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trevius
12-14-2012, 05:12 AM
As of Feb 12th 2013, the Steam F2P RoF client has been updated to the Jan 16th 2013 Live patch, which makes it incompatible with EQEmu until we figure out how we want to deal with the updates.

This thread was created to help keep track of the development of the Rain of Fear client. Currently, we are working on the client that has a build date of "Dec 10 2012 17:35:44". This is likely to change over time with SOE patches. It has not yet been determined how following Live patches will be handled, if at all.

EQLive patched on 16th January 2013, so this thread refers to the Rain Of Fear client currently only obtainable via Steam.

This thread can be used as a reference for what needs work, and who is working on what. I will try to keep this post updated as people update the thread with any progress or notes.

This thread can be used for any development related work or concerns as well as to report any bugs with the client that haven't already been documented.

This thread will be focused on RoF specific bugs, not general bugs that exists in some or all other clients. Because we are already tracking known issues with previous clients in other threads, this thread will not repeat those same issues. For reference, see the following threads for previous client development tracking:
SoD Development Tracking (http://www.eqemulator.org/forums/showthread.php?t=30909)
Underfoot Development Tracking (http://www.eqemulator.org/forums/showthread.php?t=31635)
VoA Development Tracking (http://www.eqemulator.org/forums/showthread.php?t=35177)


Last Updated - November 18th 2014


Top Priority Work:
1. Alternate Currency Merchants - Had a report that using Alternate Currency Merchants will bug the client and the shops aren't working. Need to confirm this bug, but sounds legit.
2. Bazaar - Enabling trader mode doesn't work. Looks like the way items are tracked has changed to a serialized system and needs to be accounted for in the structs (as well as probably other stuff).



Medium Priority Work:
1. Cursor Buffer - The cursor should normally buffer extra items that are sent to it so they display after you move the top item to another slot, but it currently isn't on RoF. Pending further investigation.
2. Guilds - Most of the guild stuff is now functional. Guild Ranks & Permissions and the Guild Bank don't work.


Low Priority Work:
None!


Client Issues:
1. Many of the old world zones that were revamped have been removed from the client. This includes zones like commons, but we will need to get a full list of missing files together. The good news is the files can be added to the client folder and will work once they are there.


Database and Source Code Changes that will be needed at some point:
1. Will need to convert the source and database to use the new Live format for item slots and to allow bags larger than 10 slots and the 2 new main inventory slots.
2. Will most likely need new Database and source changes to get the new /bazaar feature working in all zones (including bazaar itself).
3. Aug slots now go up to 6 max instead of the previous 5 max, so the source will need to account for that change.


New Systems to RoF that did not exist in Underfoot (that may/do require code support):
Note that many of these were carried over from the work on the VoA client, so they need to be validated.
1. Containers can go above 10 slots and it looks like the max is at least 32 slot (though there is no reason for hard setting a max in the source with the new slot format). I tested a 100 slot bag and it worked.
2. Containers can be stored inside other containers. So long as they are empty and the same size or smaller. The client already allows this, but need server support to prevent issues.
3. Two new slots in the base player inventory for a total of 10.
4. Merchant window now has a "Reclaim" tab. Any item you destroy during a single session of EQ (Unsure if it resets when you log) is shown in this tab and can be purchased at the cost of "Reclamation Tokens"
5. /bazaar is now searchable from all zones and you can buy/sell directly from that window and items can sell even while you are offline.


Issues with Newly Implemented Systems that did not exist in Underfoot:
Pending further assessment


Recently Resolved Issues:
1. Character Select - We can now reach character select and it looks fine.
2. Character Create - Characters can now be created.
3. Enter World - Thanks to some work on a few structs/encodes, we can now enter the world (Thanks Derision!)
4. Items - Items now load successfully.
5. Spawn Struct - Nearly all of the spawn struct has been identified and is now functional (Thanks Derision!)
6. Position Updates - These appear to be functioning properly now (Thanks Derision!)
7. Item Previews - This is a new feature that allows you to view what an item would look like when equipped before you purchase it (Thanks Vaion!)
8. Opcodes - All opcodes should now be populated and accurate with maybe a few corrections left to be made as they are found.
9. Merchants - Merchant Buying and Selling now work properly.
10. Clicking Item Links - This now displays item stats as it should.
11. Removing Buffs - This is now functional (Thanks Derision!)
12. Illusions - Illusions are now working properly.
13. Trading - This is now functioning correctly for NPCs and Players.
14. Tradeskill Objects - Clicking a tradeskill object will now open the window correctly and items can be placed inside them.
15. Looting - Looting items from corpses by right click or loot all is now functioning correctly.
16. AA Purchases - All AA issues appear to be resolved including AA purchases.
17. Popups - Popup Windows are now fully functional.
18. Combines - Experiment and auto-combines for tradeskills are now functional in world objects and inventory.
19. #race command - This has been increased to the new max of 724.
20. Reading Books/Notes - These are now functioning properly (Thanks Vaion!)
21. Short Duration Buffs - Short duration buffs should now display in their window properly (Thanks Derision!)
22. /who - This is now functional.
23. Death - Death as well as the respawn window both now work.
24. Guild Masters - GMs should be listing all skills without an issue. Problem was related to MaxLevel being above the values that the skills table supported not a client issue.
25. Adventure Merchants should now work correctly.
26. Mend - This is now functioning properly (Thanks Derision!)
27. Bind Wound - This appears to work fine as far as I can tell.
28. Personal Tribute now works.
29. Pet Buff Window - This now works.
30. Mercenary Merchant - This window now works properly and mercs can be hired.
31. Tasks - Tasks are now fully functional. If any issues are found with Tasks, please report them.
32. Item Links - All of the item link stuff for RoF should now be updated and displaying properly (other than links from other clients).
33. The 'Enter Tutorial' button should now be available for new characters and existing characters within the appropriate level range.
34. Tracking has been fixed, again!
35. /hidecorpse now works.
36. /who and /who all commands now display the correct player counts.
37. Buff Bonuses - These now give the correct values (Thanks Derision and demonstar55!)
38. Mercenaries - Mercenaries are now fully functional, at least to the point they are with the other clients.
39. Spell Sets - Loading a spell set now properly unmems spells first.
40. Sound is now played when casting a spell.
41. Deleting a spell from the spell book now updates the client immediately.
42. Resurrection should now work.
43. Augments - Augmenting items has changed so they are now inserted directly into an item similar to bags.
44. Charms - Right-click stats are now displaying correctly.


Attaining the Steam F2P (Free to Play) RoF Client:
http://store.steampowered.com/app/205710/
Click the "Play Game" button.
If you have Steam, you will be given the option to open it up in Steam and you can download it from there. If you do not have Steam installed, you will have the option to install it. Install it and then get the client from within Steam.
Once the client is downloaded, move the Everquest F2P folder to another location so it doesn't get patched by Steam at any point. Make sure not to start the client using the installed desktop icons. You do NOT want to patch the client to Live!
Then just follow the normal EQEmu client setup instructions.

This post will be updated again regularly with current development status. Devs, please feel free to edit this post as needed.

trevius
12-14-2012, 06:53 AM
Looks like the Player Profile is now a variable length according to the SEQ guys. It appears to have changed at some point between September and Oct 24th. Here are some diffs that show what they did to resolve for reference.
http://seq.svn.sf.net/viewvc/seq/showeq/trunk/src/everquest.h?r1=769&r2=771
http://seq.svn.sf.net/viewvc/seq/showeq/trunk/src/zonemgr.cpp?r1=718&r2=771

And here are the actual structs and packet building they use currently:
Structs:
http://seq.svn.sf.net/viewvc/seq/showeq/trunk/src/everquest.h?revision=777&view=markup

Building Variable Length Player Profile:
http://seq.svn.sf.net/viewvc/seq/showeq/trunk/src/zonemgr.cpp?revision=777&view=markup

Also, here are the opcodes they use currently:
Zone Opcodes
http://seq.svn.sf.net/viewvc/seq/showeq/trunk/conf/zoneopcodes.xml?revision=779&view=markup

World Opcodes
http://seq.svn.sf.net/viewvc/seq/showeq/trunk/conf/worldopcodes.xml?revision=769&view=markup

Hopefully this will be a good reference for getting at least the Player Profile working as well as assigning many of the needed opcodes.

Noport
12-14-2012, 04:02 PM
Seq-Showeq website for Everquest
http://www.showeq.net/forums/forumdisplay.php?16-EverQuest

here are the Seq Server Files Zone Opcodes,World Opcodes indside
http://sourceforge.net/projects/seq/files/ShowEQ/

by fransick Thank You Seq-Showeq Team
http://www.showeq.net/forums/showthread.php?6685-12-12-12-Changes&p=47287#post47287

Caryatis
12-14-2012, 04:56 PM
by fransick Thank You Seq-Showeq Team
http://www.showeq.net/forums/showthr...7287#post47287

Title of that thread: "12/12/12 Changes "

we are working on the client that has a build date of "Dec 10 2012 17:35:44"

I love you Noport. You post wildly inaccurate, misleading and downright retarded things but since you don't use a swear word so all of your shit is left standing.

At least people don't get discouraged as they follow your trail of drool.

trevius
12-14-2012, 05:41 PM
Patch dates and build dates are rarely the same. Normally the client was built a day or 2 before the patch day so they can verify everything before pushing it out with the patch. In this case, the client was built on Dec 10th, but the patch didn't hit until Dec 12th:

http://everquest.allakhazam.com/story.html?story=31339

So the 12/12/12 thread is actually accurate as far as what the ShowEQ people care about, which is patch day itself.

And, it isn't the words that get 90% of your threads deleted, it is the context in which you use them.

I have already verified most of the opcodes in that thread that are dated 12/12/12 are accurate for the Steam RoF client. I also have a good chunk of the opcodes figured out already and should be ready to begin testing them pretty soon. The hard part is going to be that variable length player profile though I think.

trevius
12-14-2012, 06:14 PM
Heh, new opcode list worked first try (though obviously the char list struct needs some adjustments):

http://i.imgur.com/qdLhF.jpg

Here is the .conf file I used:

# ShowEQ Import Notes:
# ZERO THE FILE first
# perl -pi -e 's/0x[0-9a-fA-F]{4}/0x0000/g' opcodes.conf
# Unknown Mapping:
# OP_Action2 -> OP_Damage
# OP_EnvDamage -> OP_Damage ---> might have been a one time mistake
# Name Differences:
# OP_CancelInvite -> OP_GroupCancelInvite
# OP_GMFind -> OP_FindPersonRequest
# OP_CommonMessage -> OP_ChannelMessage

OP_Unknown=0x0000
OP_ExploreUnknown=0x0000 # used for unknown explorer

# V = Verified correct
# C = Most likely correct
# U = Unsure, but should be correct or close

# world packets
# Required to reach Char Select:
OP_SendLoginInfo=0x11b6 # V
OP_ApproveWorld=0x7e47 # C
OP_LogServer=0x19ab # C
OP_SendCharInfo=0x06a2 # C
OP_ExpansionInfo=0x711a # C
OP_GuildsList=0x2d38 # C
OP_EnterWorld=0x57c3 # C
OP_PostEnterWorld=0x0c3d # C
OP_World_Client_CRC1=0x044 # C
OP_World_Client_CRC2=0x26df # C
OP_SendSpellChecksum=0x0000 # C
OP_SendSkillCapsChecksum=0x0000 # C

# Character Select Related:
OP_DeleteCharacter=0x0ab4 # C
OP_CharacterCreateRequest=0x06b # C
OP_CharacterCreate=0x0afc # C
OP_RandomNameGenerator=0x0000 # C 0x440f
OP_ApproveName=0x213a # C

OP_MOTD=0x1ae3 # C 0x2b59
OP_SetChatServer=0x2a81 # C 0x0479
OP_SetChatServer2=0x0000 # C 0x158f
OP_ZoneServerInfo=0x49d9 # C 0x41c0
OP_WorldComplete=0x12d4 # C
OP_WorldUnknown001=0x0000 # C 0x77b1
OP_FloatListThing=0x0199 # V

# Reasons for Disconnect:
OP_ZoneUnavail=0x6281 # C 0x1190
OP_WorldClientReady=0x0000 # C 0x4786
OP_CharacterStillInZone=0x0000 #
OP_WorldChecksumFailure=0x0000 #
OP_WorldLoginFailed=0x0000 #
OP_WorldLogout=0x0000 #
OP_WorldLevelTooHigh=0x0000 #
OP_CharInacessable=0x0000 #
OP_UserCompInfo=0x0000 #
# OP_SendExeChecksum=0x0000 #
# OP_SendBaseDataChecksum=0x0000 #

# Zone in opcodes
OP_AckPacket=0x47a6 # V
OP_ZoneEntry=0x1665 # V
OP_ReqNewZone=0x3dec # V
OP_NewZone=0x7fff # V
OP_ZoneSpawns=0x0980 # ?
OP_PlayerProfile=0x46bb # V
OP_TimeOfDay=0x3be2 # V
OP_LevelUpdate=0x0000 # V
OP_Stamina=0x1949 # V
OP_RequestClientZoneChange=0x647a # C
OP_ZoneChange=0x1eb4 # C

OP_LockoutTimerInfo=0x0000 #
OP_ZoneServerReady=0x0000 #
OP_ZoneInUnknown=0x0000 #
OP_LogoutReply=0x0000 #
OP_PreLogoutReply=0x0000 #

# Required to fully log in
OP_SpawnAppearance=0x7360 # V
OP_ChangeSize=0x0000 #
OP_TributeUpdate=0x0000 # V
OP_TributeTimer=0x0000 # C
OP_TaskDescription=0x2294 # C
OP_TaskActivity=0x7181 # C
OP_CompletedTasks=0x9495 # C
OP_Weather=0x0bd7 # V
OP_SendAATable=0x7791 # V
OP_UpdateAA=0x504f # V
OP_RespondAA=0x719a # C 0x2bad
OP_ReqClientSpawn=0x5a4f # V
OP_SpawnDoor=0x7b6c # V
OP_GroundSpawn=0x4286 # V
OP_SendZonepoints=0x7922 # V
OP_SendAAStats=0x0000 # C
OP_WorldObjectsSent=0x7fa8 # V
OP_BlockedBuffs=0x0000 # V
OP_RemoveBlockedBuffs=0x0000 # V
OP_ClearBlockedBuffs=0x0000 # C
OP_SendExpZonein=0x25ab # V
OP_SendTributes=0x0000 # V
OP_TributeInfo=0x5dd2 # V
OP_SendGuildTributes=0x0000 # C 0x5a01
OP_AAExpUpdate=0x25c5 # V
OP_ExpUpdate=0x0000 # V
OP_HPUpdate=0x07b8 # V
OP_ManaChange=0x0000 # C
OP_TGB=0x10a6 # C
OP_SpecialMesg=0x362c # V
OP_GuildMemberList=0x4053 # C
OP_GuildMOTD=0x0561 # V
OP_CharInventory=0x786e # V
OP_WearChange=0x1ad3 # V
OP_ClientUpdate=0x455d # V
OP_ClientReady=0x0000 # V
OP_SetServerFilter=0x5b27 # V

# Guild Opcodes
OP_GetGuildMOTD=0x0000 # C
OP_GetGuildMOTDReply=0x0000 # C
OP_GuildMemberUpdate=0x0000 # C
OP_GuildInvite=0x5f8e # C
OP_GuildRemove=0x296d # C
OP_GuildPeace=0x0000 # C
OP_SetGuildMOTD=0x44d0 # C
OP_GuildList=0x0000 # C
OP_GuildWar=0x0000 # C
OP_GuildLeader=0x0000 # C
OP_GuildDelete=0x241b # C
OP_GuildInviteAccept=0x78a5 # C
OP_GuildDemote=0x0000 # C
OP_GuildPublicNote=0x3c2c # C
OP_GuildManageBanker=0x0000 # C
OP_GuildBank=0x1cbf # C
OP_SetGuildRank=0x3599 # C
OP_GuildUpdateURLAndChannel=0x0000 # C
OP_GuildMemberLevelUpdate=0x0000 #
OP_ZoneGuildList=0x0000 #
OP_GetGuildsList=0x0000 #
OP_GuildStatus=0x25a5 #
OP_GuildCreate=0x0000 #
OP_LFGuild=0x0000 #
# OP_GuildManageRemove=0x0000 #
# OP_GuildManageAdd=0x0000 #
# OP_GuildManageStatus=0x0000 #

# GM/guide opcodes
OP_GMServers=0x2612 # C
OP_GMBecomeNPC=0x0000 # C
OP_GMZoneRequest=0x3912 # C
OP_GMZoneRequest2=0x65d6 # C
OP_GMGoto=0x0345 # C
OP_GMSearchCorpse=0x0000 # C
OP_GMHideMe=0x0000 # C
OP_GMDelCorpse=0x6034 # C
OP_GMApproval=0x0e37 # C
OP_GMToggle=0x1276 # C 0x7566
OP_GMSummon=0x0000 # C
OP_GMEmoteZone=0x0000 # C
OP_GMEmoteWorld=0x0000 # C
OP_GMFind=0x6160 # C
OP_GMKick=0x5646 # C
OP_GMKill=0x507e # C
OP_GMNameChange=0x0000 # C
OP_GMLastName=0x0000 # C

