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Development::GeorgeS's Tools A forum just for GeorgeS's tools |

04-17-2009, 02:58 AM
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Fire Beetle
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Join Date: May 2006
Posts: 2
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Hmm, no editing here apparently...
Well, I need to add a rather severe problem... after sourcing the database you provided, the server no long reads the existence of any items at all. Not a one. Everything is empty and nothing appears in inventory, and no results are ever found using #finditem. Your tools are able to see items fine, and the items tables are obviously THERE in the database... I really have no idea what the deal is, but it definitely happened when I loaded that database you provided. For reference, my server was set up using the PEQ installer (the latest one from the PEQ site). Maybe there's some kind of incompatibility between that server revision and the database you uploaded? I note the installer is using DB 1110a, as opposed to yours, which is 1129. Any help would be appreciated.
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04-19-2009, 10:46 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Yes, this problem with missing items in game (naked players) is due to you having an older client. This db will work with the more recent rev_384_bots download and higher, but not lower.
GeorgeS
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04-27-2009, 08:37 PM
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Dragon
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Join Date: Dec 2007
Posts: 658
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I am just wondering this, it's no big deal really. Is there going to be a patch to make new edit work with the newer databases?
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04-27-2009, 08:45 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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The New Edit window works fine for me, and my database is current.
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04-27-2009, 11:24 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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I can confirm that the database currently available ( rev438 ) is ok ( As Trevius mentioned ). I sourced it in with both MySQL-Front and MySQL_ADMIN_TOOL. It appears to have a problem with sourcing with Mysql directly and Source commands. I do not know why. I would recommend using either of those tools. To that event, one of the item.sql in the zip (below from my site) can be sourced in using MySQL_ADMIN_TOOL, and either can with MySQL-Front.
Another thing I did was to "extract" just the items table struct and data, and create .sql out of that. That also works.
http://wizardportal.dyndns.org/eqemu...ev438__PEQ.zip
GeorgeS
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05-21-2009, 02:12 AM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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George, I have posted few sugestion a while back (few months) but I gues you missed cuase you never said neither yes or no =)
So I am reposting them here =)
few coments on improving the Item Editor:
on MAIn Display window (where item stats are shown):
-I think you should put Regeneration, Mana Regeneration and End_Regeneration on the same line to save room on display (perhaps shorten them to HP_Reg, Mana_Reg, End_Reg?)
-ATTUNEABLE (if yes) coudl be displayed right after LORE
Under OLD Edit options:
-Endurance_regeneration - coudl be usefull to be placed rigth after where Mana Regeneration is
-Size, could be helpfull rigth after where WEIGHT is (note diffirent from BAg Size), followed by MATERIAL
-Haste should be inserted before ATTACK
-Aug Slots, should include slots 4 and 5
-Loregroup - moved to the top after NODROP, and Followed by ATTUNEABLE
thanks! =)
Oh yeah I hope that recent changes to DB/source won't mess up your editors (they added quite a few things to the tables in Rev535)
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05-23-2009, 07:27 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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ChaosSlayer - I'll add those to the to do list.
I started the profile editor and have it read only so far.
I will release it as read only until the bugs are figured out (Don't want to destroy toon's profiles).
What I still have not figured out is the :
'/*5508*/ SpellBuff_Struct buffs[BUFF_COUNT]; // Buffs currently on the player
'/*4796*/ uint32 skills[MAX_PP_SKILL]; --update -- Completed!
'/*2552*/ uint8 languages[MAX_PP_LANGUAGE];
'/*2584*/ int32 spell_book[MAX_PP_SPELLBOOK]; --update -- Completed!
'/*4632*/ int32 mem_spells[MAX_PP_MEMSPELL]; --update -- Completed!
'/*0432*/ AA_Array aa_array[MAX_PP_AA_ARRAY];
All other's are in.
Now, does any programer here know how to calculate a float from 4 bytes?
For uint32, I do
Code:
conversion 4 bytes => 4byte int
0A 0B 0C 0D
0D*16777216 + 0C*65536 + 0B*256 + 0A*1
I used little endian byte order
GeorgeS
Last edited by GeorgeS; 05-24-2009 at 10:48 AM..
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05-24-2009, 12:08 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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So I'm still working on the 4 byte Hex to float. I am trying to figure out if the format used is little endian byte order - AABBCCDD = DDCCBBAA .
Since the location of the toon is stored as a float, I need to convert the 4x8 bits (32 bits) to float..., but the byte order is important
edit
some progress. Looks like little endian format - low byte to hi byte order AABBCCDD = DDCCBBAA
Thus a 4 hex byte of '00 00 C7 41' decodes to '24.875' if my code is good.
Code:
'/*4700*/ float y; // Player y position
'/*4704*/ float x; // Player x position
'/*4708*/ float z; // Player z position
'/*4712*/ float heading; // Direction player is facing
Private Declare Sub CopyMemory Lib "kernel32" Alias "RtlMoveMemory" (Destination As Any, Source As Any, ByVal Length As Long)
Public Function Hex2Float(ByVal tmpHex As String) As Single
Dim TmpSng As Single
Dim tmpLng As Long
tmpLng = CLng("&H" & tmpHex)
Call CopyMemory(ByVal VarPtr(TmpSng), ByVal VarPtr(tmpLng), 4)
Hex2Float = TmpSng
End Function
..and my float to hex (32bits) converter
Code:
Public Function Float2Hex(ByVal TmpFloat As Single) As String
Dim TmpBytes(0 To 3) As Byte
Dim TmpSng As Single
Dim tmpStr As String
Dim X As Long
TmpSng = TmpFloat
Call CopyMemory(ByVal VarPtr(TmpBytes(0)), ByVal VarPtr(TmpSng), 4)
For X = 3 To 0 Step -1
If Len(HEX(TmpBytes(X))) = 1 Then
tmpStr = tmpStr & "0" & HEX(TmpBytes(X))
Else: tmpStr = tmpStr & HEX(TmpBytes(X))
End If
Next X
Float2Hex = tmpStr
End Function
GeorgeS
Last edited by GeorgeS; 05-24-2009 at 08:38 AM..
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05-25-2009, 04:44 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Quote:
Originally Posted by ChaosSlayerZ
George, I have posted few sugestion a while back (few months) but I gues you missed cuase you never said neither yes or no =)
So I am reposting them here =)
few coments on improving the Item Editor:
on MAIn Display window (where item stats are shown):
-I think you should put Regeneration, Mana Regeneration and End_Regeneration on the same line to save room on display (perhaps shorten them to HP_Reg, Mana_Reg, End_Reg?)
-ATTUNEABLE (if yes) coudl be displayed right after LORE
Under OLD Edit options:
-Endurance_regeneration - coudl be usefull to be placed rigth after where Mana Regeneration is
-Size, could be helpfull rigth after where WEIGHT is (note diffirent from BAg Size), followed by MATERIAL
-Haste should be inserted before ATTACK
-Aug Slots, should include slots 4 and 5
-Loregroup - moved to the top after NODROP, and Followed by ATTUNEABLE
thanks! =)
Oh yeah I hope that recent changes to DB/source won't mess up your editors (they added quite a few things to the tables in Rev535)
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I have not forgotten this. Some of these are pretty hard because they require reformatting of a pretty complicated string array - and messing with it can break stuff.
I'll see how many I can do.
GeorgeS
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05-25-2009, 12:37 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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the code in your hands is like clay in the hands of a sculptor - you will succeed 
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