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Support::General Support Post all topics here having to do with errors while trying to connect to an EQEMu server but not about the setup/running of the Server itself.

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  #1  
Old 09-12-2005, 04:13 AM
kasodo
Fire Beetle
 
Join Date: Sep 2005
Posts: 5
Default Update

Anyone able to attack mobs or get the client to update with the server yet?
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  #2  
Old 09-12-2005, 05:25 AM
jillmatik
Sarnak
 
Join Date: Sep 2005
Posts: 51
Default No Luck

Still no luck attacking on mine.. here's a trick though to confirm that you aren't actually moving..

Zone in and run around as far as you want then target yourself and #summon

It'll summon you right back to where you zoned in. Not that we're still trying to confirm the fact that the character is not updating coordinates to the server... I think we're all in agreement there.

I'm anxious to get this working!

Aside from this, 0.6.2 on PEQ Velious RC1 is working pretty good. Some merchants work, some don't but it'll just take me some time.

Shredomatic: I was getting these errors too regarding my items table. At the end of the error message it was referring to missing fields.. I just manually altered the table with the fields it was asking for and this worked. I think I missed a .sql file in my setup.. try the following before doing your item import from 13thfloor:

Quote:
ALTER TABLE items CHANGE UNK145 UNK150 int not null;
ALTER TABLE items CHANGE UNK141 UNK145 int not null;
ALTER TABLE items CHANGE UNK137 UNK140 int not null;
ALTER TABLE items CHANGE UNK133 UNK135 int not null;
ALTER TABLE items CHANGE UNK129 UNK130 int not null;

ALTER TABLE items ADD clicklevel2 int not null AFTER clicktype;
ALTER TABLE items ADD proclevel2 int not null AFTER proctype;
ALTER TABLE items ADD wornlevel2 int not null AFTER worntype;
ALTER TABLE items ADD focuslevel2 int not null AFTER focustype;
ALTER TABLE items ADD scrolllevel2 int not null AFTER scrolltype;
After import, try running this:

Quote:
alter table items change unk130 unk129 not null;
alter table items change unk135 unk133 not null;
alter table items change unk140 unk137 not null;
alter table items change unk145 unk141 not null;
alter table items change unk150 unk145 not null;

alter table items drop column clicklevel2;
alter table items drop column wornlevel2;
alter table items drop column proclevel2;
alter table items drop column focuslevel2;
alter table items drop column scrolllevel2;
I tried finding the original post to reference this fix. Sorry I can't remember who to give credit to for this solution. It worked for me however and I hope it will work for you.

Last edited by jillmatik; 09-12-2005 at 01:37 PM..
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  #3  
Old 09-12-2005, 06:57 AM
WildcardX
Developer
 
Join Date: Apr 2003
Posts: 589
Default

Well the TCPConnection::RecvData() error 10053 is the result of the winsock function WSAGetLastError() spitting out the following error:

WSAECONNABORTED
10053
Software caused connection abort.
An established connection was aborted by the software in your host computer, possibly due to a data transmission time-out or protocol error.

I'm still reading the code to understand why for the love of baby jesus this is happening, but my edumacated guess so far is that this problem originates from the opcodes file...
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  #4  
Old 09-12-2005, 07:05 AM
WildcardX
Developer
 
Join Date: Apr 2003
Posts: 589
Default

Anyone out there running 6.2 with the PEQ Velious RC1 DB on a linux platform and do you get the errors I described above or is it running fine for you? I'd be interested to know because I have read in earlier posts that some might be seeing different server behaviour between a Windows platform and a linux platform. The server code does make a distinction in which code logic to execute based upon platform.
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  #5  
Old 09-12-2005, 07:19 AM
Memener's Avatar
Memener
Dragon
 
Join Date: Jan 2003
Location: College park, GA (atlanta)
Posts: 640
Default

lol glad to see people with the same problem as me

Like yall i cant hit anything #kill works tho...
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  #6  
Old 09-12-2005, 07:26 AM
tremor
Fire Beetle
 