OP_InspectAnswer=0x5794 # C
OP_BeginCast=0x17ff # C
OP_BuffFadeMsg=0x0000 # C
OP_ConsentResponse=0x0000 # C
OP_MemorizeSpell=0x0000 # C
OP_SwapSpell=0x4736 # C
OP_CastSpell=0x0000 # C
OP_Consider=0x4d8d # C
OP_FormattedMessage=0x0000 # C
OP_SimpleMessage=0x0000 # C 0x5448
OP_Buff=0x08ed # C
OP_Illusion=0x6c43 # C
OP_MoneyOnCorpse=0x1837 # C
OP_RandomReply=0x0000 # C
OP_DenyResponse=0x0000 # C
OP_SkillUpdate=0x52c6 # C
OP_GMTrainSkillConfirm=0x0000 # C
OP_RandomReq=0x59db # C
OP_Death=0x3a65 # C
OP_Bind_Wound=0x585d # C
OP_GMTraining=0x6e8f # C
OP_GMEndTraining=0x7ffe # C
OP_GMTrainSkill=0x444c # C
OP_Animation=0x5e0c # Was 0x47d3
OP_Begging=0x54ac # C
OP_Consent=0x400e # C
OP_ConsentDeny=0x0000 # C
OP_AutoFire=0x314e # C
OP_PetCommands=0x093 # C
OP_DeleteSpell=0x0000 # C
OP_Surname=0x1a87 # C
OP_ClearSurname=0x0000 # C
OP_FaceChange=0x0000 # C
OP_SenseHeading=0x0000 # C
OP_Action=0x0ea7 # C
OP_ConsiderCorpse=0x0000 # C
OP_HideCorpse=0x0000 # C 0x1842
OP_CorpseDrag=0x0000 #
OP_CorpseDrop=0x0000 #
OP_Bug=0x0c07 # C
OP_Feedback=0x45ca # C
OP_Report=0x0000 # C
OP_Damage=0x5428 # C or OP_Action2?
OP_ChannelMessage=0x33bc # C
OP_Assist=0x4cd1 # C
OP_AssistGroup=0x1d37 # C
OP_MoveCoin=0x765a # C
OP_ZonePlayerToBind=0x6f93 # C
OP_KeyRing=0x0000 # C
OP_WhoAllRequest=0x78eb # C
OP_WhoAllResponse=0x3393 # C
OP_FriendsWho=0x3dac # C
OP_ConfirmDelete=0x78e0 # V
OP_Logout=0x64bd # C
OP_Rewind=0x69d7 # C
OP_TargetCommand=0x0a # C Was 0x5f5e
OP_InspectRequest=0x23f1 # C
OP_Hide=0x0000 # C
OP_Jump=0x0000 # C
OP_Camp=0x41cd # C
OP_Emote=0x0000 # C
OP_SetRunMode=0x0000 # C
OP_BankerChange=0x0000 # C
OP_TargetMouse=0x0e25 # C 0x7bbb
OP_MobHealth=0x218d # C
OP_InitialMobHealth=0x0000 # C
OP_TargetHoTT=0x0000 # C
OP_XTargetResponse=0x0000 #
OP_XTargetRequest=0x0000 #
OP_XTargetAutoAddHaters=0x0000 #
OP_TargetBuffs=0x0000 # C
OP_BuffCreate=0x0000 # V
OP_BuffRemoveRequest=0x0000
OP_DeleteSpawn=0x3b06 # C
OP_AutoAttack=0x0d14 # C
OP_AutoAttack2=0x0000 # C
OP_Consume=0x4692 # V
OP_MoveItem=0x62a2 # C
OP_DeleteItem=0x3eb5 # C
OP_DeleteCharge=0x2d5b # C
OP_ItemPacket=0x0000 # C
OP_ItemLinkResponse=0x0000 # C
OP_ItemLinkClick=0x0353 # C
OP_NewSpawn=0x0000 # C
OP_Track=0x0000 # C
OP_TrackTarget=0x4c42 # C
OP_TrackUnknown=0x0000 # C
OP_ClickDoor=0x7cc0 # C
OP_MoveDoor=0x5611 # C
OP_RemoveAllDoors=0x39c9 # C
OP_EnvDamage=0x52e9 # C
OP_BoardBoat=0x0000 # C
OP_Forage=0x416d # C
OP_LeaveBoat=0x0000 # C
OP_ControlBoat=0x4aa0 # C
OP_SafeFallSuccess=0x0000 # C
OP_RezzComplete=0x3297 # C
OP_RezzRequest=0x521b # C
OP_RezzAnswer=0x0000 # C
OP_Shielding=0x0000 # C
OP_RequestDuel=0x0000 # C
OP_MobRename=0x0000 # C
OP_AugmentItem=0x0000 # C
OP_WeaponEquip1=0x35c3 # C
OP_WeaponEquip2=0x0000 # C
OP_WeaponUnequip2=0x0000 # C
OP_ApplyPoison=0x0000 # C
OP_Save=0x2e6f # C
OP_TestBuff=0x0000 # C
OP_CustomTitles=0x471a # C
OP_Split=0x269e # C
OP_YellForHelp=0x017 # C
OP_LoadSpellSet=0x0000 # C
OP_Bandolier=0x0000 # C
OP_PotionBelt=0x0000 # C
OP_DuelResponse=0x0dee # C
OP_DuelResponse2=0x5e04 # C
OP_SaveOnZoneReq=0x0000 # C
OP_ReadBook=0x0000 # C
OP_Dye=0x0000 # C
OP_InterruptCast=0x7470 # C
OP_AAAction=0x0000 # C
OP_LeadershipExpToggle=0x0000 # C
OP_LeadershipExpUpdate=0x0000 # C
OP_PurchaseLeadershipAA=0x0000 # C
OP_UpdateLeadershipAA=0x0000 # C
OP_MarkNPC=0x0000 # C
OP_ClearNPCMarks=0x0000 # C
OP_DoGroupLeadershipAbility=0x0000 # C
OP_GroupLeadershipAAUpdate=0x0000 # C
OP_DelegateAbility=0x0000 # C
OP_SetGroupTarget=0x0000 # C
OP_Charm=0x7118 # C
OP_Stun=0x53c0 # C
OP_SendFindableNPCs=0x34c3 # C
OP_FindPersonRequest=0x0000 # C
OP_FindPersonReply=0x0000 # C
OP_Sound=0x3cec # C
OP_PetBuffWindow=0x0000 # C
OP_LevelAppearance=0x7c4d # C
OP_Translocate=0x6f01 # C
OP_Sacrifice=0x76ab # C
OP_PopupResponse=0x0000 # C
OP_OnLevelMessage=0x0000 # C
OP_AugmentInfo=0x7812 # C
OP_Petition=0x2885 # C
OP_SomeItemPacketMaybe=0x11a0 # C
OP_PVPStats=0x0000 #
OP_PVPLeaderBoardRequest=0x0000 # C
OP_PVPLeaderBoardReply=0x0000 # C
OP_PVPLeaderBoardDetailsRequest=0x0000 # C
OP_PVPLeaderBoardDetailsReply=0x0000 # C
OP_RestState=0x0000 # C
OP_RespawnWindow=0x7f99 # C
OP_DisciplineTimer=0x0000 # C
OP_LDoNButton=0x0000 # C
OP_SetStartCity=0x0000 # C
OP_VoiceMacroIn=0x202e # C
OP_VoiceMacroOut=0x3920 # C
OP_ItemViewUnknown=0x0000 # C
OP_VetRewardsAvaliable=0x05d9 # C Mispelled?
OP_VetClaimRequest=0x0000 # C
OP_VetClaimReply=0x0000 # C
OP_CrystalCountUpdate=0x0000 # C
OP_DisciplineUpdate=0x0000 #
OP_BecomeCorpse=0x0000 #
OP_Action2=0x0000 # C OP_Damage?
OP_MobUpdate=0x6b5a # Same as OP_SpawnPositionUpdate
OP_NPCMoveUpdate=0x0000 #
OP_CameraEffect=0x5712 # V
OP_SpellEffect=0x72b6 # V
OP_RemoveNimbusEffect=0x0000 # C
OP_AltCurrency=0x8fcb
OP_AltCurrencyMerchantRequest=0x0000
OP_AltCurrencyMerchantReply=0x0000
OP_AltCurrencyPurchase=0x0000
OP_AltCurrencySell=0x0000
OP_AltCurrencySellSelection=0x0000
OP_AltCurrencyReclaim=0x0000
OP_CrystalReclaim=0x0000
OP_CrystalCreate=0x0000
OP_Untargetable=0x0000
OP_IncreaseStats=0x0000
OP_Weblink=0x0000 #C

OP_DzQuit=0x0000
OP_DzListTimers=0x0000
OP_DzAddPlayer=0x0000
OP_DzRemovePlayer=0x0000
OP_DzSwapPlayer=0x0000
OP_DzMakeLeader=0x0000
OP_DzPlayerList=0x0000
OP_DzJoinExpeditionConfirm=0x0000
OP_DzJoinExpeditionReply=0x0000
OP_DzExpeditionInfo=0x0000
OP_DzMemberStatus=0x0000
OP_DzLeaderStatus=0x0000
OP_DzExpeditionEndsWarning=0x0000
OP_DzExpeditionList=0x0000
OP_DzMemberList=0x0000
OP_DzCompass=0x0000
OP_DzChooseZone=0x0000

# New Opcodes
OP_SpawnPositionUpdate=0x0000 # C
OP_ManaUpdate=0x6675 # C
OP_EnduranceUpdate=0x71fb # C
OP_MobManaUpdate=0x48b5 # C
OP_MobEnduranceUpdate=0x7cb5 # C

# Looting
OP_LootRequest=0x43a7 # C
OP_EndLootRequest=0x3d8c # C
OP_LootItem=0x515b # C
OP_LootComplete=0x256d # C

# bazaar trader stuff stuff:
OP_BazaarSearch=0x0000 # C
OP_TraderDelItem=0x0000 # C
OP_BecomeTrader=0x74bc # C
OP_TraderShop=0x0000 # C
OP_Trader=0x0000 # C
OP_TraderBuy=0x0000 # C
OP_Barter=0x0000 # C
OP_ShopItem=0x0000 #
OP_BazaarInspect=0x0000 #
OP_Bazaar=0x0000 #
OP_TraderItemUpdate=0x0000 #

# pc/npc trading
OP_TradeRequest=0x0000 # C
OP_TradeAcceptClick=0x13db # C
OP_TradeRequestAck=0x6852 # C
OP_TradeCoins=0x584d # C
OP_FinishTrade=0x3fbf # C
OP_CancelTrade=0x0234 # C
OP_TradeMoneyUpdate=0x65f6 # C
OP_MoneyUpdate=0x6e42 # C
OP_TradeBusy=0x0000 # C

# Sent after canceling trade or after closing tradeskill object
OP_FinishWindow=0x1939 # C
OP_FinishWindow2=0x0000 # C

# Sent on Live for what seems to be item existance verification
# Ex. Before Right Click Effect happens from items
OP_ItemVerifyRequest=0x0000 # C
OP_ItemVerifyReply=0x0000 # C

# merchant crap
OP_ShopPlayerSell=0x6b4d # C
OP_ShopRequest=0x16ba # C
OP_ShopEnd=0x0000 # C
OP_ShopEndConfirm=0x1860 # C
OP_ShopPlayerBuy=0x3bab # C
OP_ShopDelItem=0x0000 # C

# tradeskill stuff:
OP_ClickObject=0x7992 # V
OP_ClickObjectAction=0x0000 # V
OP_ClearObject=0x2ead # C
OP_RecipeDetails=0x0000 # C
OP_RecipesFavorite=0x0000 # C
OP_RecipesSearch=0x0000 # C
OP_RecipeReply=0x0000 # C
OP_RecipeAutoCombine=0x0000 # C
OP_TradeSkillCombine=0x7447 # C

# Tribute Packets:
OP_OpenGuildTributeMaster=0x0000 # C
OP_OpenTributeMaster=0x0000 # C
OP_SelectTribute=0x0000 # C
OP_TributeItem=0x0000 # C
OP_TributeMoney=0x0000 # C
OP_TributeToggle=0x0000 # C
OP_TributePointUpdate=0x0000 # C
OP_TributeNPC=0x0000 #
OP_GuildTributeInfo=0x0000 #
OP_OpenTributeReply=0x0000 #
# OP_GuildTributeStatus=0x0000 #

# Adventure packets:
OP_LeaveAdventure=0x0000 # C
OP_AdventureFinish=0x0000 # C
OP_AdventureInfoRequest=0x0000 # C
OP_AdventureInfo=0x0000 # C
OP_AdventureRequest=0x0000 # C
OP_AdventureDetails=0x0000 # C
OP_AdventureData=0x0000 # C
OP_AdventureUpdate=0x0000 # C
OP_AdventureMerchantRequest=0x0000 # C
OP_AdventureMerchantResponse=0x0000 # C
OP_AdventureMerchantPurchase=0x0000 # C
OP_AdventureMerchantSell=0x0000 # C
OP_AdventurePointsUpdate=0x0000 # C
OP_AdventureStatsRequest=0x0000 # C
OP_AdventureStatsReply=0x0000 # C
OP_AdventureLeaderboardRequest=0x0000 # C
OP_AdventureLeaderboardReply=0x0000 # C

# Group Opcodes
OP_GroupDisband=0x1ed0 # C
OP_GroupInvite=0x1602 # C
OP_GroupFollow=0x2789 # C
OP_GroupUpdate=0x0000 # C
OP_GroupUpdateB=0x0000 # C
OP_GroupCancelInvite=0x0000 # C - Same as OP_CancelInvite?
OP_GroupAcknowledge=0x0000 # C
OP_GroupDelete=0x0000 #
OP_CancelInvite=0x0000 # C
OP_GroupFollow2=0x0000 # C
OP_GroupInvite2=0x0000 # C
OP_GroupDisbandYou=0x0000 # C
OP_GroupDisbandOther=0x0000 # C
OP_GroupLeaderChange=0x0000 # C
OP_GroupRoles=0x0000 # C
OP_GroupMakeLeader=0x4129

# LFG/LFP Opcodes
OP_LFGCommand=0x0000 # C
OP_LFGGetMatchesRequest=0x0000 # C
OP_LFGGetMatchesResponse=0x0000 # C
OP_LFPGetMatchesRequest=0x0000 # C
OP_LFPGetMatchesResponse=0x0000 # C
OP_LFPCommand=0x0000 # C
OP_LFGAppearance=0x0000 #
OP_LFGResponse=0x0000 #

# Raid Opcodes
OP_RaidInvite=0x0000 # C
OP_RaidUpdate=0x0000 # C
OP_RaidJoin=0x0000 #

# Button-push commands
OP_Taunt=0x0af6 # C
OP_CombatAbility=0x6e4c # C
OP_SenseTraps=0x0000 # C
OP_PickPocket=0x047b # C
OP_DisarmTraps=0x0000 #
OP_Disarm=0x70a9 # C
OP_Sneak=0x0000 # C
OP_Fishing=0x0000 # C
OP_InstillDoubt=0x0000 # C
OP_FeignDeath=0x677d # C
OP_Mend=0x0000 # C
OP_LDoNOpen=0x0000 # C

# Task packets
OP_TaskActivityComplete=0x0000 # C
OP_TaskMemberList=0x0000 # C
OP_OpenNewTasksWindow=0x0000 # C
OP_AvaliableTask=0x0000 # C Mispelled?
OP_AcceptNewTask=0x0000 # C
OP_TaskHistoryRequest=0x6cf6 # C
OP_TaskHistoryReply=0x25eb # C
OP_CancelTask=0x0c7f # C
OP_DeclineAllTasks=0x0000 #

# Title opcodes
OP_NewTitlesAvailable=0x45d1 # C
OP_RequestTitles=0x1b5a # C
OP_SendTitleList=0x0d64 # C
OP_SetTitle=0x0bfc # C
OP_SetTitleReply=0x7e20 # C

# mail opcodes
OP_Command=0x0000 #
OP_MailboxHeader=0x0000 #
OP_MailHeader=0x0000 #
OP_MailBody=0x0000 #
OP_NewMail=0x0000 #
OP_SentConfirm=0x0000 #

# # # # # # # # # # # Below this point should not be needed # # # # # # # # # # #

# This section are all unknown in Titanium
OP_ForceFindPerson=0x0000 #
OP_LocInfo=0x0000 #
OP_ReloadUI=0x0000 #
OP_ItemName=0x0000 #
OP_ItemLinkText=0x0000 #
OP_MultiLineMsg=0x0000 #
OP_MendHPUpdate=0x0000 #
OP_TargetReject=0x0000 #
OP_SafePoint=0x0000 #
OP_ApproveZone=0x0000 #
OP_ZoneComplete=0x0000 #
OP_ClientError=0x0000 #
OP_DumpName=0x0000 #
OP_Heartbeat=0x0000 #
OP_CrashDump=0x0000 #
OP_LoginComplete=0x0000 #

# discovered opcodes not yet used:
OP_PickLockSuccess=0x0000 #
OP_PlayMP3=0x0000 #
OP_ReclaimCrystals=0x0000 #
OP_DynamicWall=0x0000 #
OP_OpenDiscordMerchant=0x0000 #
OP_DiscordMerchantInventory=0x0000 #
OP_GiveMoney=0x0000 #
OP_RequestKnowledgeBase=0x0000 #
OP_KnowledgeBase=0x0000 #
OP_SlashAdventure=0x0000 # /adventure
OP_BecomePVPPrompt=0x0000 #
OP_MoveLogRequest=0x0000 # gone I think
OP_MoveLogDisregard=0x0000 # gone I think

# named unknowns, to make looking for real unknown easier
OP_AnnoyingZoneUnknown=0x0000 #
OP_Some6ByteHPUpdate=0x0000 # seems to happen when you target group members
OP_QueryResponseThing=0x0000 #


