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  #1  
Old 06-10-2008, 04:08 PM
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trevius
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Ahh, worth a shot! So, 2 parts of the packet would essentially become 1 but use the same space so that packet structure doesn't change?

I will see if I can get a compiler working on my windows pc so I can compile the source over and over testing each way without having to impact my players all night lol.

And to Derision; I think this should be adjustable because of the note in the comment below showing that it was previously set to 10 and it is now 16. So, if it can go from 10 to 16, it should be able to go higher.

Quote:
// Filename of Door // Was 10char long before... added the 6 in the next unknown to it: Daeken M. BlackBlade
What S2K said makes alot of sense to me. Basically it sounds like that unknown packet is just set there to fill the gap of the missing 16 chars from the size of the name that should actually be 32. I bet there is actually nothing at all in that space currently and that is why it was able to be adjusted in the past. I wish that note from Daeken was a little clearer lol. I wonder if he means "subtracted the 6 from the unknown below which was previously 22 and added that to the name so it went from 10 to 16".
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  #2  
Old 06-10-2008, 06:15 PM
Aramid
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Quote:
Originally Posted by trevius View Post
I will see if I can get a compiler working on my windows pc so I can compile the source over and over testing each way without having to impact my players all night lol.
.
Trev, The DEV Kit will let you compile EQEMU. I've set it up on a machine and it works perfectly and you can register the Trial Version of VC++ Express 2005 for Free.

Here's the link. http://www.eqemulator.net/forums/showthread.php?t=25372
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  #3  
Old 06-10-2008, 06:42 PM
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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.
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  #4  
Old 06-11-2008, 10:00 AM
Angelox
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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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  #5  
Old 06-11-2008, 11:58 AM
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Quote:
Originally Posted by Angelox View Post
Scorpious2k; are we going to get all this put into the source so everyone can try it out, or am I "pipe dreaming"?
Get me a concise list of the changes and I will get them in.

Quote:
BTW THANK YOU Scorpious2k and trevius!!!
This was all the work of Trevius, he deserves all the thanks.
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  #6  
Old 06-11-2008, 04:22 PM
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Quote:
Originally Posted by Scorpious2k View Post
Get me a concise list of the changes and I will get them in.

This was all the work of Trevius, he deserves all the thanks.
Woot, thanks for testing it Angelox! I wasn't able to get to it last night due to some other stuff I was working on with getting ready to leave for vacation tomorrow.

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.
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  #7  
Old 06-11-2008, 05:08 PM
Angelox
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I forgot about that, here it is;
Code:
ALTER TABLE `doors` MODIFY COLUMN `name` VARCHAR(32) CHARACTER SET latin1 COLLATE latin1_swedish_ci NOT NULL;
Azone patch is for the source, I don't think it compiles under windows - but need to have it there.
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  #8  
Old 06-13-2008, 05:58 PM
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Quote:
Originally Posted by trevius View Post
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.
And where is this post? Am I missing something?
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