (dont connect)
ldon adventure window (doesnt show your points)
expendable AA dont work or show correctly
Combat skills windows (descriptions of each one, just says unknown db string)

Derision
11-29-2010, 04:15 PM
things i have noticed that need fixed still.

universal chat server (dont connect)


Not connecting to the UCS is because one of the opcodes is wrong. Even with the right opcode, it rejects chat/commands with a message 'Channel(20) not implemented'.
I've looked into this a few times but haven't been able to figure it out.


ldon adventure window (doesnt show your points)

This is because the PlayerProfile is wrong. I have it fixed locally but was planning to check out other PP fields around the same area in case there are other things misaligned around there.


expendable AA dont work or show correctly
Combat skills windows (descriptions of each one, just says unknown db string)

These last two appear to be due to the fact that the dbstr_us.txt file delivered by Steam is truncated at 364,320 bytes when it should be 2.5MB+

If the last line in your dbstr_us.txt file is:

2679^6^Wracks your target with the venge

Then this is the problem. There is no solution other than to copy the dbstr_us.txt from a SoD or Live install.
I copied my SoD version and the Disc and Expendable AA messages now show up.

Caryatis
11-29-2010, 04:18 PM
Also the expendable AA work fine without the dbstr from SoD or Live just hard to know what they are before you buy unless you look in a DB or the file.

Huppy
11-29-2010, 04:36 PM
I just checked, since I have both the older SoD client from Steam and the
newer one with UF client installed. The dbstr_us.txt file was 2.5MB in
the old one and 355KB in the new one, so I copied the old one over.

Huppy
11-29-2010, 04:44 PM
I was curious though, if I copy the spell txt files (_us & _en) over to the
eqemu directory from the Steam "UF" client, would it doing any good or
harm ?

gaeorn
12-04-2010, 06:39 AM
Not connecting to the UCS is because one of the opcodes is wrong. Even with the right opcode, it rejects chat/commands with a message 'Channel(20) not implemented'.
I've looked into this a few times but haven't been able to figure it out.

Has the correct opcode been put into the svn? I ask because I was unable to even get the client to so much as send a single packet to the chat server. Or am I just being dense about something?

(hey, it's 2:30am and i'm tired, lol)

Derision
12-04-2010, 08:52 AM
Not yet, I think it is just OP_SetChatServer2 that is wrong:

OP_SetChatServer=0x7d90 # C 0x0479
OP_SetChatServer2=0x158f # C 0x158f


I've been looking at it some more this morning, but still no closer to working it out.

Commands like /join, /list, and reading mail works, however sending mail or trying to chat in a channel produces the 'Channel (20) not implemented' message.

Also, if you connect to Live, but redirect it to use your local UCS, e.g. by putting something like this in your c:\windows\system\drivers\etc\hosts.


192.168.1.100 sdk-eqchat1.everquest.com


(You will also need to hack the UCS source to bypass any mail key authentication).

Then the client appears to connect to your local UCS but you don't get the channel not implemented command, but the client ignores attempts to chat in channels
(although /join /list still work).

I'm wondering whether chat is now somehow linked with the in-game voice system, which we obviously don't support.

gaeorn
12-04-2010, 07:39 PM
I'm wondering whether chat is now somehow linked with the in-game voice system, which we obviously don't support.
That sounds possible, even likely. One unified system that they can roll out for all of their games. I wonder if they licensed a well known voice system for use rather than recreating everything.

Have you done packet traces of the interaction with live? If so, does voice on live appear to go through a different server than chat?

I know I'm not being much help here, but it sounds like this problem won't be solved without more information about how it works on live. I, unfortunately, do not have a live account. But I'd love to help with this if there is anything I can do.

Huppy
12-05-2010, 04:37 AM
Not sure if this is relevant or helpful, but my UF client has something my Sod client does not have which is a file called EQVoiceService.exe

KLS
12-06-2010, 01:20 PM
Channel (20) not implemented

Messages are being sent to zone since that's from Client::ChannelMessageReceived()

It sounds like there's probably going to have to be a closer coupling of the chat and zone than there already is to support the newer clients.

Derision
12-06-2010, 01:33 PM
Wow. I was looking through eqstr_us.txt, eqgame.exe and various DLLs trying to see where that message was coming from. It never occurred to me that it could come from zone!

Nice find :)

Derision
12-06-2010, 02:10 PM
Just done a few live traces and indeed UCS chat, sending mail, /friend etc are now relayed through zone on chat channel 20.

Zone must then forward them onto the UCS for delivery, since when I receive a chat message from someone else, it doesn't appear in the zone trace.

Wonder why they did that ...

Probably easiest to have a single connection between World and UCS, rather than each zone server establishing it's own connection.

Also it would probably make sense to have World just listen for an incoming connection from UCS, rather than the other way around.