# realityincarnate: these are just here to stop annoying several thousand byte packet dumps
#OP_LoginUnknown1=0x46d3 # U OP_SendSpellChecksum
#OP_LoginUnknown2=0x040b # U OP_SendSkillCapsChecksum

# Petition Opcodes
OP_PetitionSearch=0x0000 # search term for petition
OP_PetitionSearchResults=0x0000 # (list of?) matches from search
OP_PetitionSearchText=0x0000 # text results of search

OP_PetitionUpdate=0x0000 #
OP_PetitionCheckout=0x0000 #
OP_PetitionCheckIn=0x0000 #
OP_PetitionQue=0x0000 #
OP_PetitionUnCheckout=0x0000 #
OP_PetitionDelete=0x0000 #
OP_DeletePetition=0x0000 #
OP_PetitionResolve=0x0000 #
OP_PDeletePetition=0x0000 #
OP_PetitionBug=0x0000 #
OP_PetitionRefresh=0x0000 #
OP_PetitionCheckout2=0x0000 #
OP_PetitionViewPetition=0x0000 #

# Login opcodes
OP_SessionReady=0x0000 #
OP_Login=0x0000 #
OP_ServerListRequest=0x0000 #
OP_PlayEverquestRequest=0x0000 #
OP_PlayEverquestResponse=0x0000 #
OP_ChatMessage=0x0000 #
OP_LoginAccepted=0x0000 #
OP_ServerListResponse=0x0000 #
OP_Poll=0x0000 #
OP_EnterChat=0x0000 #
OP_PollResponse=0x0000 #

# raw opcodes
OP_RAWSessionRequest=0x0000 #
OP_RAWSessionResponse=0x0000 #
OP_RAWCombined=0x0000 #
OP_RAWSessionDisconnect=0x0000 #
OP_RAWKeepAlive=0x0000 #
OP_RAWSessionStatRequest=0x0000 #
OP_RAWSessionStatResponse=0x0000 #
OP_RAWPacket=0x0000 #
OP_RAWFragment=0x0000 #
OP_RAWOutOfOrderAck=0x0000 #
OP_RAWAck=0x0000 #
OP_RAWAppCombined=0x0000 #
OP_RAWOutOfSession=0x0000 #

# we need to document the differences between these packets to make identifying them easier
OP_Some3ByteHPUpdate=0x0000 # initial HP update for mobs
OP_InitialHPUpdate=0x0000 #


Until the new RoA files are added, I just enabled the VoA client registration in the common/patches/patches.cpp file and put the opcodes in the patch_VoA.conf file. I will probably try to get the new RoF files on the SVN tonight so others can start helping if they want.

I am thinking of just renaming the VoA files all to RoF, since the VoA client was never very functional, and yet it already has some progress toward a newer client.

lerxst2112
12-14-2012, 06:43 PM
I am thinking of just renaming the VoA files all to RoF, since the VoA client was never very functional, and yet it already has some progress toward a newer client.

Probably better to just copy them. I doubt it, but someone might be using them and could be unhappy about the deletion.

sorvani
12-14-2012, 11:23 PM
Probably better to just copy them. I doubt it, but someone might be using them and could be unhappy about the deletion.

i disagree. there is zero reason for the project to keep the files. If there actually is a server op using them, then that server op will know how to get them back if they blindly update the SVN and copy from the svn folder to their server folder.

lerxst2112
12-14-2012, 11:34 PM
i disagree. there is zero reason for the project to keep the files. If there actually is a server op using them, then that server op will know how to get them back if they blindly update the SVN and copy from the svn folder to their server folder.

Not sure where the idea of copying from svn to server folder comes in. I was thinking of the .h and .cpp files that would just get deleted.

If the idea is to remove files that have no use to the project then the HoT and Live files should probably go too.

trevius
12-14-2012, 11:48 PM
If the idea is to remove files that have no use to the project then the HoT and Live files should probably go too.

Actually, I was thinking we should just remove the non-functional clients such as Anniversary, HoT, Live and VoA. There is no reason to have them other than as a reference since the clients are not functional enough to be used over any other (more readily available) client. We don't need to keep them in the trunk for reference, since we would always have the option to go back through the SVN revisions that include them if needed (which is not likely). And if the RoF client goes as well as I am hoping it will, we will have a free, legally attainable, stable, complete client that should be available for about a year or more without any patching. It has the potential to be the best over-all client to date.

And BTW, we are moving right along. Char select is looking good enough to progress to the trying to enter world stage:

http://i.imgur.com/LSN1m.jpg

I will try to get something on the SVN pretty soon. I would like to hear more feedback as to whether it is a good idea to replace the VoA files with RoF ones though (renaming the files and everything referring to VoA in them to RoF).

Uleat
12-14-2012, 11:52 PM
Hell, I'd pay the 40 bucks for a stable revision. Sure beats the $700 for titanium on ebay.

lerxst2112
12-15-2012, 12:58 AM
Rename has always been an iffy thing for me in SVN. I'd still add new files for the new client and delete the old ones if that's desired.

trevius
12-15-2012, 01:26 AM
Gotcha. I was thinking it would be seen as a delete and an add, but I guess not. Not a big deal either way.

cavedude
12-15-2012, 02:14 AM
Gotcha. I was thinking it would be seen as a delete and an add, but I guess not. Not a big deal either way.

That's how I do it and never have had a problem. (svn remove, and svn add) I've never used the svn rename function, I don't believe it works correctly.

demonstar55
12-15-2012, 02:43 AM
That's how I do it and never have had a problem. (svn remove, and svn add) I've never used the svn rename function, I don't believe it works correctly.
That is all svn move does I believe.

sorvani
12-15-2012, 02:43 AM
works fine in windows with tortoise. i do it all the time on my work SVN. it does do a delete/add.

trevius
12-18-2012, 03:47 AM
I am still working my way through the Player Profile packet. They moved a ton of stuff around and added a lot of different iterations and some of them will adjust the size of the packet. This is the biggest change to the PP that I have ever seen, so it is taking a lot longer than normal to get through it all. Hopefully I can get it to a point where it is functional in the next day or so. I already have most of it worked out, but the last few thousands bytes are much harder for me to identify and due to it being variable length now, it is very important that many fields are accurate where it didn't matter as much or at all before.

Once the PP is functional, I think it should be fairly easy to get in game. But that will still leave a ton of work left to do. Once in-game, it is generally much easier to work on this stuff. There are a few packets that I am sure will take some work to get adjusted, but we should be able to get most systems functional relatively quickly.

rhyotte
12-18-2012, 05:09 AM
Go Trev Go! You da' Man! :)

trevius
12-19-2012, 08:57 AM
Since the PP has been giving me trouble, I started doing cleanup on some of the other main packets sent on zoning in. So far, I got the object, doors, spawnpoints, newzone, weather, and time structs/encodes all corrected or verified to be correct. I also wrote an encode for sending the membership info when getting to character select which should let us start work on the character creation stuff.

I still have to test the work I did tonight, but at least it is progress. Once I test what I have so far, I will try to get it committed to the SVN so others can help to work through it if they want.

The player profile is still giving me trouble, but I have made a bit more progress on it. I am hoping that if I get the rest of the packets in order, it will make it easier to verify that the issues I am seeing are related to the Player Profile or not.

Hopefully I can make it in zone in the next day or so. I am off work all next week, so I should have a good amount of time to knock out more RoF stuff.

Derision
12-19-2012, 09:40 AM
I'm sitting here waiting for you to commit what you've done so I can have a go :)

trevius
12-19-2012, 10:04 AM
I'm sitting here waiting for you to commit what you've done so I can have a go :)

/drool

I was hoping you might chime in! I had a pretty big grin on my face when I saw your post :D

Didn't want to directly bug you about it or make you feel obligated. There is only a small handful of people that could really help with this part of the process, and you are at the top of that list along with KLS and Secrets.

I haven't had this much trouble getting in game since SoF. That variable sized PP is really rough at the end of it. I am sure we can get it, but it is definitely a challenge at this point where the last few clients were trivial.

Once in game, I already have a few hurdles in mind from the work we did on VoA a few months back. Here is the list off the top of my head:

1. Spawn Struct - Looks like Derision may already have this figured out based on the EQExtractor update.
2. Position Updates - Looks like Derision may have this one figured out as well.
3. Tasks - From the last time I checked VoA task packets, it looked like they had changed a good amount, so it will probably take a bit to get those working and I haven't ever messed with those packets before.
4. Merchant Lists - I think I had merchant lists mostly functional for the VoA client, but there was definitely something wrong with it still that I am sure will need to be resolved. It was probably with the new preview feature and with the "show items I can use" feature.
5. Items - I am sure there will be some item struct changes, but hopefully they won't be too bad. I can start going through those once we are able to get in-game. The new slot schema already has a conversion function for it and I believe Uleat has plans to work on implementing the new slot schema across the board and have all other clients convert to/from the new system so we aren't trying to retro-fit and hack stuff into the old slot system.

Once most of the basics are working, I will populate the rest of the opcodes and put together a more complete list in the top post of this thread.

Noport
12-20-2012, 04:03 AM
RoF Gold Eqemu
http://i.imgur.com/XBMks.jpg

trevius
12-20-2012, 05:08 AM
Thanks for the PM, Noport! I hadn't noticed that they added a packet specifically for sending the char slot count yet. Not to sound too surprised, but that is actually quite useful information. I have gold access working with the version that is on the SVN, but couldn't figure out why the char slots were still x/0 instead of x/10.

SOE always does stuff that doesn't make sense. The char slot limitation for membership access is already included in the packet for OP_SendMembership, so I have no clue why they thought it was a good idea to make a new packet that sends redundant information that is already accounted for elsewhere.

There are a ton of packets that EQEmu just doesn't need to use for any reason, so we normally don't bother adding new packets unless they are required for us. That is why there are a lot of unknowns out there. They have something like 1600 opcodes and we only have about 350 of them identified, which shows that there is a lot of stuff that we just don't need in order to functional properly. I am sure there are plenty that would be nice to have, but there are a ton we don't need as well.

I will get the new packet added to the SVN and we will continue with the Character creation stuff after that (probably after the higher priority stuff is worked out).

KLS
12-21-2012, 06:01 PM
Noport helped, black is white, up is down.

lerxst2112
12-21-2012, 07:07 PM
Noport helped, black is white, up is down.

Even a broken clock is right twice a day.

Noport
12-21-2012, 09:20 PM
trying to make a statement on the opcode hint:
RoF_world=0x1665
RoF_zone=0x2154

[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: Tried patch RoF_world, and it did not match.
[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: opcode 0x11b6 did not match expected 0x1665
[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: Tried patch RoF_zone, and it did not match.
[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: First opcode 0x11b6 did not match expected 0x2154
[12.21.12] [NET__IDENT_TRACE] xxx.xxx.xxx.xxx:52341: Tried patch Live_world, and it did not match.


Just in case your still learning how to read opcodes

# world packets
# Required to reach Char Select:
OP_SendCharInfo=0x6a2 # 12/12/12 Corrected Opcode
OP_PostEnterWorld=0xc3d # 12/12/12 Corrected Opcode

# Character Select Related:

OP_SendMembership=0x3b2 # 12/12/12 Corrected Opcode
OP_SendMaxCharacters=0x5349 # 12/12/12 Correct Added Opcode
OP_CharacterCreateRequest=0x006b # 12/12/12 Corrected Opcode
OP_RandomNameGenerator=0x4453 # 12/12/12 Correct Added Opcode


RoF Live Gold Dec 19, 2012
they have been posting opcodes like this since HoT-present

[Wed Dec 2012]00044:WorldAuthenticate. I got a message of type 0x6be3 (27619).
[Wed Dec 2012]00045:WorldAuthenticate. I got a message of type 0x336d (13165).
[Wed Dec 2012]00046:*** ERROR: WorldAuthenticate. ??? UNKNOWN MESSAGE

[Wed Dec 2012]00047:WorldAuthenticate. I got a message of type 0x2d38 (11576).OP_GuildsList
[Wed Dec 2012]00048:WorldAuthenticate. I got a message of type 0x19ab (6571).OP_LogServer
[Wed Dec 2012]00049:WorldRPServer message: server name xxxxxxxxxxx

[Wed Dec 2012]00050:WorldAuthenticate. I got a message of type 0x7eed (32493).
[Wed Dec 2012]00051:Could not open file: RealEstateItemGroups.txt

[Wed Dec 2012]00052:Could not open file: RealEstateCosts.txt

[Wed Dec 2012]00053:Loaded RealEstateCosts.txt, 0 cost elements loaded.

[Wed Dec 2012]00054:Could not open file: RealEstateDefs.txt

[Wed Dec 2012]00055:Could not open file: RealEstateDefs.txt

[Wed Dec 2012]00056:WorldAuthenticate. I got a message of type 0x7e47 (32327).OP_ApproveWorld
[Wed Dec 2012]00057:WorldAuthenticate. I got a message of type 0x3b2 (946).OP_SendMembership
[Wed Dec 2012]00058:WorldAuthenticate. I got a message of type 0xb1f (2847).OP_WelcomeScreenTitle
[Wed Dec 2012]00059:WorldAuthenticate. I got a message of type 0x7e19 (32281).OP_WelcomeScreenURL
[Wed Dec 2012]00060:WorldAuthenticate. I got a message of type 0x57c3 (22467).OP_EnterWorld
[Wed Dec 2012]00061:WorldAuthenticate. I got a message of type 0x5349 (21321).OP_SendMaxCharacters
[Wed Dec 2012]00062:WorldAuthenticate. I got a message of type 0x711a (28954).OP_ExpansionInfo
[Wed Dec 2012]00063:WorldAuthenticate. I got a message of type 0x6a2 (1698).OP_SendCharInfo
[Wed Dec 2012]00064:Check 1x. 0x3fe2799d

[Wed Dec 2012]00065:Check 1sa. 0x7b420f48

[Wed Dec 2012]00066:Check 1sa. 0xa01d29ed

[Wed Dec 2012]00067:WorldAuthenticate. I got a message of type 0xc3d (3133).OP_PostEnterWorld
[Wed Dec 2012]00068:WorldAuthenticate. Access granted.


I use a program called mapconvert.sql to get newer mapfiles for eqemu
sincerely your Dark Knight 80)

trevius
12-23-2012, 09:56 AM
Derision worked his magic and got the rest of the Player Profile and Spawn stuff worked out enough to get in-game. After that, I was able to get items loading and am just working down the list to see what needs work.

http://i.imgur.com/V2U6U.jpg

So far, this is looking really good and hopefully we can make much quicker progress from here out since we can finally work from in-game now which helps a lot.

wolfwalkereci
12-23-2012, 02:20 PM
That is some good stuff man. I'm excited at the progress being made.

trevius
12-29-2012, 07:07 PM
Here are some screenshots of the new Hero's Forge armor models:


http://i.imgur.com/H1kh2.jpg

http://i.imgur.com/b6Wzi.jpg

http://i.imgur.com/YPVXn.jpg

http://i.imgur.com/XqDA1.jpg

The progress of RoF is still moving along nicely. The armor in the screenshots above can be seen using the #wc command with some new arguments I added to it. To see some examples of the new #wc armor, here are some example commands:

#wc 1 0 2
#wc 1 5 6

The first argument is slot, and the second is material. The third argument is what sets the hero's forge armor model. If the 3rd arg isn't used, then it will just use normal textures. It looks like the Hero's Forge models are from 2 to 11 (and maybe up to 13 for helm slot only). The material/textures available for each model type vary, but it seems that model 2 to 5 have only texture 0 available. For model 6+, they mostly go up to texture 5 or higher.

Keep in mind that going above texture/material 9 will not work properly as the actual model used for Hero's Forge armor is a combination of slot, material and model. It is actually model * 1000 + texture * 100 + wearslot. So, 6501 would be model 6, texture 5, slot 1. To simplify the #wc command arguments, I just split up model, texture and slot. So, instead of typing "#wc 1 5 6501", we just type "#wc 1 5 6", since material and slot are already required anyway for the command/packet.

FievelMousey
12-29-2012, 10:17 PM
Yes looking good thanks for all work you all putting into a new client caint wait it good go as i think it be super stable all fixes they worked on in past fix EQ memory leaks etc

blindaviator
12-30-2012, 02:43 PM
We all appreciate the work you guys put into this project. The only roadblock now is that Steam no longer offers Underfoot for download. The only ones you can download now is the Free to Play and Rain of Fear installers.

So unless someone somewhere offers a good working copy of Underfoot for download I am afraid most of your work will be for naught.

cavedude
12-30-2012, 02:49 PM
We all appreciate the work you guys put into this project. The only roadblock now is that Steam no longer offers Underfoot for download. The only ones you can download now is the Free to Play and Rain of Fear installers.

So unless someone somewhere offers a good working copy of Underfoot for download I am afraid most of your work will be for naught.

The free to play Rain of Fear client is what this thread is about. Underfoot is an entirely different client altogether, and will not be required once support for RoF is finalized in EQEmu.

blindaviator
12-30-2012, 03:49 PM
I misunderstood somewhere along the way then... Sorry about that

rhyotte
12-31-2012, 12:53 AM
Yeah the RoF client is kind of a big deal sir. ;)

I am not saying I do not like / love SoD client, but progress is RoF. RoF brings a lot of good thing's. Embrace it! It is the future sir! :)

Have a good one!
Gary

trevius
01-03-2013, 02:01 PM
RoF is moving along nicely and many of the core systems are now functional. There are still plenty of things that need to be fixed, but I am sure many of them are minor things that shouldn't be too hard to resolve once they are identified.