Join Date: Aug 2005
Location: Australia
Posts: 16
Default

i'm useing cavedudes 6.1 database running 6.2 everything works some zones need updating but having same probs with mobs. i got the skeletons to attack me 3 times at NRO now but you have to run around them for a while and you can't hit back, there attacking each other also lol. heres a few pics

http://www.imagehosting.us/index.php...w&ident=660668

http://www.imagehosting.us/index.php...w&ident=660662
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  #7  
Old 09-12-2005, 07:37 AM
Strakens
Fire Beetle
 
Join Date: Sep 2005
Posts: 4
Default 0.6.2 with the PEQ Velious RC1 DB on a linux platform

I am running 0.6.2 with the PEQ Velious RC1 DB on a SuSE Linux Enterpise Server 9 sp2. My World server and MiniLogin 0.6.2 server come up and talk and I can create a new Charater. No errors in my logs for this process. However I do have a problem with my Zoneserver. It fails to load and so I am unable to zone into the game from the Character selection screen. When booting my zone server it get the following:

[Debug] Starting Log: logs/eqemu_debug_zone.log
[Debug] Warning: Perl dosub called for my_eval when perl is allready in use.

[Quest] Starting Log: logs/eqemu_quest_zone.log
[Quest] Loading perlemb plugins.
[Quest] Loading perl commands...
[Debug] Warning: Perl dosub called for my_eval when perl is allready in use.

[Quest] Loading perlemb plugins.
[Quest] Loading perl commands...
[Status] Starting EQ Network server.
[Error] Starting Log: logs/eqemu_error_zone.log
16381 New TCP connection: 192.168.1.2:33663168
[Error] Zone bootup FAILED!
Connected to worldserver: 192.168.1.2:9000
New zoneserver: #1 192.168.1.2:54579


So Not sure If I have a problem with my Pearl version/config or if something else is going on.
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  #8  
Old 09-12-2005, 07:51 AM
tremor
Fire Beetle
 
Join Date: Aug 2005
Location: Australia
Posts: 16
Default

samething here with perl and debug crashs on loading spells for me but the normal zone is ok.

this is the windows error from event viewer if it helps

[zoneperl error]
Description:
Faulting application zoneperl.exe, version 0.0.0.0, faulting module perl58.dll, version 5.8.7.813, fault address 0x00065b11.

Data:
0000: 41 70 70 6c 69 63 61 74 Applicat
0008: 69 6f 6e 20 46 61 69 6c ion Fail
0010: 75 72 65 20 20 7a 6f 6e ure zon
0018: 65 70 65 72 6c 2e 65 78 eperl.ex
0020: 65 20 30 2e 30 2e 30 2e e 0.0.0.
0028: 30 20 69 6e 20 70 65 72 0 in per
0030: 6c 35 38 2e 64 6c 6c 20 l58.dll
0038: 35 2e 38 2e 37 2e 38 31 5.8.7.81
0040: 33 20 61 74 20 6f 66 66 3 at off
0048: 73 65 74 20 30 30 30 36 set 0006
0050: 35 62 31 31 0d 0a 5b11..


[zonedebug error]
Description:
Faulting application zone.exe, version 0.0.0.0, faulting module zone.exe, version 0.0.0.0, fault address 0x001fae3f.


Data:
0000: 41 70 70 6c 69 63 61 74 Applicat
0008: 69 6f 6e 20 46 61 69 6c ion Fail
0010: 75 72 65 20 20 7a 6f 6e ure zon
0018: 65 2e 65 78 65 20 30 2e e.exe 0.
0020: 30 2e 30 2e 30 20 69 6e 0.0.0 in
0028: 20 7a 6f 6e 65 2e 65 78 zone.ex
0030: 65 20 30 2e 30 2e 30 2e e 0.0.0.
0038: 30 20 61 74 20 6f 66 66 0 at off
0040: 73 65 74 20 30 30 31 66 set 001f
0048: 61 65 33 66 0d 0a ae3f..

also world disconnects me after character select screen i can play alright but when i camp out it says client disconnected instead of exiting the game normally
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  #9  
Old 09-12-2005, 07:54 AM
vRandom
Sarnak
 
Join Date: Jun 2005
Posts: 91
Default

Maybe one of you can make sence of this...

