That is great news KLS! Considering that most other item related packets shouldn't be all too big, I think getting items working in the first place will be the hardest part. After that, it should just be adjusting a few small structs slightly and then finding a few opcodes.
Also, I didn't really think about it until now, but I am betting my issues with AAs displaying is also related to the expansion field issue that Derision mentioned that is causing the Power Source slot to not show up. I will mess with it a bit more. Right now, I am reworking a bit of the player profile struct to be more in line and accurate to what Derision's packet log shows. It seems to be helping so far, at least for displaying armor materials. I know that alot of that struct is already lined up properly, so it is mostly just adjusting the sections in between the parts that already line up. I am not sure why, but my AA window shows that I have 917 unspent AAs (which is accurate to what Titanium shows), but only 62 spent AAs even though Titanium shows 260 spent. Maybe that too is expansion field related, but it makes me think that maybe that field is just in the wrong place. Though, it looks like it should be in the right place from everything I have referenced so far (packet collects, showeq structs and Titanium structs). And, OscarGrouch, I am not sure what you are trying to accomplish with the different clients you are trying. We will not be using any client after SoF, so any after that is nearly pointless. Yeah, you can find opcodes to log in to character select pretty easily, but that is very easy compared to filling in all of the packet structures properly and the rest of the missing opcodes. Plus, it is unlikely that we would ever want to use a client that isn't legally attainable. The expansion information you are talking about, I am guessing is the list of expansions that show up at the server select screen. That doesn't matter to the development of SoF at all. So, you shouldn't use any more time on that unless you have something else you are working on that isn't related to this development. Maybe I am just not clear on what it is that you are trying to accomplish. |
That field is probably in the wrong place. Speaking of wrong placed fields the pop combat ratings seem to of moved... along with faction mods, and I'm still trying to plot out the entire rest of the packet but it's slow goin, hopefully I'll have enough done to start loading inventory soon though.
Ima revise that I don't think they moved but something is definitely keeping them from displaying, there must be some bit that controls that column's vis. |
If you get a chance could you go collect a book type item from live? I'm not sure how they're doing filename now... it does seem to be an int size but I'd like an item to study before moving on.
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I wouldn't be too surprised if they weren't showing up because we weren't sending the correct expansion packet like Derision said. It is keeping the Power Source slot from showing up, so maybe it also keeps PoP stats from showing up. I am interested to see how much that expansion packet corrects. I have a feeling it will help my AA window issues and probably the max level of 75 issue too.
I am mostly trying to clean up the spawn struct, illusion struct and player profile some while I wait for Derisions next update. There is still plenty I can work on, so no rush :) And yeah, I will try to get a book now. |
Here is a noobie note that should work just as well as anything. The 02 I bolded is itemtype 2 for book:
Code:
Feb 13 2009 18:46:22:638 [Decoded] [Server->Client] [Size: 11915] |
No, no I don't think that's it at all. I notice when I get my offsets wrong and the items clip each other and I get a 2nd item with garbled stats I'll see accuracy strikethrough etc.
I'm really bad with messing up my offsets too, when I'm stepping through 500 bytes just to realize I've gotten off by 1 byte I wanna kill myself... need to finish this structure already. |
You know what it was? I had an uint8 instead of uint32 in one spot and incidentally 3 extra bytes not far down so I didn't catch it right away.
It's basically structured now ima try getting an inventory to load... but first... I've had it up to here with Code:
[02.13. - 21:08:30] [NET__IDENTIFY] Unable to identify stream from 192.168.1.110:1540 before it closed. Also, if you are able to get a collect of an item with an augment socketed sooner or later that'd probably help. Tho I wont be doing that at first. |
Here is "Signet of Might" with an "Onyx Orb of Aggression" augmented in it:
Code:
01 00 00 00 00 00 00 00 04 | ................ |
I've committed the Character Creation stuff.
You will need to update your Expansions variable to see the Power Source slot. I used 16383. The hairstyle/color on the Character Select screen is wrong for Drakkin, but seems OK for other races. Tutorial button doesn't work yet. The character creation in SoF is different in that it doesn't send the player_choice field anymore, rather it sends the actual ZoneID of the requested start zone, so I created a new WorldDatabase::GetStartZoneSoF to handle SoF clients that puts new characters in Crescent Reach if there is no matching entry in start_zones. I'll try and sort out the tutorial button and then maybe try and find out why you get kicked to character select when you die. |
OK so:
http://i8.photobucket.com/albums/a2/...e/EQ000008.jpg /cheer I'll commit tomorrow I think. A lot of fields are off, esp with respect to item clickies and scrolls and stuff. Delay seems to of become lost too. But I think it's to the point that it's workable enough that other people besides me should have to do all the work... Now it's 5hrs past my bedtime but I had to finish that, I'm going to bed =( |
Not sure if this will help, but EQItems has an SVN for their itemcollector which may help find the serialization info.
I think this is from Live: http://eqitems.13th-floor.org/svn/it...ct/EQItem.java Code:
protected static final int fieldinfo[][] = { http://eqitems.13th-floor.org/svn/it...lvingItem.java Code:
protected final static int fieldinfo[][] = { |
Some good info in there, most known but a few things helps. The biggest problem isn't where things are.. we know for the most part but between versions bytes will slip into strange places and throw offsets off a bit which is what causes fields to be off... and it's annoying as heck btw.
Also I'm going to commit some more item stuff even tho I promised myself I'd take a break. Item movement and bags should work after this. Some items also cause the client to 'crash', it's an odd crash the client just fails to load and eventually just exits to the desktop with no error. Nothing even in log. Something about the item packet is malformed and causes this. Code:
[Sat Feb 14 23:43:06 2009]00318:MSG_TIME_STAMP received. (Items inc). |
Yeah, at some point, the item packet gets off and causes the crash. From the example I have, it looks like it is just trying to load a slot that doesn't exist:
Code:
[Sat Feb 14 17:34:17 2009]00216:MSG_TIME_STAMP received. (Items inc). On another note, I was hoping that the expansion struct that Derision added would help my AA structs to start working, but they aren't working just yet. I will keep playing with those too. I am sure we can get them going soon. |
Nah I've had good loads with the client thinking it has a bad item slot. It finishes loading the item from the slot but then allocates way too much memory for the next item or something. Bad item slot just fails to load unless it's negative then you'll get an immediate crash... im not sure why some item slots get way off tho. I'll have to look at my output logs and make sure everything it looking right.
Code:
[Sun Feb 15 00:02:28 2009]00140:Received our Player from zone. MSG_EQ_NETPLAYERBUFF is next. |
Yeah, that info from 13th floor SVN is definitely useful. I just used it to correct delay, light, and a few other things in the struct and verified that the changes worked and are now accurate. I will try to go through the rest of the struct and see what else can be adjusted.
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