I am going to leave up my RoF test server so players who have RoF can log in and check it out. It is a test server, so I won't be warning when I need to do reboots while I am working on stuff. Also, it is only a temporary server that will be shut down after RoF work is done, so don't get attached to it.

The server is named "[RoF] Rain of Fear GM Test Server (Non-Legit)" in the white section of servers. It is a standard PEQ build, but I enabled many of the useful GM commands people like to play with, which is mainly to allow for easy access to testing just about anything you want.

Feel free to try out the server and review the list of RoF issues in the first post of this thread. Here is a list of guidelines for posting any issues you find:
1. If you find any issues that exist in RoF and did NOT exist in earlier clients such as UF, SoD, SoF, or Titanium, please post the issue with details that will help us investigate it.
2. Do not post issues with new systems that did not exist in previous clients. For example, /bazaar seaching in zones outside of bazaar was not supported in previous clients, so do not report that as an issue.
3. Only post about issues with system that existed and were functional in previous clients. For example; Extended Targets works in UF, so it should work the same in RoF.
4. Do not post issues that are already listed or have been posted about already unless you are adding more details you think would be useful.

You can type #help for a list of GM commands that are available to you.

If your character gets bugged, you should be able to just camp and relog and it should resolve it. Let me know if there are any questions. If there are lots of bug reports, I may move the bug discussion to a new thread in the bugs section like we had for previous client development.

Secrets
01-03-2013, 05:11 PM
- Death does not work. You get kicked to character select upon death.
- #race needs to be updated to support the new races.
- Zoning to new RoF zones requires expansion variables to be set in the expansions owned part of the membership struct to allow for zone entry via #zone, seems to be client limited.

alulla
01-04-2013, 12:07 AM
Guild Masters Do not have any abilities to train other than languages
Tribute master windows track the current favor but do not have any benefits in the windows.
Songs and short duration buffs do not show up.Selo's accelerating chorus does however.

trevius
01-04-2013, 03:28 AM
Thanks to the people who have logged into my test server so far and helped investigate issues. We have found a good chunk of the issues so far, but I am sure there are still plenty left to find. I added the stuff that was found to the list in the first post of this thread.

FievelMousey
01-04-2013, 04:51 AM
Oh I tried put a Tink bag inside a tink bag every time I did it said I was hacking eariler forgot post that and any item for then on I put in bag got deleted. And for people get client locked try loot all got do zone it will fix that issue without having log out etc.

FievelMousey
01-04-2013, 05:02 AM
Well I just tried putting bag inside another bag this tiem never got error maybe you found fixed issue. I even tried putting items in no error so that seems fixed or was one time thing.

trevius
01-04-2013, 07:03 AM
The bag inside a bag thing is a new feature that is not yet supported by the EQEmu source. Though, it will likely need to be added to the source since the new client allows it, otherwise there will probably be items poofing. This wasn't an issue with previous clients, because the client didn't allow you to put bags inside bags without using 3rd party hacking software to do it. That is why you got hacker messages.

This was already in the list of issues in the first post of this thread.

trevius
01-04-2013, 10:00 AM
I am starting to go through the list of patch notes to pull out the important updates that may effect EQEmu in one way or another. So far I have done all of 2012, but I still need to go back to the point where our UF client was released. I will add the rest of the notes later as I have time. Once all done, I will sort it out and then categorize it for easier reading. Then, I will add it to the features page in the wiki here so you can compare the new features from all clients.

I think one of the best parts of the patches I have read so far are all of the stability fixes and memory reductions. The client is looking more and more like it could blow away any of our previous clients once it is all done.

Patch Highlights from 2012:

- New hats have arrived in celebration of Frostfell! Adventurers with the Hero's Forge feature can now wear a variety of hat ornamentations that have a chance to drop from all mobs in non-raid zones.

- Fixed some issues related to memory handling. Crashing after zoning multiple times in a play session should be less frequent now.

- Fixed an issue with emitters that was causing unnecessary memory consumption.

- Optimized a processing and memory issue with the Pet Info window.

- Modified the Item Inspect window and the Marketplace window to support Player Studio items.

- Added the Aggro Meter to display your current aggro rating in comparison to the most hated on an NPC.

- You will now be able to purchase items from a bazaar trader directly from the Bazaar Search Window if you own Rain of Fear.

- You will now be able to barter using the Barter Search Window if you own Rain of Fear.

- You will now be able to open The Bazaar Search and Barter Search windows using key bindings, EQ button commands, and the slash commands from any zone.

- You can now enter Offline Mode when in buyer or trader mode using the slash command or the "Offline Mode" button in the UI. This will allow you to remain in this mode while EverQuest is not running.

- Additional Hero's Forge robes have arrived! They are now available for the Ebon, Viridian, Violet, Beryl, and Auburn armor sets.

- Fixed an issue where if you tried to go into full screen mode on a resolution that your monitor didn't support, it would previously crash the game.

- /log will now persist across logins.

- Made several changes to the way EverQuest is compiled. Please keep an eye out for any strange behavior. If you see any, please use /bug, or leave feedback in the update thread posted in the Developer Roundtable at http://forums.station.sony.com/eq.

- The "/outputfile spellbook" command will now properly output all spells in your spell book.

- Reduced the timer from 45 minutes to 5 minutes for the LDON adventure success replay timer.

- Hid the display of alternate currencies that you don't own. Also made the alternate currency list sortable. To make currencies appear that you don't have, check the "Show currencies that you don't have." checkbox.

- Augments that do not have a solvent listed can now be removed only by using Perfected Augmentation Distillers.

- Added the ability to turn in stacks of items to NPCs.

- When wearing visible wrist armor, the right wrist is now the only wrist slot that affects appearance.

- Corrected an issue where pre-Luclin human and half elf helmets no longer had transparencies on their visors.

- Corrected an issue where a number of pre-Luclin character models were incorrectly displaying black textures or splotches of black on their otherwise working textures. This was most noticeable on dark elf and halfling breastplates, and on nearly every model's boots.

- Corrected an issue where the Eye of Zomm had been changed from white to black.

- New color variations for Hero's Forge plate, chain, and leather armor are now available. Some can be found on any level 10+ NPCs, and some only in hotzones. Cloth armor variants will be available in the same manner in an upcoming update.

- The Firepride Secret of Heroes has been discovered. Skilled crafters should seek out this new tome available from tradeskill vendors around the world. It contains recipes for creating another color variation of plate, chain, and leather armor. Cloth recipes will not function yet.

- Reduced the cost of all Augmentation Distillers.

- Several potions that grant a bonus to experience gain have had their effects changed to persist through death.

- Augments can now be directly swapped in a piece of armor by clicking on an inserted augment with another augment on your cursor. Distiller requirements will still apply.

- All augmentations can now be added to or removed from items directly from the item window now, without the use of an Augmentation Sealer. You will still need to have augmentation distillers or solvents in your inventory to remove those augments that require them.
--- To add an augment to a piece of equipment, pick up the augment on your cursor and click on the desired augment slot.
--- To remove an augment from a piece of equipment, left click on it. If the augment requires a solvent to remove, it will ask you for confirmation before removing it.
--- To destroy a non-removable augment that is in a piece of equipment, right click on the augment and select the Destroy option.

- Added code to prevent several apparent freezes when zoning or entering the game in Windows 7.

- Added the ability to set the visibility level of new armor in the Display Tab of the Options Window. You can choose to have it on for everyone (default), your raid, your group, yourself, or no one at all.

- Changed the "Return Home" time to 18 minutes since the last time you logged in. Previously you had to wait 6 hours to use this button. Now it's set to the same time as Origin without any use of the hastened AAs.

- Fixed several sources of client crashes.

- Fixed a graphics engine issue that potentially causes the alt-tab crashes.

- Reduced the overall memory consumption used when zoning by no longer pre-loading textures that aren't currently in use.

- Nearly all items that previously needed to be equipped in order to activate their spell effect should now be useable from your inventory if you are capable of equipping that item. These changes intentionally exclude a number of quest and bane items.

- Made it so that members that do not have access to prestige items will no longer be able to insert a prestige augmentation into an item.

- Modified the functionality of prestige items so that armor or weapons with prestige augments inserted do not become prestige.
--- The item slot now appears purple when an item has an augment that is prestige (but the item itself is still enabled).
--- When examining the item, the item name will appear purple, and any augments that are disabled as a result of being prestige appear red.

- Fixed two separate crashes that could occur when players opened certain merchant windows.

- Merchants will now "Show Only Items That I Can Use" by default. Also spells that the character already has scribed and lower rank spells of the same spell group are now filtered out with the "Show Only Items That I Can Use" option.

- Right-clicking on an item that you cannot use now gives the specific reason why you cannot use the item (whether it be level, race, class, deity, or membership level).

- Changed the default memory management mode to Balanced and removed original memory mode. This should prevent many of the crashes that were occurring in large zones.

- Increased the targeting range on PCs through /target from 70 to 200.

- The alarm window is no longer a pop-up. It is now accessible from the EQ menu button (EQ -> Actions -> Alarm) or the /alarm command.

- Made it so that the newbie character no longer shows when the player is at the character select screen and has no characters.

- Increased the number of buy lines in the Barter Buyer Window from 50 to 200.

- Origin is now auto-granted at level 5 to all players. The reuse time has been lowered to 18 minutes.

- Hastened Origin has been refunded, as it is no longer relevant.

- Changed the default window size for EQ on a fresh install to default to the current desktop resolution.

- Made a change to prevent out-of-memory crashes on 64-bit systems. On 64-bit operating systems, EverQuest will now use 4GB of address space instead of only 2GB.

- All classes now have a new group of Alternate Advancement abilities available in Veil of Alaris.

- The warning for having more AA points banked than allowed will now display properly when the limit is over 30.

- Players can now buy extra mercenary slots on the Marketplace and keep a roster of mercenaries that they can switch between. Mercenaries operate the way they used to, except that if you purchase another mercenary, it will become active and replace the mercenary you had active before (if any). Dismissing a mercenary will cause the first remaining mercenary in your roster to become the active mercenary (though suspended). Transferring a mercenary will cause the target player's active mercenary to be suspended and the newly transferred one to become active.

- To switch mercenaries in your roster, open the Mercenary Management UI.

- Added the "View Only" guild bank item setting (that does not allow for withdrawal). When you promote an item this is the default setting. To withdraw the item, the permission must be changed to a different item setting.

- Fixed an issue where in full screen mode a 3x4 hot bar would resize to a 2x6, and then 1x12, every time the UI was reloaded.


Here is the link to the page where I left off:
http://everquest.allakhazam.com/news_archives.html?1&page=8

trevius
01-04-2013, 01:25 PM
BTW, whoever #permarace'd me into a mini-blimp yesterday sucks! I logged out to do a server update and when I logged back in, I realized it was #permarace and #permagender not just #race! The worst part is that the new client membership stuff enforces race/class combos and if your char doesn't match those combos, it disables the char as you can see by the greyed out name in the screenshot below. Luckily I was able to get him logged in with UF and fix it :)

Gave me a laugh, but I disabled #permarace/gender commands on the test server :P

http://i.imgur.com/mD9V6.jpg

Uleat
01-04-2013, 02:30 PM
I guess that you could say... "You're full of hot air?"

FievelMousey
01-04-2013, 05:05 PM
Wasnt me I never use any them commands. I just look for bugs try get client usable for us all

Vexyl
01-04-2013, 05:06 PM
I guess that you could say... "You're full of hot air?"
:D
Hilarious.

You guys are making excellent progress on RoF compatibility, it's much appreciated.

FievelMousey
01-04-2013, 07:53 PM
Hey can we get list missing files need put in ROF for old zones would be a nice help me as i want start testing goign every zone see if all work ok?


Thanks

sorvani
01-04-2013, 08:51 PM
Hey can we get list missing files need put in ROF for old zones would be a nice help me as i want start testing goign every zone see if all work ok?


Thanks

You can start with the list of zones that no longer exist. Such as ecommons and commons, Freeport east and west, both Ro's and the oasis.

wolfwalkereci
01-04-2013, 09:03 PM
Haha that is awesome trev. Good thing someone was messing around on the test server and we know this is an issue.
I tried to play around but none of my keys would work. Couldnt open inventory, equip anything. I was able to run around which is what I wanted to do just to preview memory use.

FievelMousey
01-04-2013, 09:39 PM
Well looks like I am not missing any them zones as I patched my old live ACC and have them old zone files.

sorvani
01-05-2013, 10:28 AM
Well looks like I am not missing any them zones as I patched my old live ACC and have them old zone files.

Please quit posting in this thread if you are not going to follow the instructions.

Testing against a client that was not a clean download from steam is not going to help anyone. Playing with said client is all fine and dandy, but when attempting to test development you really need to use the same setup as specified.


Haha that is awesome trev. Good thing someone was messing around on the test server and we know this is an issue.
I tried to play around but none of my keys would work. Couldnt open inventory, equip anything. I was able to run around which is what I wanted to do just to preview memory use.
I had the same experience on my personal test server. WASD worked but a lot of the other key bindings did not.

lanystvyl
01-05-2013, 11:03 AM
Great work so far on RoF, is there a thread for bugs? I am playing on the RoF test server, all of the things I noticed are already listed.

sorvani
01-05-2013, 12:50 PM
Great work so far on RoF, is there a thread for bugs? I am playing on the RoF test server, all of the things I noticed are already listed.

If the bug is new to the RoF client and not a new feature not yet implemented, this is the thread for it. If the bug is not specific to the RoF client, then it belongs in a different thread or new post.

Noport
01-06-2013, 02:30 AM
on the programing code someones mind has slipped lol, example under patch you have Hot, and VoA remarked and RoF unremaked but not added to world clientlist.cpp stroll down to the bottom of the code. under world bot.h Rof was not added to the list typedef enum EqExpansions. So another words your using Sof coding for char creations ok i understand. i have been beating the guildlobby door down. since it's open code i fixed mine.

FievelMousey
01-06-2013, 05:00 AM
I found a bug if browsing a merchant and you dont click close just walk away can not view merchant stuff again. It acts like it not merchant click on they do not respond if just walk away.



Edit

I just reloaded UI and seems merchants work again and that is never been a issue in UF etc so needs see what causing that. I just think i found issue in POK i clicked the LDON adventure merchant it may be what caused that as it seems be issue caused problem. I have confirmed does that clicking Adventure Merchant may be because it not active yet just noticed that figured i post here.

trevius
01-06-2013, 12:28 PM
on the programing code someones mind has slipped lol, example under patch you have Hot, and VoA remarked and RoF unremaked but not added to world clientlist.cpp stroll down to the bottom of the code.

Yes, the #cvs command did not have VoA added to it. That has no affect on the client at all, it is just a GM command to get a count of who is on which client. Out minds didn't slip, it was just lower priority than stuff that actually affects the client. I went ahead and updated the #cvs today anyway.

under world bot.h Rof was not added to the list typedef enum EqExpansions.

I am not really sure what that enum is used for, if anything. I updated it with VoA and RoF anyway, since you had me looking at it. Again, this has no affect on the RoF client.

So another words your using Sof coding for char creations ok i understand. i have been beating the guildlobby door down. since it's open code i fixed mine.

I am not sure what you mean when you say we are creating chars with SoF code. < insert meme here >

sorvani
01-06-2013, 06:20 PM
1. If you get items backed up on the cursor queue, they are not pushed up after putting the first item in to inventory. You have to zone or camp/return for the next item to get pushed to the cursor. trying to summon a lore item when there is one backed up on the cursor does still fail but the in game message fails to show the item name correctly.

2. using #fi I noticed that the first 5 characters of the item link were missing. similar to how Titanium generated item links show up on SoF+ clients.

3. Guild lobby was revamped with HoT? for player housing and doors are not working. need to browse through the submissions and see if there is a newer collect to match things up

Robregen
01-06-2013, 06:38 PM
I uploaded the HoT version of the guild lobby quite some time ago. they would be in the HoT folder of the log repository. Of course, we could just get a newer collect since guild lobby is accessed by everyone including silver members.

cavedude
01-06-2013, 06:45 PM
I'll merge in the newest GL into PEQ and setup an instance to zone RoF clients to the new one.

Noport
01-07-2013, 02:26 AM
3. Guild lobby was revamped with HoT? for player housing and doors are not working. need to browse through the submissions and see if there is a newer collect to match things up

this needs added to server log file: World Client.cpp for housing address to work
OP_RealEsate=0x7eed] 12/12/12 [Size: 13644] Note: House RealEstate Address
needs added to Rof.conf
OP_HouseContents=0x1078 12/12/12
OP_HouseAddress=0x6786 12/12/12

Noport
01-07-2013, 06:05 AM
this needs added to client log file: World Client.cpp for housing address to work
SendRealEstate(); <----------
needs added to Rof.conf
OP_RealEstate=0x7eed] 12/12/12 [Size: 13644] Note: House RealEstate Address
OP_HouseContents=0x1078 12/12/12
OP_HouseAddress=0x6786 12/12/12

this is an example only: sorvani or any dev (that's what I really meant to say) was client log file plus other added in server coding

}
if (!pZoning)
SendGuildList();
SendLogServer();
if (!pZoning) {
SendRealEstate(); <----------
if (!pZoning) {
SendApproveWorld();
SendSendMembership();
SendEnterWorld(cle->name());
SendSendMaxCharacters();
SendExpansionInfo();
SendCharInfo();
if (!pZoning) {
SendPostEnterWorld();
database.LoginIP(cle->AccountID(), long2ip(GetIP()).c_str());
}
}


Thank you Cavedude and Trevius and other devs and yes i understand this is not the place to add server coding etc. sorry

trevius
01-07-2013, 07:04 AM
I don't think it is considered posting server code changes if you are posting function names that don't exist and didn't post the function itself. We don't have a function named SendRealEstate() yet. There is also no handling in place for the housing related opcodes you are posting. Just because ShowEQ might have those opcodes identified doesn't mean we have a use for them yet.