I think this is where the error is returned
Code:
if (app->size != sizeof(PlayerPositionUpdateClient_Struct)) {
		LogFile->write(EQEMuLog::Error, "OP size error: OP_ClientUpdate expected:%i got:%i", sizeof(PlayerPositionUpdateClient_Struct), app->size);
		return;
	}
OP_ClientUpdate expected:38 got 36

now if i look for the PlayerPositionUpdateClient_Struct

I find
Code:
/*
** Player position update
**	Struct sent from client->server to update
**	player position on server
**
*/
struct PlayerPositionUpdateClient_Struct
{
/*0000*/ uint16	spawn_id;
/*0022*/ uint16	sequence;	//increments one each packet
/*0004*/ float y_pos;                 // y coord
/*0008*/ float delta_z;            // Change in z
/*0016*/ float delta_x;            // Change in x
/*0012*/ float delta_y;            // Change in y
/*0020*/ signed animation:10;     // animation
         signed delta_heading:10;  // change in heading
         signed padding0020:12;   // ***Placeholder (mostly 1)
/*0024*/ float x_pos;                 // x coord
/*0028*/ float z_pos;                 // z coord
/*0034*/ unsigned heading:12;     // Directional heading
         unsigned padding0004:4;  // ***Placeholder
/*0032*/ uint8 unknown0006[2];  // ***Placeholder
/*0036*/
};
Now if i'm understanding this doesn't that last line /*0036*/ mean this is 36 byte, then how does it expect 38, the only thing i dont understand is app->size since its part of the if statement and i either dont understand it or its being set to 38 somewhere which causes this to expect a 38 when it only gets a 36...

does any of that make sence?
vRandom

I'm not a c programmer so i could be totaly not reading it correctly...
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  #10  
Old 09-12-2005, 08:07 AM
WildcardX
Developer
 
Join Date: Apr 2003
Posts: 589
Default

vRandom,

I was just looking at that exact code! the reason why the server is "expecting 38" is because it is getting that number from the sizeof(STRUCT) function.. So 38 in this code is pretty much a constant as the memory signature of the PlayerPositionUpdateClient_Struct doesnt change. What is changing, the "36" and "37" from app->size is the size of that same struct the client is sending to the server. In effect, the server expects the size of this structure to be 38 bytes long, but the client is sending 2 different PlayerPositionUpdateClient_Struct sizes of 36 and 37 bytes. Upon reviewing the code further, I see this struct is instrumental in determining both player coordinate position in the eq world as well as positions of mobs. I'm still trying to understand this more so I can attempt a fix. I would think its simply the opcode for the OP_ClientUpdate is wrong and that we simply need to recapture this packet, but what I am confused about is why the client is sending 2 different sizes for the same structure unless the client has changed and broken what was once OP_ClientUpdate into 2 different opcodes...
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  #11  
Old 09-12-2005, 08:04 AM
cobra80
Fire Beetle
 
Join Date: Sep 2005
Posts: 2
Default

Anyone managed to load the peq velious rc1 database into a fresh install that mind sharing how they managed? All i keep getting is tables missing when i try to directly insert it or this error when trying to update things.

ERROR 1060 (42S21) at line 468253: Duplicate column name 'lootdrop_id'
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  #12  
Old 09-12-2005, 01:42 PM
rojadruid
Discordant
 
Join Date: May 2005
Location: Smith Falls, Ontario, Canada
Posts: 283
Default

Quote:
Originally Posted by cobra80
Anyone managed to load the peq velious rc1 database into a fresh install that mind sharing how they managed? All i keep getting is tables missing when i try to directly insert it or this error when trying to update things.

ERROR 1060 (42S21) at line 468253: Duplicate column name 'lootdrop_id'
I am running the lastest peq velious rc1 database. all I did was run gthe following in a cmd window: "mysql -u[user] -p[password]" this brings up your mysql window. In it I typed "CREATE DATABSE eq;" followed by "USE eq;" next I sourced two of the four files from the website. by typing "source load_system.sql;" once it finished, took awhile to do I did the next file "source load_empty_users.sql;" after that nothing else have I changed.

after that I just configured the three ini files and I was good to go.

I can load the server, only errors I see are the missing opcodes everyone else is getting, and the no attacking thing which if reading thru here is right is a translation problem.

I am also having a router issue where to login on my network I have to set all the ips in the ini files to localhost, but when configured for public play anyone else but my local lan can play including th computer hosting the server.
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