KLS
12-06-2010, 07:18 PM
The scary thing is I didn't even have to look at the code, I just knew where it was in the code. I am becoming way too familiar with this thing.

gibroni
12-12-2010, 02:09 AM
anyone else have issue with some weapon graphics? toon with SoD shows weapon (greatstaff of thunder). but if i switch to the underfoot, it does not show it. just empty handed.

gibroni
12-16-2010, 12:19 AM
also some of the pok books dont show up, such as cresent reach book and rathe mountains book guta? show up in sod version but not the uf version. any idea what file is missing? maybe pok file not correct?

Huppy
12-16-2010, 02:06 AM
also some of the pok books dont show up, such as cresent reach book and rathe mountains book guta? show up in sod version but not the uf version. any idea what file is missing? maybe pok file not correct?

After I read this, I went for a tour around PoK, only stone I had missing,
is Neriak (platform is there, but no stone).
But found the Gukta stone over by the Rivervale one.

trevius
12-16-2010, 02:52 AM
The Neriak Portal issue was already discussed and resolved here:

http://www.peqtgc.com/phpBB2/viewtopic.php?t=11569

As for the Crescent Reach portal, that is for a new zone that the PEQ DB isn't really caught up to yet. They have Crescent Reach done, but the CR portal actually goes to Blightfire Moors which they probably won't have done until they are caught up to that expansion.

Huppy
12-16-2010, 04:19 AM
The Neriak Portal issue was already discussed and resolved here:

http://www.peqtgc.com/phpBB2/viewtopic.php?t=11569

As for the Crescent Reach portal, that is for a new zone that the PEQ DB isn't really caught up to yet. They have Crescent Reach done, but the CR portal actually goes to Blightfire Moors which they probably won't have done until they are caught up to that expansion.

Thank you. I checked that setting from that post, my POKNRKPORT500 was
set to 3 instead of 4294967292

Huppy
12-16-2010, 05:25 AM
After the above change in setting, I zoned into Nektulos from the PoK, but
was kind of "stuck" with no visuals except trees up in the air.
So I checked the /loc which was x 345, y 733, z -4.75 compared to Sony
live which was x -843, y -814, z 6.90 and changed the destination in the
door table, zone-in works fine, but no PoK book inside Nektulos, that I've
been able to find yet.

*EDIT*
Went in to door table id = 12283 (POKTELE500) and changed the location
to x -867, y 793, z 6.26 and the PoK Book showed up in Nektulos :)

Also, tried out the CR stone in PoK, it actually put me in Crescent Reach,
at /loc x -2635, y -1240, z -152.53

gibroni
12-30-2010, 10:25 PM
some other underfoot issues im having...

Seems you have to zone after buffing to see the effects on your toon. they show up in buff window, but have to zone to see affects such as hp to the character. something easily fixed?

other thing is when using archery on my ranger, he is shooting bags right over the mobs head as a visual, funny really. But he is doing normal damage, just a funny visual.

any comments?

loving the work all you guys are doing fixing all these issues.

erik_llewellyn
12-30-2010, 11:58 PM
I had already stumbled upon this issue while working on my custom spells on my server. the link to it is http://www.eqemulator.org/forums/showthread.php?t=32786. As a note, if you do #showstats it will show the effects of the buffs correctly. The %health bar also does not reflect the buff hps so they are probably tied to the same code/packet?

This seems to be some issue with the server code as I can use my exact same SoD/UF client from steam on PEQ:TGC and buffs/stats show up perfectly as they should on thier server. The question is, what is the code they have changed and or updated to enable this.

I have DLed the most recent EQEmu and PEQ SVNs and this is still an issue.

erik_llewellyn
12-31-2010, 12:48 AM
I have completed testing to discover the exact cause of this issue. If you turn on the "Character:SoDClientUseSoDHPManaEnd" in the "rule_values" table, then the UF client will NOT adjust for buffs until you zone in the inventory window. if you leave this value set to "false" then the UF client will show the buffs correctly BUT the HP/Mana/End calcs are all off and leaves you at 68% hps when "#heal" ed. The #showstats window also only reports the old titanium calc values for these as well.

As stated in my last post, this seems to be totally functional on PEQ so they must have some code that adjusted this or there is something that those of us basing our serveres on the PEQ and EQEmu SVNs are missing.

erik_llewellyn
12-31-2010, 01:28 AM
humm...conducted even more testing on PEQ.

On PEQ spells cast for the first time on me when I did NOT have the buff already on prior to zoning or logging on would drop after 1 tick.

If I cast the buff again or had it on me prior to zone/logon, then the buff woudl stick and continue to be displayed in the inventory screen as it should.

This was also repeatable on my own personnal server with the exact same resaults, and does NOT seem to be just an issue with my server or those based on the PEQ db but even includes the PEQ server.

erik_llewellyn
12-31-2010, 03:58 AM
Update to the issue!

I have conducted yet more testing and found that ANY item, AA, or other buff extension thing that extends buff duration is what is causing the effects to drop form the inventory window after one tick no matter how many times you cast it.

Derision
12-31-2010, 10:50 AM
Thanks for investigating this. That explains why I couldn't reproduce this from previous reports, as I didn't have any items with such focus effects on my test character.