For now, the only opcodes we require are the ones we have identified for previous clients. Those should all be identified now with maybe 99% accuracy for RoF. Any new opcodes would only need to be added if we implement new features that don't already exist in EQEmu.

Noport
01-07-2013, 07:40 AM
just a note: above post applies to Hot,Voa,Rof as sorvani stated this clock is correct 2x a day even when the hands on the clock don't move.
and what they are calling OP_HouseAddress=0x6786 12/12/12 just might refer to the door opcode naming the house address, what i seen in
0x7eed was House RealEstate Address.

trevius
01-07-2013, 08:16 AM
https://dl.dropbox.com/u/18293267/Pics/opcode_club.jpg

trevius
01-07-2013, 08:25 AM
On another note, I got done collecting and organizing the notable patch notes since the UF we use client was released. This probably doesn't cover everything, but it is the best I could do by sifting through the patch notes and such.

I will probably try to get the features page in the wiki updated soon.


New Features:

- Added the Aggro Meter to display your current aggro rating in comparison to the most hated on an NPC.

- You will now be able to purchase items from a bazaar trader directly from the Bazaar Search Window if you own Rain of Fear.

- You will now be able to barter using the Barter Search Window if you own Rain of Fear.

- You will now be able to open The Bazaar Search and Barter Search windows using key bindings, EQ button commands, and the slash commands from any zone.

- You can now enter Offline Mode when in buyer or trader mode using the slash command or the "Offline Mode" button in the UI. This will allow you to remain in this mode while EverQuest is not running.

- Added the ability to turn in stacks of items to NPCs.

- All augmentations can now be added to or removed from items directly from the item window now, without the use of an Augmentation Sealer. You will still need to have augmentation distillers or solvents in your inventory to remove those augments that require them.
--- To add an augment to a piece of equipment, pick up the augment on your cursor and click on the desired augment slot.
--- To remove an augment from a piece of equipment, left click on it. If the augment requires a solvent to remove, it will ask you for confirmation before removing it.
--- To destroy a non-removable augment that is in a piece of equipment, right click on the augment and select the Destroy option.

- Nearly all items that previously needed to be equipped in order to activate their spell effect should now be useable from your inventory if you are capable of equipping that item. These changes intentionally exclude a number of quest and bane items.

- Players can now buy extra mercenary slots on the Marketplace and keep a roster of mercenaries that they can switch between. Mercenaries operate the way they used to, except that if you purchase another mercenary, it will become active and replace the mercenary you had active before (if any). Dismissing a mercenary will cause the first remaining mercenary in your roster to become the active mercenary (though suspended). Transferring a mercenary will cause the target player's active mercenary to be suspended and the newly transferred one to become active.
--- To switch mercenaries in your roster, open the Mercenary Management UI.

- Added vitality bars to the experience and alternate experience gauges in the inventory window. They appear as a green bar at the bottom of the experience bars. The bars represent the percentage of available vitality compared to the vitality cap. When they are full of vitality, the bar will be full. When they have no vitality (or when the max is 0) they will have an empty bar.

- Added a new 3D preview window. Items with visible appearance or visible effects may now be previewed by alt-right-clicking on the item or on the item's icon in the item window. Use the scroll wheel and the right mouse button when over the window to change the window's viewpoint.

- Added an items and money delivery system - Parcel System.

- Hot bars are now resizable and can be resized to horizontal, vertical, or tiled.

- Increased the number of hot bar buttons to 12.

- Added more hot button bars. There are now a total of 10 hot button bars available.

- Added the ability to link items on hot bars (instead of just slots). An item link will always activate that item regardless of its position in your inventory. Slots can still be linked by holding the alt key while clicking and holding on the item.

- Hot buttons now have right-click and hold menus to allow for customizations in size, icon, labels and more.

- Added visible cool down timers for buttons that have a time period before the next allowable use. The color for this can be set in the options window under the "Colors" tab. The color that is set for the cool down is called "Cooldown Overlay".

- Added the ability to display key mappings in the top right corner of a hot button.

- Social hotkeys can now be aborted by right clicking them.

- Added a key binding option to the commands section of the key maps called "Stop Action". This functions as /stopcast, /stopsong, and cancels the most recently-run social (if it's still running).

- The fabric of reality has been altered and now backpacks are no longer limited to 10 slots.

- Empty bags can now be placed in other bags.

- House of Thule owners get two extra base inventory slots.



Performance, Stability, and Fix Related:

- Fixed some issues related to memory handling. Crashing after zoning multiple times in a play session should be less frequent now.

- Fixed an issue with emitters that was causing unnecessary memory consumption.

- Optimized a processing and memory issue with the Pet Info window.

- Fixed an issue where if you tried to go into full screen mode on a resolution that your monitor didn't support, it would previously crash the game.

- Made several changes to the way EverQuest is compiled. Please keep an eye out for any strange behavior. If you see any, please use /bug, or leave feedback in the update thread posted in the Developer Roundtable at http://forums.station.sony.com/eq.

- Corrected an issue where pre-Luclin human and half elf helmets no longer had transparencies on their visors.

- Corrected an issue where a number of pre-Luclin character models were incorrectly displaying black textures or splotches of black on their otherwise working textures. This was most noticeable on dark elf and halfling breastplates, and on nearly every model's boots.

- Corrected an issue where the Eye of Zomm had been changed from white to black.

- Added code to prevent several apparent freezes when zoning or entering the game in Windows 7.

- Fixed several sources of client crashes.

- Fixed a graphics engine issue that potentially causes the alt-tab crashes.

- Reduced the overall memory consumption used when zoning by no longer pre-loading textures that aren't currently in use.

- Fixed two separate crashes that could occur when players opened certain merchant windows.

- Changed the default memory management mode to Balanced and removed original memory mode. This should prevent many of the crashes that were occurring in large zones.

- Made a change to prevent out-of-memory crashes on 64-bit systems. On 64-bit operating systems, EverQuest will now use 4GB of address space instead of only 2GB.

- Corrected an issue that was causing increased zoning time for players in large guilds.

- Fixed a crash bug related to languages.

- Fixed a bug that could display your other characters' guild information when switching characters.

- Fixed a crash bug related to some trigger and chance spells.

- Added more precision when when calculating certain numbers. This fixes a number of graphical issues including flickering in newer zones.

- Fixed a bug that caused large zone lag spikes when doing player trades with large stacks of items.

- Optimized some server processing code that could cause lag in highly populated zones.

- Fixed a problem with texture memory usage when rapidly zoning between zones with lots of players in them that should free up additional extra memory when needed.

- Removed generation of SSE instructions in a library that was causing very old AMD processors to crash when running the client.

- Fixed a problem causing some custom UIs to crash the client.

- Fixed an issue that caused some textures that had been down-sampled to never be up-sampled again even when they came within the up-sampling distance.

- Fixed a problem related to texture time-outs always using the far time timeout value, causing them to timeout much faster than they should have.

- Fixed some crash issues when using a custom UI that doesn't have the "MKPW_Subwindows" element in the Marketplace window.

- Fixed a crash bug caused by attempting to log in on a character with no corpse.

- Fixed a few boat bugs that caused players to drop into the water, drop on the boat and take falling damage, disconnects when zoning on a boat, and the "rubber band" effect when riding with other players on a boat.

- Fixed some minor memory leaks related to spells.

- Fixed bug that was causing the loading screen progress bar to not show.

- Made some small tweaks to improve texture memory management.

- The client will no longer crash when using Auto Inventory with an item on the cursor when the same item is also in the Ammo Slot and an Inventory Bag.

- Fixed a rare crash bug caused by Cleric Mercenaries.

- Fixed an issue causing versions of windows older than XP to no longer run the client.

- Corrected a bug that was causing framerate/lag and texture loading issues.

- Fixed several memory leaks that can occur when switching from full screen to windowed mode (or vice versa).

- Fixed a bug that caused flickering ground textures in some zones when in least memory mode and client memory usage is high.

- Fixed an issue that could cause the client to run out of memory while zoning.

- Fixed issue where too much text sent to a minimized chat window would cause a client crash.

- Fixed a problem where textures would become temporarily corrupted after logging out to server select, then logging back into the game.

- Fixed a couple of small memory leaks and one large memory leak that occurs while zoning.

- Fixed several container bugs that resulted in items in containers disappearing.

- Implemented some server optimizations to help address lag issues (not a complete fix).

- Improved the zoning code when you first log in.

- Fixed a crash that could occur when opening tradeskill containers if too many recipes were memorized.

- Fixed a potential client crash with computers that can not use pixel shader 2.0.

- Fixed some issues with post processing effects and bloom lighting.

- Fixed a crash issue when clicking on Achievement links in the Welcome Screen.

- Fixed an issue that could cause players with specific video cards to crash if they had several reward sets queued.

- Improved fog and blending of fog in certain areas.



UI Related:

- Modified the Item Inspect window and the Marketplace window to support Player Studio items.

- Hid the display of alternate currencies that you don't own. Also made the alternate currency list sortable. To make currencies appear that you don't have, check the "Show currencies that you don't have." checkbox.

- Added the ability to set the visibility level of new armor in the Display Tab of the Options Window. You can choose to have it on for everyone (default), your raid, your group, yourself, or no one at all.

- Merchants will now "Show Only Items That I Can Use" by default. Also spells that the character already has scribed and lower rank spells of the same spell group are now filtered out with the "Show Only Items That I Can Use" option.

- Right-clicking on an item that you cannot use now gives the specific reason why you cannot use the item (whether it be level, race, class, deity, or membership level).

- Changed the default window size for EQ on a fresh install to default to the current desktop resolution.

- Added the "View Only" guild bank item setting (that does not allow for withdrawal). When you promote an item this is the default setting. To withdraw the item, the permission must be changed to a different item setting.

- Fixed an issue where in full screen mode a 3x4 hot bar would resize to a 2x6, and then 1x12, every time the UI was reloaded.

- Added a new "move down" key with default keyboard binding of the "END" button. Holding this key down while levitating will cause the player to move downward, even while in 3rd person camera modes.

- Fixed a preview window bug that "locked" an item into place when the viewing angle was rotated all the way to the top or bottom of the item.

- Added a Polls option to the EQ Button menu.

- Fixed multiple issues that occasionally caused text clipping and resizing issues for windows using horizontal or vertical layout boxes.

- Fixed an issue where the targeting ring would occasionally turn into a gray disc.

- The inspect window will now show the final stage of evolving items when clicking on an item link.

- Corrected a bug that was showing the title screen in some cases when zoning when the loading screen option was turned off. It should now only appear when logging in.

- Fixed an issue with the spell list while scribing spells using the right click menu.

- Fixed an issue causing the spent AA total to display improperly.

- Container windows will also now allow for resizing in all directions before snapping back to the closest fit.

- /copylayout now has three new checkboxes that allow you to specify copying hot buttons (not just their layouts, but their actual contents), hot button loadouts, and socials. The copies for all three of these are actually merges such that they only overwrite buttons, loadouts, and socials if they already exist on a slot by slot basis.

- CTRL-left click now drops an item into a bag without opening it.

- CTRL-right click now swaps the contents of two bags if a bag is on your cursor and you ctrl-right click on another bag.

- Added mouse over and disabled colors for custom button text.

Base inventory slots have been changed to now run left-to-right then top-to-bottom. (Previously it was top-to-bottom then left-to-right.)



Feature Changes:

- /log will now persist across logins.

- The "/outputfile spellbook" command will now properly output all spells in your spell book.

- Reduced the timer from 45 minutes to 5 minutes for the LDON adventure success replay timer.

- Augments that do not have a solvent listed can now be removed only by using Perfected Augmentation Distillers.

- When wearing visible wrist armor, the right wrist is now the only wrist slot that affects appearance.

- Made it so that members that do not have access to prestige items will no longer be able to insert a prestige augmentation into an item.

- Modified the functionality of prestige items so that armor or weapons with prestige augments inserted do not become prestige.
--- The item slot now appears purple when an item has an augment that is prestige (but the item itself is still enabled).
--- When examining the item, the item name will appear purple, and any augments that are disabled as a result of being prestige appear red.

- Increased the targeting range on PCs through /target from 70 to 200.

- The alarm window is no longer a pop-up. It is now accessible from the EQ menu button (EQ -> Actions -> Alarm) or the /alarm command.

- Made it so that the newbie character no longer shows when the player is at the character select screen and has no characters.

- Increased the number of buy lines in the Barter Buyer Window from 50 to 200.

- Origin is now auto-granted at level 5 to all players. The reuse time has been lowered to 18 minutes.

- Hastened Origin has been refunded, as it is no longer relevant.

- The warning for having more AA points banked than allowed will now display properly when the limit is over 30.

- Changed jump button behavior for mounts. Previously, jump was disabled for players on mounts. Now if you are mounted the jump button will work. Mounts, like players, can not jump when they are levitating.

- Mounts will no longer be dismissed in very shallow water. They will still be dismissed if the water is deep enough to allow players to swim.

- The current method of experience sharing has been changed to a vitality system:
- Experience splitting for fellowship members that have sharing enabled remains the same. However, rather than going directly into the receiving player's experience, the shared experience goes into two vitality pools, one for regular experience and one for AA experience.
- When a player with vitality in their pools plays, they gain regular and AA experience at a significantly increased rate for kills.
- The bonus is up to 5x for regular experience and up to 3x for AA experience. Normal per-kill caps on experience apply.

- Modified in-game notes, books, etc. to support languages.

- If you die while on a boat, your corpse will now be moved to the safe point in the zone.

- Disabled "right click to inspect" by default for new characters.

- Mount control has been tightened up considerably. When using a mount you will reach top speed much faster than before, and stop even faster. While in combat, the movement is still tighter than before, but not as responsive as when out of combat.

- Items that increase skills now have a cap on how much skill they can increase. For existing items, this cap has been set to be equal to its current effect at maximum level.

- The minimum fizzle rates for all classes have been reduced, as well as the amount of mana used by a fizzle.

- Removed the spells Invigor, Extinguish Fatigue, and Jaxan's Jig o' Vigor from merchants. These spells have no effect on players and can safely be deleted if you have them in your spellbook.

- NPCs will no longer enrage at 10% life. Pets are not affected by this change.

- Matched the hail range for NPCs to the same distance as the say range and corrected several visual errors with the distance check:

- Fixed an issue where items added to the limbo buffer as a result of a canceled trade were having their contained items destroyed.

- Increased blocked buff slots from 20 to 30.

- Resurrection and Revival Sickness will no longer trigger OOC timers on their own. They will still have their normal detrimental effects on resurrected or revived players, however.

- Fixed an issue where the game client was not being removed from sneak/hide state when it was broken via spell casting.

- Fixed several issues where skills were available to characters at incorrect levels.

- All classes now have a new group of Alternate Advancement abilities available in Veil of Alaris.

- Changed the "Return Home" time to 18 minutes since the last time you logged in. Previously you had to wait 6 hours to use this button. Now it's set to the same time as Origin without any use of the hastened AAs.

- Reduced the cost of all Augmentation Distillers.

- Several potions that grant a bonus to experience gain have had their effects changed to persist through death.

- New hats have arrived in celebration of Frostfell! Adventurers with the Hero's Forge feature can now wear a variety of hat ornamentations that have a chance to drop from all mobs in non-raid zones.

- Additional Hero's Forge robes have arrived! They are now available for the Ebon, Viridian, Violet, Beryl, and Auburn armor sets.

- New color variations for Hero's Forge plate, chain, and leather armor are now available. Some can be found on any level 10+ NPCs, and some only in hotzones. Cloth armor variants will be available in the same manner in an upcoming update.

- The Firepride Secret of Heroes has been discovered. Skilled crafters should seek out this new tome available from tradeskill vendors around the world. It contains recipes for creating another color variation of plate, chain, and leather armor. Cloth recipes will not function yet.

- Created a new augmentation slot type (20) that is used for ornaments.

- The indoor-only restriction for movement spells has been removed.

Noport
01-07-2013, 08:51 AM
just a note for sorvani and anyone how wants to add the pink house project in there own code this should explain enough to get it up and working right and what i posted above.

[Wed Dec 2012]00050:WorldAuthenticate. I got a message of type 0x7eed (32493).
[Wed Dec 2012]00051:Could not open file: RealEstateItemGroups.txt
[Wed Dec 2012]00052:Could not open file: RealEstateCosts.txt
[Wed Dec 2012]00053:Loaded RealEstateCosts.txt, 0 cost elements loaded.
[Wed Dec 2012]00054:Could not open file: RealEstateDefs.txt
[Wed Dec 2012]00055:Could not open file: RealEstateDefs.txt


Travius i take it your Headache Relief is cured now.

hilf
01-07-2013, 01:09 PM
Mend (monk skill) doesn't work. Upon login, mend skill is greyed out, until three minutes is up, skill becomes available, but button click does not cause anything (except grey-out). Weirdly, same goes by logging in with Underfoot client.

Bind Wound works, but errors about item delete mismatch comes up -> UI doesn't update bandage count decrement, but actual bandages left can be seen after zoning.

lerxst2112
01-07-2013, 05:13 PM
Mend (monk skill) doesn't work. Upon login, mend skill is greyed out, until three minutes is up, skill becomes available, but button click does not cause anything (except grey-out). Weirdly, same goes by logging in with Underfoot client.

