Ya, I got the dev kit and have used it and it seemed to work ok I think. I did get alot of warnings about not being able to find certain things from some of the lib files like the zlib, but I didn't get any errors.
I will probably try it out again and see if I can get a windows server just for me to test on maybe tonight. I know it works for me to run on a second server from the same IP, but I am the only one able to connect to it (due to no port forwarding for port 9000 since it is used by my Linux server). Which is perfectly fine for testing purposes. Maybe I can write a batch file to move all of the required files for the emu to run from the dev kit directory to my normal eqemu directory so I don't have to move them all manually each time. Should be pretty easy and I didn't think about that until now hehe. |
this works - I made all original changes posted here by trevius and Scorpious2k, including i removed all the extra "/*0016*/ char unknown0016[16];" i saw while changing the 32's.
So now we have a few fixes that WORK; -the Azone fix -the Flee fix -and this newest door fix Scorpious2k; are we going to get all this put into the source so everyone can try it out, or am I "pipe dreaming"? I ask you because it seems you're the "last Mohican" to these forums :) BTW THANK YOU Scorpious2k and trevius!!! |
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And even though I started the work on it, it certain couldn't have been completed without the catch from S2K! So, I certainly don't deserve all of the credit lol. Nice catch! Once you mentioned it, it made perfect sense that those 16 chars were there all along, but weren't being used for some reason, so they just stuck a filler in there to fill the gap (probably because they thought it was used for something else that was unknown). Should have been 32 from the start hehe. I will get the fleeing code added and this doors fix into my next code release probably tonight and post a link in the same thread that I have been posting my unofficial 1110 updates in. This will be version 1110d when I get it done and include all of the prior code as well. I can also add the azone patch if I can figure that out. Is that patch even used for anything on the server, or is it just a stand-alone utility for making the maps? I am just curious if that helps actually deal with the maps when the server is running or if it is completely separate. You are more than welcome to review my post linked below and use any of them for the official code 1111 release if you want. I will leave the win32 compile up to the devs if they want to use my source version, mainly because I am a little iffy on how my windows compiles go with the setup I use. The post describes everything that has been added to the code. I have tested everything accept for the IP limiting and it all works and the server has no other bugs so far from any of the code changes. I am certainly not a coder, but I can definitely add in updates that actual coders have submitted and test them pretty thoroughly since my server gets a decent amount of players relative to most servers (120+ at peak times). I can't wait to get those doors changes in! I already have all of the <16 char doors placed in Dreadspire and will add the >16 char ones when I get this added. I will post the door table info for Dreadspire when I have it all done so anyone else can use it if they like. Also, if anyone knows the sql to change the name field in the doors table from 16 char to 32 char, please post it so I can make note of that for anyone using the new 1110d code when I get it done. I always just use Navicat, so I am mysql illiterate lol. Otherwise, I will just explain how to do it in Navicat for anyone that wants to. |
I forgot about that, here it is;
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ALTER TABLE `doors` MODIFY COLUMN `name` VARCHAR(32) CHARACTER SET latin1 COLLATE latin1_swedish_ci NOT NULL; |
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Make Derision's modifications "http://www.rama.demon.co.uk/azone.patch" to the original azone (Build 1110). Does any one have the watermap patch? If so please PM it to me. For Windows Compile, you will have to add files to the project (file.cpp, zon.cpp, ter.cpp, pfs.cpp) Add to azone.cpp near #include "ter.hpp" (you many have to add the path to the project for zlib) #ifdef WIN32 #pragma comment(lib, "Ws2_32.lib") #pragma comment(lib, "zlib.lib") #endif Add to pfs.cpp near #include <string.h> #ifdef WIN32 #include <winsock2.h> #endif Change global.hpp, put #ifndef around #include <netinet/in.h> #ifndef WIN32 #include <netinet/in.h> #endif Move some variable definitions from wld.c to wld.h unsigned short d6size; char *encstr; float f1, f2, f3, f4; Build Azone, this will create Azone.exe (copy this to c:\temp) Use this SQL to make a batch file, save the csv file to c:\temp\kopy.bat (run in mysql query browser, and save as csv. then delete all double quotes) select CONCAT(CONCAT('copy \\umEQE\\', short_name),'.EQG c:\\temp') as name from zone union all select CONCAT(CONCAT('copy \\umEQE\\', short_name),'.S3D c:\\temp') as name from zone make sure you change \\umEQE\\ to the directory of where you installed EQ Titanium (NOTE in mysql \\ means \ ) Save the Visual Basic Script as c:\temp\RunAzone.vbs make sure the directory c:\temp exists and only has these files (kopy.bat, Azone.exe, RunAzone.vbs) run kopy.bat (start, run, type "cmd", cd \temp, kopy) run RunAzone.vbs (double click) 'copy the newly created map files to your server's map directory (you may want to back up first) Code:
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If you can get it to me in some kind of a package I will move it to live. |
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Diff/patch files for door fix
Scorpious2k, I hope you can use this;
zonedump.h Code:
--- source-1110/zone/zonedump.h 2008-04-09 04:08:33.000000000 -0400 Code:
--- source-1110/common/patches/Titanium_structs.h 2007-08-27 01:41:44.000000000 -0400 Code:
--- source-1110/utils/schema.xml 2005-04-24 12:21:44.000000000 -0400 Code:
--- source-1110/common/patches/Live_structs.h 2007-02-15 19:04:32.000000000 -0500 Code:
--- source-1110/common/eq_packet_structs.h 2008-04-13 12:11:06.000000000 -0400 Code:
--- source-1110/zone/entity.cpp 2008-05-30 18:44:12.000000000 -0400 Code:
--- source-1110/zone/doors.h 2008-04-09 04:08:33.000000000 -0400 Code:
--- source-1110/zone/doors.cpp 2008-04-09 04:08:33.000000000 -0400 Code:
--- source-1110/common/dbmemshare.cpp 2006-03-18 23:09:26.000000000 -0500 Client62_structs.h Code:
--- source-1110/common/patches/Client62_structs.h 2007-02-15 19:04:32.000000000 -0500 Code:
--- source-1110/common/patches/Anniversary_structs.h 2007-08-05 17:13:12.000000000 -0400 If it's not right, tell me how it needs to look for you |
This should all be in version 1111 which I updated last night.
Good work all! |
These got left out of the 1111 update;
Titanium_structs.h Code:
--- source-1110/common/patches/Titanium_structs.h 2007-08-27 01:41:44.000000000 -0400 Code:
--- source-1110/common/patches/Live_structs.h 2007-02-15 19:04:32.000000000 -0500 Client62_structs.h Code:
--- source-1110/common/patches/Client62_structs.h 2007-02-15 19:04:32.000000000 -0500 Code:
--- source-1110/common/patches/Anniversary_structs.h 2007-08-05 17:13:12.000000000 -0400 |
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Will update in a few minutes. |
I still see one more for the door fix that's not changed yet;
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--- source-1110/utils/schema.xml 2005-04-24 12:21:44.000000000 -0400 |
LOL, when I put that list together, I did it mainly just by searching for doors and anything set to 16 for the name field. I am not even sure if that schema.xml is still used or what it is used for. But, the doors are definitely working great now, so might not be much reason to change it other than to keep consistency.
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