If you get the time, let me know if it is fixed with Rev1792.

gaeorn
12-31-2010, 02:09 PM
Looked at the code you put in, Derision. Will extended duration buffs show correctly after this? I ask because extended duration buffs never showed the proper duration when cast but did so after 1 tick. Course, that probably should be fixed in the initial packet for the buff anyway.

Derision
12-31-2010, 02:27 PM
It still appears to behave the same, i.e. unextended time when you mouse over the buff icon when first cast, but then the extended time a few seconds later.

erik_llewellyn
12-31-2010, 03:01 PM
You rock Derision! Thanks for the speedy work!

Your patch works perfectly from what I have tested so far. Both buff duration AAs and item effects are working as they should AND it's still showing up with the correct timer in the buff bar as well as the correct effect in the inventory window.

I am also NOT experiancing the 1 tick with the incorrect buff length that Gaeorn is so not totally sure what's going on there. I have clicked off and recast several buffs on me, then zoned and repeated and it always seems to show with the improved buff length (70% total increase [50% from AAs + 20% from item]).

gibroni
01-01-2011, 08:57 PM
any info on fixing some of the weapons that dont seem to show up when equiping them? shaman not showing spear and warrior not showing great staff of thunder and ranger shooting bags out of bow instead of arrows?

gibroni
01-01-2011, 11:48 PM
also noticing pet hit points are updating with underfoot

Derision
01-02-2011, 08:54 AM
any info on fixing some of the weapons that dont seem to show up when equiping them? shaman not showing spear and warrior not showing great staff of thunder and ranger shooting bags out of bow instead of arrows?

Greatstaff of Thunder not showing up appears to be because gequip3.s3d is missing. You will need to get a copy from SoD or EQLive. I assume the problem with the other models you mention are due to the same missing file.

The archery issue should be fixed in Rev 1795.

also noticing pet hit points are updating with underfoot

Do you mean they are *not* updating ?

They appear to be updating for the pet owner in my testing, but not group members, but I don't think that works for any client, although I thought someone implemented that ages ago, but can't find anything in the changelog.

Oochie
03-05-2011, 08:51 PM
On the PEQ server, the PoK portal stone near Rivervale that leads to the Froglok homeland doesn't appear for me. The platform for the stone is there but the stone doesn't show.

I also DLed my ver of UF from steam. I uninstalled and am currently reinstalling UF to make sure it didn't somehow bug up. Any more information on this issue would be appreciative.

Huppy
03-05-2011, 10:59 PM
On the PEQ server, the PoK portal stone near Rivervale that leads to the Froglok homeland doesn't appear for me. The platform for the stone is there but the stone doesn't show.

I also DLed my ver of UF from steam. I uninstalled and am currently reinstalling UF to make sure it didn't somehow bug up. Any more information on this issue would be appreciative.

Did you make sure the "server" you were trying to join, actually supports the
UF client ?
Some only support certain types of clients, (Like Project1999)

sorvani
03-06-2011, 05:37 AM
UF from steam is missing files.

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

Oochie
03-07-2011, 12:40 AM
First off, thank you guys for responding and helping me with the knowledge you fellow gamer geeks have acquired on this game over the years. :}

UF from steam is missing files.

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

I wish this was mentioned in the "Getting Started" section of this site. (Just as much my fault for going on a whim and buying a game without doing **** cavity style research) Even if I do jimmy rig all the files listed in the link above and complete the UF client, it still doesn't change the fact that UF doesn't completely work on PEQ. PEQ says "SoD+ Login Server:" which I assumed was SoD and all up expansions.

So.... Lets say I go and get all these lovely files from EQLive and then somehow acquire the Titanium files, (probably by buying a copy at a half price/second hand gaming store) what else would I need to do to my client to sufficiently play on PEQ?

Yet again, any and all help will be extremely appreciated.

sorvani
03-07-2011, 02:30 AM
The files in the first list fix the zones that are no longer in game, or were completely revamped in game. The biggest thing you can't do on PEQ without said files is the LDoN's on N Ro, Oasis, and S Ro because those objects are in the missing files. Cosmetically there will be a lot of human male models. That pretty much sums up the Titanium requirements.

All of the files in the second list should be available from any source from Titanium to Live. I'll try to remember to reword the wiki later when i'm not typing on my phone. Most of these files fix cosmetic issues, a few affect game play.

Underfoot support is really quite recent on the EMU servers and as the only legal means to easily (fining titanium is not easy most times) find a client able to be played with support for it will continue to be expanded.

Oochie
03-07-2011, 03:07 AM
Well the only thing to do is put on my boots n coat and head out to my local second hand gamer shops looking for the Titanium expansion set. I have a simple question that you guys can hopefully answer while I am out. Where in the EQ folder do I copy these files to? The main folder or in a sub directory folder within?

Thx again for the info guys.

trevius
03-07-2011, 03:59 AM
The only missing/problem files are directly in the main EQ folder, not any of the sub-folders as far as I am aware.