Live has it on cooldown when you login too, but once that's over it does work. Not sure how long it has been that way, I just noticed it when I started playing again recently.

hilf
01-08-2013, 11:14 AM
Live has it on cooldown when you login too, but once that's over it does work. Not sure how long it has been that way, I just noticed it when I started playing again recently.

Granted, that is now live-like. But, if I recall correctly, I have yet to see any "You have mend your wounds and heal some damage." message on the test server.

Of course, this is done after maxing all skill levels (to 400, probably too much for the check?)

Reset the skill to max of 200. Also noticed that now after login that Mend button is not greyed-out anymore, but it still does not heal after button-press. Then it goes to a 5 minute cool-down again.. :-/

Noport
01-08-2013, 09:28 PM
i corrected level on my server to show up as 100 correctly in game got ride of error says you don't have this Exanshion by updating my Exanshions number. now have 10 extended targets

Noport
01-09-2013, 10:14 PM
if you want your server and client to read like this

[Wed Jan 09 19:54:38 2013]00044:WorldAuthenticate. I got a message of type 0x2d38 (11576).OP_GuildsList
[Wed Jan 09 19:54:38 2013]00045:WorldAuthenticate. I got a message of type 0x19ab (6571).OP_LogServer
[Wed Jan 09 19:54:38 2013]00046:WorldRPServer message: server name xxxxxxxxxx

[Wed Jan 09 19:54:38 2013]00047:WorldAuthenticate. I got a message of type 0x7e47 (32327).OP_ApproveWorld
[Wed Jan 09 19:54:38 2013]00048:WorldAuthenticate. I got a message of type 0x3b2 (946).OP_SendMembershipDetails
[Wed Jan 09 19:54:38 2013]00049:WorldAuthenticate. I got a message of type 0xb1f (2847).OP_SendMembership
[Wed Jan 09 19:54:38 2013]00050:WorldAuthenticate. I got a message of type 0x57c3 (22467).OP_EnterWorld
[Wed Jan 09 19:54:38 2013]00051:WorldAuthenticate. I got a message of type 0x5349 (21321).OP_SendMaxCharacters
[Wed Jan 09 19:54:38 2013]00052:WorldAuthenticate. I got a message of type 0x711a (28954).OP_ExpansionInfo
[Wed Jan 09 19:54:38 2013]00053:WorldAuthenticate. I got a message of type 0x6a2 (1698).OP_SendCharInfo
[Wed Jan 09 19:54:38 2013]00054:Check 1x. 0x3fe2799d

[Wed Jan 09 19:54:38 2013]00055:Check 1sa. 0x7b420f48

[Wed Jan 09 19:54:38 2013]00056:Check 1sa. 0xa01d29ed

[Wed Jan 09 19:54:38 2013]00057:WorldAuthenticate. I got a message of type 0xc3d (3133).OP_PostEnterWorld
[Wed Jan 09 19:54:38 2013]00058:WorldAuthenticate. Access granted.


edit your client.cpp file under world

if (!pZoning)
SendGuildList();
SendLogServer();
if (!pZoning)
SendApproveWorld();
SendMembership();
SendMembershipSettings();
SendEnterWorld(cle->name());
SendMaxCharCreate(10);
SendExpansionInfo();
SendCharInfo();
if (!pZoning) {
SendPostEnterWorld();
database.LoginIP(cle->AccountID(), long2ip(GetIP()).c_str());


you need to make sure they are remarked under world client.cpp

// Can make max char per account into a rule - New to VoA
//SendMaxCharCreate(10);
//SendMembership();
//SendMembershipSettings();

VoA Expanshion change to 19568 under variables this will give you 10 extended tragets access.
i'll get you the Expanshion Number for Rof asp.

hilf
01-10-2013, 09:59 AM
I've checked that Mend now works as intended (on both Uf and RoF on the test server.) As lerxst2112 mentioned, RoF puts a short delay upon login before Mend can be used, but Uf doesn't.

Thanks to the person who fixed it! Saw Superior Mend fired up moments ago!

addingice
01-11-2013, 02:36 AM
Anyone want to explain the basics of getting to a test environment to work on RoF?

I've got a live snapshot of the current svn, peq, as well as current RoF client (unpatched) etc on virtual machine. started the log in server and seems world is up (after a while of course) but trying to log in utterly fails.

should I be doing something with patch_RoF.conf in order to test or the conf file which was posted earlier. I'm eager to start fixing some of the issues floating around on the list.

wife wants to play again. bad. Please help me get this off the 'honey do' list :D

Noport
01-11-2013, 02:44 AM
adingice are you talking about the tutorial? well before they started reprograming the server i use to swap OP_LogServer=0x19ab with OP_GuildsList=0x2d38 or OP_MOTD=0x1ae3 i'm looking for my notes i wrote up when Voa was released i had it all working also could make server 51/50 rule as well. i'll post the fix as soon as i can find my notes. follow http://www.eqemulator.org/forums/showthread.php?t=36103 what blackdragonsdg posted and download the F2p from Steam trevius has setup an RoF test server on eqemulator.net you need to setup a lsaccount if you don't have one so you can log into servers.

lerxst2112
01-11-2013, 03:03 AM
Copy patch_RoF.conf to your server directory from the trunk\EQEmuServer\utils directory.

If you still have issues, look in the logs for errors.

addingice
01-11-2013, 05:24 PM
(if you want I can take this to another thread or a admin can move it)

Following the above suggestion i see:


New Titanium client connection from 192.168.2.3
Application packet recieved from client (size 14)
Session ready recieved from client.

on the client it stops with:

"Logging in to the server. Please wait...."


P.S. found a bunch of spelling mistake fixes, i know not staggeringly important, but they are part of our error output to users so *shrug*.

client.cpp should read:

line 44:
server_log->Log(log_network, "Application packet received from client (size %u)", app->Size());

line 58:
server_log->Log(log_network, "Session ready received from client.");

line 67:
server_log->Log(log_network_error, "Login received but it is too small, discarding.");

line 73:
server_log->Log(log_network, "Login received from client.");

line 93:
server_log->Log(log_network_error, "Play received but it is too small, discarding.");

line 104:
server_log->Log(log_network_error, "Received unhandled application packet from the client: %s.", dump);

line 119:
server_log->Log(log_network_error, "Session ready received again after already being received.");

line 180:
server_log->Log(log_network_error, "Login received after already having logged in.");

line 186:
server_log->Log(log_network_error, "Login received packet of size: %u, this would cause a block corruption, discarding.", size);

line 344:
server_log->Log(log_network, "Play received from client, server number %u sequence %u.", server_id_in, sequence_in);

Derision
01-11-2013, 05:57 PM
Given this is a thread about RoF, and you are seeing this:

New Titanium client connection from 192.168.2.3

I would guess the port you have specfied in your client's eqhost.txt is 5998 and not 5999 (required for SoD clients and later).

And yes, this thread is about RoF specific bugs only ... take your spelling issues to another thread :)

addingice
01-11-2013, 06:31 PM
ok, well now I'm logging through into the login server. thank you Derision!

so now i'm seeing:

[Network Trace] [01.11.13 - 14:23:01] Sending play response for user.
[Network Trace] [01.11.13 - 14:23:01] dumping packet of size 20
05 00 00 00 00 00 00 00 - 00 00 01 65 00 00 00 00 | ...........e....
01 00 00 00 | ....


on the client side it goes black for a while...then spits me back out with a disconnect.

Thanks again for the assistance.

Derision
01-11-2013, 06:44 PM
This is an EQEmuLoginServer log from a successful login with RoF:

[Network] [01.11.13 - 22:38:10] New SoD client connection from 192.168.1.48:52141
[Network] [01.11.13 - 22:38:10] Application packet recieved from client (size 14)
[Network] [01.11.13 - 22:38:10] Session ready recieved from client.
[Network] [01.11.13 - 22:38:10] Session ready indicated logged in from world(unsupported feature), disconnecting.
[Network] [01.11.13 - 22:38:15] New SoD client connection from 192.168.1.48:52142
[Network] [01.11.13 - 22:38:15] Application packet recieved from client (size 14)
[Network] [01.11.13 - 22:38:15] Session ready recieved from client.
[Network] [01.11.13 - 22:38:15] Application packet recieved from client (size 36)
[Network] [01.11.13 - 22:38:15] Login recieved from client.
[Client] [01.11.13 - 22:38:15] User: Baalinor
[Client] [01.11.13 - 22:38:15] Hash: fd7474b1ab4ec8c2e4cb102992c7867aa42387e4
[Network] [01.11.13 - 22:38:15] Application packet recieved from client (size 12)
[Network] [01.11.13 - 22:38:15] Server list request recieved from client.
[Network] [01.11.13 - 22:38:16] Application packet recieved from client (size 16)
[Network] [01.11.13 - 22:38:16] Play recieved from client, server number 2 sequence 5.
[Network Trace] [01.11.13 - 22:38:16] User-To-World Response recieved.
[Client] [01.11.13 - 22:38:16] Trying to find client with user id of 2.
[Client] [01.11.13 - 22:38:16] Found client with user id of 2 and account name of Baalinor.
[Client] [01.11.13 - 22:38:16] Found sequence and play of 5 2
[Network Trace] [01.11.13 - 22:38:16] dumping packet of size 20
05 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 | ................
02 00 00 00 | ....
[Network Trace] [01.11.13 - 22:38:16] Sending play response with following data, allowed 1, sequence 5, server number 2, message 101
[Network Trace] [01.11.13 - 22:38:16] dumping packet of size 20
05 00 00 00 00 00 00 00 - 00 00 01 65 00 00 00 00 | ...........e....
02 00 00 00 | ....
[Network Trace] [01.11.13 - 22:38:16] Sending play response for Baalinor.
[Network Trace] [01.11.13 - 22:38:16] dumping packet of size 20
05 00 00 00 00 00 00 00 - 00 00 01 65 00 00 00 00 | ...........e....
02 00 00 00 | ....
[Network] [01.11.13 - 22:38:16] Client disconnected from the server, removing client.


If you are getting to the login server but failing to get to character select, you might find further info in the other logs, i.e. one of the *world*.log files detailing why it is failing.

addingice
01-11-2013, 07:20 PM
moved my silliness to another thread so I don't keep cluttering the main dev's work area.

http://www.eqemulator.org/forums/showthread.php?p=216247

Noport
01-13-2013, 01:53 PM
under world WorldVC71 and zone ZoneVC71 server files look at the "patches" some of them are missing even RoF. under common ZoneNumbers needs to be updated. goto zone edit with notepad ++ Zone.vcxproj look for perl510 on 64bit system and change to perl514 fixing this would stop other people from having perl problems.

trevius
01-14-2013, 08:44 AM
Since this client is getting close to being completed for EQEmu, I added a news article here that recommends everyone to download it now:

http://www.eqemulator.org/forums/showthread.php?t=36270

I also updated all of the wiki pages related to compatible clients to include the RoF client. It still has a bit to go before it is completely ready, but at this point it is pretty clear that it should be a valid client for us and is to the point where it is pretty functional.

gibroni
01-14-2013, 06:49 PM
not seeing a tutorial button when creating a new toon.

Noport
01-14-2013, 07:26 PM
gibroni have you tried what i posted i know it works because i have a character in tutorial zone now on my server.

Drajor
01-15-2013, 06:35 PM
Hey guys, amazing work so far. I just started have a look at the RoF client and found a few issues.

1) When I do /who all : I get "There is 0 player in EverQuest".
2) When I right click on Hadya Ware in PoKnowledge, the merc window opens, then closes immediately. However if I right click twice very quickly, my client crashes!

sorvani
01-15-2013, 09:57 PM
2) When I right click on Hadya Ware in PoKnowledge, the merc window opens, then closes immediately. However if I right click twice very quickly, my client crashes!

We're you race appropriate for the merc merchant?

Drajor
01-15-2013, 10:21 PM
We're you race appropriate for the merc merchant?

Good question. I have no idea! I was a barbarian warrior. I do not recall the race of the npc now.

lerxst2112
01-16-2013, 12:00 AM
I think Hadya is the one that gives you the bloodbone mercs when you get the contract from /claim. They don't seem to be race specific, all my toons on live have them.

demonstar55
01-16-2013, 12:44 AM
I think Hadya is the one that gives you the bloodbone mercs when you get the contract from /claim. They don't seem to be race specific, all my toons on live have them.

I don't think there are any race specific mercs, I've always been able to buy any race

trevius
01-16-2013, 03:18 AM
I don't think there are any race specific mercs, I've always been able to buy any race

Yeah, my most recent group of chars on Live from this year were able to play with mismatched races for their mercs. I had some that were Drakkin from Crescent reach even though the accounts are all Silver and don't have access to Drakkin as a playable race.

Also, the mercenary merchant window was a known issue and noted in issues list of the first post in this thread. I actually just got the merc merchant working for RoF in my latest commit, but there are still some issues with mercs not working properly in RoF that need to be worked out.

I will add the /who count issue to the list of issues. I am pretty sure I know what the problem is. I think they moved the count fields around a bit in that packet.

wolfwalkereci
01-16-2013, 08:39 AM
Extended Target: Can FD and clear agro and targets fall off. Can not COTH (clear agro) and have targets fall off the list. Minor aspect but when agro is cleared, no matter how, that window should clear as well.

trevius
01-16-2013, 10:49 AM
Extended Target: Can FD and clear agro and targets fall off. Can not COTH (clear agro) and have targets fall off the list. Minor aspect but when agro is cleared, no matter how, that window should clear as well.

Does that issue also happen on UF, or is RoF the only client with that bug? If it also happens on UF, then it doesn't belong in this thread. Instead, it should have a separate bug post made in the bug reports section of the forums.

demonstar55
01-16-2013, 12:39 PM
This is an existing issue, I submitted a patch a while back and it was working on PEQ then FM stopped clearing the window http://www.eqemulator.org/forums/showthread.php?t=35645

That patched fixed 3 out of 4 of the cases I tested, the other being when the mob patched back to spawn (no quick and easy way to doing as far as I could tell)

wolfwalkereci
01-16-2013, 02:23 PM
I see the other thread was bumped thanks. I searched the SOD,UF and ROF dev threads for extended target reports and it came up negative, only reason I posted here.

trevius
01-21-2013, 05:13 AM
FYI, I rebuilt the RoF test server I have been running to help with the testing for RoF. I ran into some issues with cmake and the old Debian Etch build I was running for that test server, so I rebuilt it on Debian Squeeze fro scratch. This means that anyone that was playing/testing on that server had their characters wiped.

I have the new build mostly done, but I still need to enable all of the GM commands again. I will try to get that all finished later this morning.

With the latest updates, the RoF client is getting very close to being finished. There are still a few big things left to work out, but it is already very playable for most stuff.

prickle
01-21-2013, 11:36 AM
I was playing around last night w/ Rev2434 and noticed that buffs were 10x on RoF clients (but normal on UF clients). For example, my ranger's HP buff was giving me 700HP instead of 70 and my cleric's HP buff was giving 8000 instead of 800. However, the health would not heal past what it should be. So, for example, when my cleric buffed me, my HPs displayed went from 3500 to 11500, but I would not heal past 4300. If I zone, the max HP displayed drops down to the proper level (i.e. 4300).

Davood
01-21-2013, 08:32 PM
I got this working today

wow that is so awesome- the post effects in the graphics engine look amazing! I really would love to only use the RoF client!

anyways, a question: is there a plan to extend the item table / npc_types table and questmanager so that we can play with the hero forge textures as part of server design? I'd love to retroactively change graphics in the game for items and npcs

also are hero forge armors tintable?

prickle
01-21-2013, 10:36 PM
Tracking doesn't work w/ RoF clients.

FievelMousey
01-21-2013, 11:11 PM
another thiing dont work I have noticed is /hidecorpse all and /hidecorpse none do not work but /hidecorpse looted works as should. Be nice see them fixed if possible also down road as not able show what looted if miss item if use hidecorpse looted.

Derision
01-22-2013, 05:46 PM
Tracking and /hidecorpse should now work.

FievelMousey
01-25-2013, 01:43 AM
I seen 2 other things it seems weird when die it says all kinds weird stuff when goign back bind point but not a issue to me but thought I say so. The other seems no rez spells do anything and not played on a server allows to rez but on this client they do nothing. And one other I thought this client when die isnt supposed unscribe spells mem in spell bar it did when I died on test server.

rencro
01-25-2013, 02:20 AM
Run speed is faster when casting from ROF client as opposed to UF, used #cast 278 from both clients..clicked off between client cast...

trevius
01-25-2013, 07:23 AM
I seen 2 other things it seems weird when die it says all kinds weird stuff when goign back bind point but not a issue to me but thought I say so. The other seems no rez spells do anything and not played on a server allows to rez but on this client they do nothing. And one other I thought this client when die isnt supposed unscribe spells mem in spell bar it did when I died on test server.

I am not aware of any weird messages when dying, but can look into it later.

Death causing you not to unmem spells from the spell bar on Live is a new feature. That is something that is not handled by the client, so it isn't something that is required to be fixed in this development thread. That feature is something we can probably add at some point as an optional rule that server admin's could enable/disable, which I think would work the same on all clients. It isn't a bug, it is just a new way of dealing with death similar to how Live no longer leaves items on corpses like they used to. We already have the option to leave items on player corpses or not, but we don't have the option to unmem spells yet.

Run speed is faster when casting from ROF client as opposed to UF, used #cast 278 from both clients..clicked off between client cast...

I haven't really noticed this difference with run speed yet, but I am so used to #gmspeed that it is hard for me to tell lol. If there is an issue, it may be related to a similar issue with buffs where they are giving much bigger bonuses to HPs and such than they should. That is something we still need to look into further to figure out what is going on.

prickle
01-25-2013, 05:46 PM
it's crazy fast compared to normal SoW, but it goes back to normal SoW speed after you zone or relog.

I think it's related to the 10x buff thing I mentioned earlier. It ~seems~ like all beneficial buffs are 10x greater than they should be. I was getting 8kHP cleric buffs that should have been only 800HP.

oh... that's what you just said... lol

demonstar55
01-25-2013, 05:56 PM
Are the buffs getting bard mods applied or something?

Derision
01-25-2013, 06:20 PM
Are the buffs getting bard mods applied or something?

Yes, that is the problem, the default x10 instrument_mod in the OP_Action packet is being applied to normal spells. Live has a 1.0f here for normal spells. Needs a bit more investigation as to how it works now for bards.

Noport
01-26-2013, 12:02 PM
could this be the reason for quild having problems or just a type O see the 2 dd's in uint32 to_guilddbid or is that normal coding? i also seen Guildbank=False in the code i didn't see it listed in Zone client_packet.h or the other file as well. World console.h void SendEmoteMessageRaw(const char* to, uint32 to_guilddbid, int16 to_minstatus, uint32 type, const char* message);



you might start by removing
# New Opcodes
OP_SpawnPositionUpdate=0x0000 Ref already added OP_MobUpdate=0x6b5a

needs corrected in Op_Rof.conf
OP_GuildBank=0x1cbf 12/12/12
OP_UIUpdate=0x71f5 12/12/12 Eqemu it's OP_BuffCreate=0x71f5 ???
you also have Op_UIupdate listed in Zone client_packet.h i'm kind of confused
with both been listed and using the same opcode?

add them if you want too Op_RoF.conf
# New Opcodes 12/12/12
all opcodes below are not added in yet!
OP_Shroud=0x0747
OP_ShroudProgression=0x7251
OP_GroupMemberList2=0x1aae
OP_VoiceChat=0x3bcc
OP_PollQuestions=0x6e6c
OP_PollResponses=0x17ee
OP_Fellowship=0x40fd
OP_HouseAddress=0x6786
OP_HouseContents=0x7cda
OP_FTPNags=0x63ae

Noport
01-29-2013, 11:54 PM
extended targets needs fixed as it removes the npc that was killed it needs to keep moving the other npc's up the list. no agro meter showing up on the list this only applys to RoF. on Trevius server i noticed in ew no star portal showing up in zone? i also seen the mecr timer was 0mins 0sec and wouldn't change until after zoning.

Noport
01-30-2013, 02:30 AM
understand now why i wasn't seen star portal in ew you wasn't loading eastwastesshard zone for RoF clients it loaded eastwastes zone

trevius
01-30-2013, 03:07 AM
The aggro meter is a new system for RoF, and new systems do not need to be implemented for this thread. The point is to get the client caught up with the functionality of our previous clients. New features and systems may be implemented later, but they are not required as part of our client compatibility development unless it is something that prevents another previously functional system from working.

The Eastern Wastes issue with the new zone is not really part of this thread either, as that is a DB change, not directly related to client compatibility. This thread is for developing the source code not the database unless it is something like a new field that needs to be added to the database (as apposed to a new entry in the DB).

The mercenary timer issue is also part of a new system that is being worked on for all clients, not just RoF. We are still working through the mercenary stuff to make it work 100% as it should.

I believe Derision is still working through the Guild Management stuff to implement the new ranking system changes and other stuff. I am currently looking at the bazaar trader packets to see if I can figure out how to get that stuff working. Once these 2 things are done, the last main thing to work on will be the new slot system. Once the new slot system is in place, we should be able to correct the cursor buffer issue and also implement the new augmenting system. That should pretty much conclude the initial compatibility work for RoF.

It is getting pretty close now, but the new slot system overhaul is a big change and may take a while. Also, I have noticed so far that some of the bazaar changes may be a bit more complicated to get working, but hopefully it won't be too bad. I am still just starting to look into that.

gibroni
01-31-2013, 10:38 PM
not sure if this is a problem with RoF with emu only, but i believe so. trying to load a spell set and you already have some spells memmed. it should remove spells and remem the spell set as saved. Says you already have the spell memmed. UF and previous clients would remove spells and remem spells in the correct order they were saved and reload them that way no issues. trying to run a macro i have, also will not demem a spell to mem the new spell. if i manually a spell from the bar, it then will mem and cast. will go load up live and give the reload spellset and see what happens.

edit: it does remove spells and remem them correctly on live.

sorvani
02-01-2013, 12:06 AM
During development of the UF client the same issue was experienced.. Interesting that it resurfaced.

trevius
02-01-2013, 07:59 AM
It looks like it is just a simple packet struct change. Since all of the gem fields in that packet are basically bools, they changed them from uint32 to uint8. Also, ShowEQ notes that MAX_PP_MEMSPELL was changed to 16, so that is what we have it set to for RoF to use in other structs, but in OP_LoadSpellSet I think it is actually only 12. The packet is 16 bytes, but the last field I think is a uint32, which means it only uses 12 spell slots. The value for the last field I saw was 12, so maybe it is a gem count field? Though, the char I tested it on only had the basic 8 gem slots available.

Here is an example of the packet:

[OPCode: 0x38b4] OP_LoadSpellSet [Client->Server] [Size: 16]
000 | 01 01 00 00 00 00 00 00 01 01 01 01 0c 00 00 00 | ................

And, I think the following changes will fix the issue, but I haven't tested yet:

RoF_structs.h
struct LoadSpellSet_Struct {
uint8 spell[12]; // 0xFFFFFFFF if no action, slot number if to unmem starting at 0
uint32 unknown; //Seen 12 - Maybe a gem count?
};
Note that I had to hard set the spell count to 12, when it normally is set by MAX_PP_MEMSPELL, because MAX_PP_MEMSPELL is set to 16 now. Maybe MAX_PP_MEMSPELL should be changed to 12 in RoF, but that would require a few changes where it is used as well (which may be good or bad).

RoF.cpp
DECODE(OP_LoadSpellSet)
{
DECODE_LENGTH_EXACT(structs::LoadSpellSet_Struct);
SETUP_DIRECT_DECODE(LoadSpellSet_Struct, structs::LoadSpellSet_Struct);

for(unsigned int i = 0; i < MAX_PP_MEMSPELL; ++i)
{
if (eq->spell[i] == 0)
emu->spell[i] = 0xFFFFFFFF;
else
emu->spell[i] = eq->spell[i];
}

FINISH_DIRECT_DECODE();
}

Also, note that before the server sends the packets to unmem the spells, it replies to the client with the same packet it was sent, per this example:

[OPCode: 0x38b4] OP_LoadSpellSet [Server->Client] [Size: 16]
000 | 01 01 00 00 00 00 00 00 01 01 01 01 0c 00 00 00 | ................

I don't think that packet is required, but it is something to keep in mind.

Either way, this should be a really easy issue to resolve. I will test it today or this weekend and commit if no issues. Thanks for the report!

Edit: Actually, it looks like that would only affect the Player Proflle Struct/Encode, so it probably could be changed. If the location of the mem_spells field is correct in the RoF PP, something is a bit odd. For all fields with multiple iterations in the RoF PP, there is an iteration count field right before it. For the mem_spells field, the count was observed as 16. Though, only 12 fields are set in that iteration and the rest are all 0s. Maybe that just means they are planning to expand to 16 spell gems max at some point and have already added that part to the PP, but not other parts of the code dealing with memmed spells.

trevius
02-01-2013, 08:38 AM
BTW, I have been working a bit on figuring out the bazaar stuff. I am still looking through packets and currently just trying to get starting trader mode to work. It looks like they changed the way items are tracked to a serialized id string to keep track of all items individually. I don't think we actually need to use this new system initially, but to match Live exactly, it may be required eventually.

I tested on Live and found that I am able to have whatever I want in my trader satches, and as long as I don't try to sell anything that is no drop, it will let me enter trader mode and just not list the items I didn't set a price for and ones that are no drop. On EQEmu, we just check for the item ID of the trader's satchel and cycle through the 8 inventory slots looking through the satchels. If there are any items that don't have a price set or of any no drop items are in the satchels, it just prevents trader mode from being started. This isn't a major issue at all, but figured it was worth noting here for reference.

Another thing to note is that previously only 80 slots were possible for trader mode due to having a max of 8 trader satchels with 10 slots each. On RoF, it has been changed to 200 slots due to having 10 main inventory slots and I am guessing there is now a 20 slot trader's satchel available so you can reach 200 slots for sale. Since we currently check for the trader's satchel by its item ID, we will need to also add the item ids for any new trader's satchels once the new slot system is in place that will allow larger than 10 slot bags. We will also need to increase the slots searched from 80 to 200. This is something that can be done later when the new slot system is completed and won't affect the initial implementation of the bazaar systems in RoF.

Once I can get trader mode starting properly, I will just keep working my way through the packets to get the rest of the trader system worked out. I think the hardest part may be the fact that you can use /bazaar search from any zone and purchase items directly through that system. It then sends the purchased item to the parcel system, which is another system that will need to be implemented.

This is the first time I have messed with bazaar stuff at all, so it is taking a while for me to get familiar with it and work my way through it. Hopefully I can get it all worked out.

thepoetwarrior
02-07-2013, 01:53 PM
Not sure if this was mentioned yet, but just tested RoF and quest npc that was suppose to give back more than 1 item only gave back the 1st item, and the rest of the items were not on cursor. I realize RoF / F2P isn't 100% yet but just adding this one if not known yet.

trevius
02-07-2013, 02:06 PM
Not sure if this was mentioned yet, but just tested RoF and quest npc that was suppose to give back more than 1 item only gave back the 1st item, and the rest of the items were not on cursor. I realize RoF / F2P isn't 100% yet but just adding this one if not known yet.

Yeah, that is a known issue with the cursor buffer. It actually does give everything back, but you can't access the cursor buffer without zoning or relogging. So, if you got 4 items back, you would need to zone 3 times to actually get them all off of your cursor. I think Uleat may have a solution for this in the works. In the mean-time, at least there is no item loss involved, it is just an annoyance to have to zone to get the items back.

thepoetwarrior
02-07-2013, 02:11 PM
Oh, thanks for the info! So happy no item loss!

Edit: Found your post on page 5 about augs, sorry for spam

I know I know, I got 8 pages to read here + forum search :)

Drajor
02-09-2013, 07:47 AM
BUG:

Command - #unscribespells

Spells stay in RoF spell book, but can not be mem'd. After relogging the spell book is empty. On UF the spell book is wiped immediately. Looks like OP_DeleteSpell may have changed a little.

Zia
02-09-2013, 09:10 AM
While I do not play either on PEQ nor the Test server (I can not seem to find it?) I have noticed a few things on the server I do play on. I hope I am doing the right thing posting them here, otherwise just ignore this post! :)

1. Going to third person camera and then to first person will make the particles from both primary and secondary slot items show on your screen. This is surprisingly annoying.

2. There are no sounds while casting spells. There are sounds when they are landing though.

3. Maps do not seem to work correctly. I have not been able to pin-point this exactly, but in some zones the map is not displayed. My map for Nedaria's Landing refuses to show itself, for example. This map I downloaded and is not the original map (if there even was one).

4. Charms (ie, Intricate wooden figurine) is empty, as is the Adventurer's stone.

5. Checking out charm slot stats can make you go LD. It does not happen every time, but frequently enough for it to be some sort of pattern.

Zia
02-09-2013, 10:35 AM
3. Maps do not seem to work correctly. I have not been able to pin-point this exactly, but in some zones the map is not displayed. My map for Nedaria's Landing refuses to show itself, for example. This map I downloaded and is not the original map (if there even was one).

Scrap this. Today it worked fine, for some reason. :???:

Drajor
02-09-2013, 11:04 AM
There is a new skill ID listed in skillcaps.txt. Skill 76.
Also 'BERSERKING' (72) is not listed.

liquest
02-10-2013, 07:55 PM
Haha, so i was checking out the new armor graphics (heros Forge) And i went to /bow to a player. Meet Garorn the Super woodelf.

https://sphotos-a.xx.fbcdn.net/hphotos-frc1/819264_10151287893727507_111978362_o.jpg

prickle
02-11-2013, 12:38 AM
did the Guild Lobby ever get merged back into main?

I ask because my RoF clients are still unable to enter the Guild Lobby. I made sure it's not my client by logging into PEQ's server and verifying my ability to get into the Guild Lobby with my RoF client. I as able to.

On my server, I cannot enter with my RoF client, but I can with my UF client. So, I thought I'd ask if the necessary bits have been added back into main, before i start down my rabbit hole ...

sorvani
02-11-2013, 01:27 AM
GL in RoF is a new zone actually. On PEQ it is a separate instance and cavedude has implemented a script to bounce you to the right version based on your client.

Derision
02-11-2013, 03:50 PM
BUG:
Command - #unscribespells

Spells stay in RoF spell book, but can not be mem'd. After relogging the spell book is empty. On UF the spell book is wiped immediately. Looks like OP_DeleteSpell may have changed a little.


2. There are no sounds while casting spells. There are sounds when they are landing though.


These two are fixed in the latest Rev. First was an incorrect opcode and the second was a changed struct. Thanks to both of you for the bug reports.

Drajor
02-11-2013, 10:13 PM
These two are fixed in the latest Rev. First was an incorrect opcode and the second was a changed struct. Thanks to both of you for the bug reports.

Winner! :D Cheers heh

trevius
02-13-2013, 07:47 AM
As now noted at the top of the first post of this thread in big red letters, Steam has updated the RoF download to the Jan 16th patch from Live, so it is no longer compatible with EQEmu.

It was a known possibility that Steam might start doing semi-regular updates to the client downloads. Hopefully if they continue, it is at least automated on their end (which I suspect it is), which should mean the dates it gets updated would be predictable. The current interval was about 2 months (RoF was added to Steam on 12-13-2012, and the earliest report of it being updated was on 02-11-2013). If the updates are every 60 days (which lines up with what we know so far), that would put the next Steam download update at about 04-12-2013. If it happens then, that should confirm their schedule, which should make it easier to plan for and make people aware of pending updates.

The EQEmu Dev Team is already discussing our options to make a solution for regular updates. The good thing is they are less frequent and hopefully more predictable than Live patches. The bad thing is it will require regular upkeep from the Dev Team to keep EQEmu working with Steam. As far as I know, Steam is still our best option for an easily and legally attainable client so I think it is worth the effort if we can streamline it.

I can get opcodes updated from patches fairly quickly now. And the ShowEQ team normally figures out the position update struct changes pretty quickly (which happen every patch), so those are 2 pretty big parts of making a client compatible that can be done quickly and easily. There will still be struct changes required here and there and those are not predictable and will have to be worked as they are found. At least by keeping up with them regularly, we shouldn't run into too many major changes for most of the updates which should limit the amount of work required for getting a new client fully compatible. The difference in time between the UF client and the RoF client was pretty long (over 2 years), which is why it is taking so long to get the RoF client fully compatible. By keeping up with the clients regularly, it will mean just a little work is required at a time and the new client will be complete unless there was a major overhaul of some system that requires major changes on our end (which shouldn't be too frequent).

My main concern is how to deal with having multiple versions of the same expansion all compatible with EQEmu. We can easily enough just copy the patch files in the source and make adjustments to the copies. But, that leaves us with potentially dozens of different patches to deal with eventually. This isn't really a problem until we try to implement a new system that we want to give all clients support for. For example, if we eventually add in Shared Tasks or the Expedition system, we would not only have to add structs, opcodes, encodes and decodes to Titanium, SoF, SoD, UF and possibly RoF, but we might also have to add them to 15 (made up number) other version's patch files as well. It would mean the same thing for any packet related fixes that get put in. This is nearly impossible to manage, and would probably lead to new stuff and fixes only being implemented into the latest client, which certainly isn't ideal if it can be avoided.

Another problem is that in order to support all clients properly, the dev team has to actually have all clients and test each one if the change might break something with certain clients. This is bad enough now having 5 or more installs at ~10GBs each, but at 20 installs that is just insane to even consider.

Since each client potentially has packet struct changes for packets that aren't already encoded/decoded, the patch files are just going to keep getting bigger and bigger even if there are only minor differences between the current client and the version just before it. One idea I have had so far (but not really sure how to implement) would be to have mini-patch files that only include the structs and encodes/decodes that differ from the client directly previous to it. So, if only the position updates and spawn struct gets changed, then those are the only structs and encodes/decodes we would need to put in there. If this is possible, it might resolve the issue with having to update multiple patch files anytime we implement a new system or put in a packet-related fix. We would just add the update to the main patch files for the expansion and the mini-patch files would inherit the update without needing to be touched.

Another possible (but less ideal) solution would be to only support something like 2 new client versions at a time. So, every 60 days (assuming that is the schedule for Steam updates), we would delete the client from 2 updates ago and add the latest one in its place. This way, people who already have the current client will not run into issues at all until the next update, and the latest/new version will be added and compatible ASAP so people getting the new download will be able to use it soon after the update happens. This solution would work, but is extra headache for players. It would mean players would have to download a new client at least every 60 days, and copy over their character files, maps, update their UI, etc. each time.

We could also possibly consider coding the packets that get sent out to be sent in the format used by the latest clients and then adding encodes to the older clients and removing them from the newer ones. This might make it easier to feed through the newer patch files, and would allow us to send all of the correct data from the server instead of having to fake it or put in hacks on the encodes and decodes for newer clients. It would be a pretty good amount of work and testing through. It would be good to do, but I am not sure that it would really help with the issue of having multiple patch versions to deal with.

No matter what the solution is; if we decide to start keeping up with the Steam updates, it would also mean all servers that want to allow the newer clients would have to update after each new client is added. Otherwise players running the latest client won't be able to play there, which would cause problems for all people new to EQEmu at that time.

Some of the goals for a solution are:
1. Minimal time investment required for devs to make new clients fully compatible.
2. Minimal work required to add new systems and packet-related fixes to previous clients.
3. Ability to continue supporting previous clients within reason.
4. Least amount of impact on Players.
5. Simplifying/automating the dev update process where possible.

Anyone that has ideas and is knowledgeable of the workings of the EQEmu patch files, feel free to chime in!

trevius
02-13-2013, 07:58 AM
BTW, I updated my RoF Test Server with the opcodes from EQExtractor2 for for the Jan 16th client and updated the position updates in the structs to match what ShowEQ has for the that client as well. I did not create it as new patch files yet (I just edited the RoF ones), so the Dec 10 2012 doesn't currently work on the server, but the Jan 16 2013 one does.

The good news is that I got in first try. The bad news is there are probably some opcode and struct issues as many things aren't functioning properly. Though, I imagine it won't be hard at all to get the client up to speed with our Dec 10 2012 RoF client.

lerxst2112
02-13-2013, 07:03 PM
There was another live patch today. I suppose we can see how long it will take to get to Steam.

[Wed Feb 13 14:46:16 2013]00000:Starting EverQuest (Built Feb 11 2013 19:17:05)

wolfwalkereci
02-13-2013, 08:24 PM
Whatever you guys need to do to stay sane. No one can argue with that.
Myself I look forward to the day eqemu removes all support for titanium.
I hate that client with a passion.

blackdragonsdg
02-13-2013, 10:56 PM
There was another live patch today. I suppose we can see how long it will take to get to Steam.

[Wed Feb 13 14:46:16 2013]00000:Starting EverQuest (Built Feb 11 2013 19:17:05)

Well your wait is over. I just downloaded Everquest F2P off Steam and it matches current live again.

lerxst2112
02-14-2013, 02:20 AM
There's another emergency patch tomorrow. If it changes the exe we can see if that shows up immediately as well.

trevius
02-14-2013, 07:19 AM
This is a bit depressing :P

I am not really sure what to do about this. At this point, we might as well be chasing Live if they keep this up, which is a headache for multiple reasons. Hopefully we can come up with a good solution for this. The best way may be to see if we can simplify the update process as much as possible. Otherwise, we will have to consider what alternatives there are or if it is even worth working on new clients. I still think it is worthwhile to get the RoF client completed, but we will need to figure out what to do about these update issues first.

rhyotte
02-14-2013, 05:15 PM
We can hope this is the initial "patch up" sequence for a new client where SoE is bringing it up to a certain stability level.

liquest
02-14-2013, 05:41 PM
This is a bit depressing :P

I am not really sure what to do about this. At this point, we might as well be chasing Live if they keep this up, which is a headache for multiple reasons. Hopefully we can come up with a good solution for this. The best way may be to see if we can simplify the update process as much as possible. Otherwise, we will have to consider what alternatives there are or if it is even worth working on new clients. I still think it is worthwhile to get the RoF client completed, but we will need to figure out what to do about these update issues first.

Do you think it would be best for people to grab the RoF FTP client while they still can?

gibroni
02-14-2013, 06:40 PM
It's been posted for a month for people to grab ROF client from steam on various sites.

ChaosSlayerZ
02-14-2013, 08:01 PM
This is a bit depressing :P

I am not really sure what to do about this. At this point, we might as well be chasing Live if they keep this up, which is a headache for multiple reasons. Hopefully we can come up with a good solution for this. The best way may be to see if we can simplify the update process as much as possible. Otherwise, we will have to consider what alternatives there are or if it is even worth working on new clients. I still think it is worthwhile to get the RoF client completed, but we will need to figure out what to do about these update issues first.

imho, don't waste your time trying to keep up with every patch
stop at that last version for RoF that already working, and wait till they put up next expansion. That would be logical imho.

demonstar55
02-14-2013, 08:06 PM
imho, don't waste your time trying to keep up with every patch
stop at that last version for RoF that already working, and wait till they put up next expansion. That would be logical imho.

Just they want an easy to obtain client. That is also legal to obtain.

sorvani
02-14-2013, 08:14 PM
Just they want an easy to obtain client. That is also legal to obtain.

Precisely, otherwise, how would people be able to get said client to play? They couldn't.

wolfwalkereci
02-15-2013, 10:25 AM
Then people need to pay attention and get the clients when they are released and before they get patched.
It's not like RoF was a giant surprise, but the players that do not, will not or just refuse to visit eqemu forums / server forums do not deserve to whine that they can not acquire a legal client.

demonstar55
02-15-2013, 11:31 AM
Then people need to pay attention and get the clients when they are released and before they get patched.
It's not like RoF was a giant surprise, but the players that do not, will not or just refuse to visit eqemu forums / server forums do not deserve to whine that they can not acquire a legal client.

But most of there driving force behind new client development is to gibe us a legally obtainable client, and I think Trev just likes doing it.

wolfwalkereci
02-15-2013, 12:32 PM
Well people should check the emu forum at least once a month.
It's not like the news posts are happening every day so people have no excuse for not being aware of the client.
The client patching people have a excuse for, no way to know if its your first time downloading it if its been patched to something newer then current emu supported version.

Davood
02-15-2013, 02:00 PM
People "should" do alot of things. unfortnatelu they don't

one thing you learn when you develop software and systems is that the developers are the only "good" users

you really have to plan systems with bad users in mind

bad_captain
02-15-2013, 02:42 PM
Or people who have not heard of EQEmu yet. How were they supposed to read a message to download the RoF client when they haven't heard of it yet?

If updates keep coming, then certain versions should be targeted at some interval ( first patch in even months, quarterly, whatever) and work on getting those fully functional , while opcodes canbe updated whenever possible for EQExtractor purposes. If people know to download latest client every two months or whatever, it would be doable. Although if updates keep coming, it might work almost as well to just off of live, pick your interval and go at it. People would need to backup clients at those intervals, which may not work out as well, but something will need to be the official plan and communicated well.

FievelMousey
02-18-2013, 01:07 AM
Someone needs host the Dec 2012 version on a site like oldversion.com does programs as was free I dont see why someone couldnt do that.

blackdragonsdg
02-18-2013, 01:15 AM
Someone needs host the Dec 2012 version on a site like oldversion.com does programs as was free I dont see why someone couldnt do that.

It is not done that way because it would violate more than a few copyright laws.

c0ncrete
02-18-2013, 01:16 AM
because sony would slap them with a c&d as soon as they found out.

wolfwalkereci
02-18-2013, 07:18 AM
pick your interval and go at it. People would need to backup clients at those intervals, which may not work out as well, but something will need to be the official plan and communicated well.

Thats all I want to see, a communicated interval for client updates that the team will support.
However as long as the original download version from steam works I guess I can't complain.

FievelMousey
02-18-2013, 03:21 PM
because sony would slap them with a c&d as soon as they found out.

I dont see how as it was a free to get thing they published. If that case why dont the software companies stop oldversion.com etc. And if sony cared dont you think they go after eqemulator site by now as i am sure money they got they win if wanted try. I dont think they care EQ is EOL in there eyes

demonstar55
02-18-2013, 04:02 PM
I dont see how as it was a free to get thing they published. If that case why dont the software companies stop oldversion.com etc. And if sony cared dont you think they go after eqemulator site by now as i am sure money they got they win if wanted try. I dont think they care EQ is EOL in there eyes

Just because the software is free, doesn't mean it's legal to redistribute without a license from the copyright holder.

c0ncrete
02-18-2013, 05:19 PM
I dont see how as it was a free to get thing they published. If that case why dont the software companies stop oldversion.com etc. And if sony cared dont you think they go after eqemulator site by now as i am sure money they got they win if wanted try. I dont think they care EQ is EOL in there eyes

seriously? we're not talking about other software companies. we're talking about sony. in case you were unaware, sony has a rack record of going after people via litigation for exactly this sort of thing.

as to your belief that they don't care because it's eol... why would they be releasing patches and new content if that were the case?

FievelMousey
02-18-2013, 05:23 PM
they patch to milk all money they can to Everquest Next is out then i bet EQ dies.

c0ncrete
02-18-2013, 05:33 PM
they patch to milk all money they can to Everquest Next is out then i bet EQ dies.

many people expected that to happen when wow and/or eq2 came out. yet here we are, in 2013, and they're still putting out content for the original.

kebtiz
02-18-2013, 06:22 PM
I dont see how as it was a free to get thing they published. If that case why dont the software companies stop oldversion.com etc. And if sony cared dont you think they go after eqemulator site by now as i am sure money they got they win if wanted try. I dont think they care EQ is EOL in there eyes

There is a fine line in the legal field, Emu is acceptable because they don't touch the client, officially supporting an illegally obtained client would be a death wish.

Isobel
02-22-2013, 01:17 AM
GL in RoF is a new zone actually. On PEQ it is a separate instance and cavedude has implemented a script to bounce you to the right version based on your client.

Is there any idea if this will ever be changed so that the RoF client won't instance you on PEQ? I can change to titanium to get into the lobby with people, but I'd love to know if I'll be able to ditch titanium and stick with RoF.

On the flipside, if I was able to get UF, would that give me a non instanced lobby?

I'm a complete n00b to eqemu so I apologize for my ignorance, I haven't even delved into MQ yet lol.

wolfwalkereci
02-22-2013, 09:19 AM
2. Guilds - Most of the guild stuff is now functional. Editing Guild Ranks & Permissions and the Guild Bank are currently actively being worked on by the Developers.

Was this ever finished for any version of this client? I'm still using 20121210 build and nothing guild related works. Searched this thread for keyword 'guild' and didn't see anything related.

ie can not speak in guild, invite, kick, change member permissions, motd etc.

cavedude
02-23-2013, 12:48 PM
Is there any idea if this will ever be changed so that the RoF client won't instance you on PEQ? I can change to titanium to get into the lobby with people, but I'd love to know if I'll be able to ditch titanium and stick with RoF.

On the flipside, if I was able to get UF, would that give me a non instanced lobby?



As it was said, HoT+ clients use a different physical zone than the clients below them. We want to stick with stock clients, so those clients will always have to go to their own shared instance. Once the Live client situation is sorted and more people begin using the new client, the player population of the HoT+ GL instance will increase obviously. It isn't a private instance or anything like that, everybody with the new client will go to the same instance.

RoF is the only client that uses this new instance, all the other clients supported by EQEmu including UF use the original version of GL.

Andrew80k
02-23-2013, 07:00 PM
So what version of the RoF client is working with the Emu? I rebuilt my server this morning and my 12/12 client is not logging in. Server just disconnects the client. Before I dig too much into why I want to make sure I should be able to.

Derision
02-23-2013, 07:19 PM
So what version of the RoF client is working with the Emu? I rebuilt my server this morning and my 12/12 client is not logging in. Server just disconnects the client. Before I dig too much into why I want to make sure I should be able to.

Welcome back :)

The version that is compatible is:

Starting EverQuest (Built Dec 10 2012 17:35:44)


No other version will work.

Andrew80k
02-23-2013, 10:24 PM
Welcome back :)

The version that is compatible is:

Starting EverQuest (Built Dec 10 2012 17:35:44)


No other version will work.
Thanks! Finally finished my Masters degree...

Must still be doing something wrong...

Armm
03-03-2013, 10:44 PM
PEQ 2506, latest GIT 3/2/2013, using ROF client.... Once you go past Combat stability 28 for whatever reason, the AA dissapears from the list. Relog wont bring it back. If you log in with a UF client you can see it again and advance to 33/33. Character level was 90.

Sarpanda
03-06-2013, 02:07 AM
I am sure I'm missing this from somewhere, but there are several zones, like ones around Freeport, that has mob that I can't interact with and/or attack. Basically, any of the revamped zones. Is this a known issue with the RoF client ...or have I yet again not got something set up right? ^_^

blackdragonsdg
03-06-2013, 02:21 AM
They are probably flagged as non combat since PEQ was still working on most if not all of the revamped zones around Freeport. You can change it if that is the case just change the cancombat field in the zone table. It is possible they are restricted in some other way but the cancombat flagging is the easiest way to accomplish such a task.

Sarpanda
03-12-2013, 10:27 PM
They are probably flagged as non combat since PEQ was still working on most if not all of the revamped zones around Freeport. You can change it if that is the case just change the cancombat field in the zone table. It is possible they are restricted in some other way but the cancombat flagging is the easiest way to accomplish such a task.

Thank you, that surely made the zones combat capable...although it changed them all to use the old world zones instead of the newer ones. I guess it's all still a work in progress. :)

blackdragonsdg
03-13-2013, 09:30 PM
Thank you, that surely made the zones combat capable...although it changed them all to use the old world zones instead of the newer ones.

The cancombat flagging does not affect which version of a zone that you will be taken to. The version of a zone you zone to is likely controlled by some sort of bit masking in zone_points or on a clickable object or door. I am not entirely sure where that is done at or how it works.

Armm
03-14-2013, 02:02 PM
Using ROF client (tried UF and works fine..) you cast rezz on a corpse of any level (tried 60-85-95) and the accept dialogue comes up, but after clicking yes you don't get ported and don't get exp back.

Using latest GIT pull from March 14,2013..

Only thing i can find in logs is

[03.14. - 12:50:01] Wrong size: OP_RezzAnswer, size=232, expected 228

hope that helps.

lerxst2112
03-14-2013, 06:37 PM
Which RoF Client? http://www.eqemulator.net/wiki/wikka.php?wakka=ClientVersions

Armm
03-14-2013, 07:06 PM
[Thu Mar 14 17:59:15 2013]00000:Starting EverQuest (Built Dec 10 2012 17:35:44)

is the ROF client version.

Derision
03-15-2013, 05:48 PM
Using ROF client (tried UF and works fine..) you cast rezz on a corpse of any level (tried 60-85-95) and the accept dialogue comes up, but after clicking yes you don't get ported and don't get exp back.

Using latest GIT pull from March 14,2013..

Only thing i can find in logs is

[03.14. - 12:50:01] Wrong size: OP_RezzAnswer, size=232, expected 228

hope that helps.

This should be fixed now.

Armm
03-15-2013, 06:19 PM
Thanks much!!

Preacher
04-03-2013, 07:57 PM
Just looking for an update on having the RoF steam download fixed. I am currently stuck on Titanium. I truly appreciate everyone's hard work on it.

demonstar55
10-05-2014, 11:30 PM
Charms will no longer open books :P but sadly still no stats.

Augments are also fully functional and I think guilds "work" just the newer stuff doesn't yet or something?

Apologetic
10-09-2014, 12:12 PM
I was wondering if this client is still getting updated? I was in particular curiosity if it is now pretty much playable with minimum side effects on most EQEmu servers, particularly SH

demonstar55
10-09-2014, 01:31 PM
I was wondering if this client is still getting updated? I was in particular curiosity if it is now pretty much playable with minimum side effects on most EQEmu servers, particularly SH

The client works, just a few bugs that still need to be worked out, if they're too much for you, then you may want to look into another client. (charms show no stats, bazaar trader modes doesn't work, cursor buffer doesn't work you only get one item on your cursor then you have to zone to get the next ...)

As for SH, I'm not sure :P

Apologetic
10-10-2014, 10:21 AM
The client works, just a few bugs that still need to be worked out, if they're too much for you, then you may want to look into another client. (charms show no stats, bazaar trader modes doesn't work, cursor buffer doesn't work you only get one item on your cursor then you have to zone to get the next ...)

As for SH, I'm not sure :P

Well from what I can tell it is definitly a great client (better then UF IMO) and I don't know if is the code that Trev uses but the charms display on my screen. Just fyi not sure if it means anything, Thanks for the response! Only thing bugging me is that I can't zone from GH to GL but like I said, I do appreciate the time you guys put into this client.

demonstar55
10-10-2014, 11:57 AM
Well from what I can tell it is definitly a great client (better then UF IMO) and I don't know if is the code that Trev uses but the charms display on my screen. Just fyi not sure if it means anything, Thanks for the response! Only thing bugging me is that I can't zone from GH to GL but like I said, I do appreciate the time you guys put into this client.

Im guessing its a non-scaling charm then

Uleat
10-10-2014, 06:42 PM
I submitted a fix for the GH/GL issue a bit ago..I'll see if I can find my notes and submit the RoF portion again.

demonstar55
11-15-2014, 12:42 AM
Charms should now work

https://github.com/EQEmu/Server/commit/44bfdfebc201c61c5a030f92fe7eca20412305db

Nibiuno
11-15-2014, 10:43 AM
Any reason two extra bag slots randomly show up using the RoF client? Sometimes I have 8, sometimes 10. If anything goes in the extra 2 slots, it thinks I have something on my cursor and Ive had to delete everything in my inventory to stop it.

demonstar55
11-15-2014, 11:36 AM
If you currently have #gm on it will show them, just ignore them or #gm off

demonstar55
11-21-2014, 03:14 AM
Also new client feature that needs server support: Zone Guide.

javewow
10-09-2017, 07:03 AM
Rof Click on the items lead to collapse!!

help me