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  #1  
Old 05-14-2009, 10:36 PM
Shendare
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I can confirm that player characters in both SoF and Titanium are showing bald (and probably incorrect beards, colors, etc.) since the in-game fix to SoF. This appears to be because of the old code that used to change zero values for appearance fields into 99. The characters still have 99 recorded in the fields in the database.

Uncommenting this block of code in worlddb.cpp fixes the problem:

worlddb.cpp - Line 90
Code:
  //*
  if (pp->face == 99)       {cs->face[char_num] = 0;}
  if (pp->eyecolor1 == 99)  {cs->eyecolor1[char_num] = 0;}
  if (pp->eyecolor2 == 99)  {cs->eyecolor2[char_num] = 0;}
  if (pp->hairstyle == 99)  {cs->hairstyle[char_num] = 0;}
  if (pp->haircolor == 99)  {cs->haircolor[char_num] = 0;}
  if (pp->beard == 99)      {cs->beard[char_num] = 0;}
  if (pp->beardcolor == 99) {cs->beardcolor[char_num] = 0;}
  //*/
That will reverse the old 0 -> 99 code. Note that cs->hair[char_num] in the fourth line must be fixed to cs->hairstyle[char_num] for it to compile.

Alternatively, logging the bald character in and using the Face change feature to reset the affected appearance fields permanently fixes the problem.

I couldn't get beard colors to work in Titanium, but beard styles were fine. It's probably a matter of figuring out the correct field location for Titanium beard color in Spawn_Struct and CharSelect.

Also, I didn't see a problem with Arias in Gloomingdeep with Titanium. On my screen, he's a normal brown-haired male human with a moustache, wearing leather armor. He looks the same to me with the SoF client.
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  #2  
Old 05-14-2009, 10:47 PM
Shendare
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EDIT: After further testing, I have confirmed that beard and beardcolor are reversed in the Titanium Spawn_Struct.

Also, face-based beards (High Elves, Dark Elves, and Half Elves) are not changing color no matter which field you change. I believe this is a limitation with the Titanium client, because even while inside the Face changing window, the beard color won't change, and that doesn't involve the server at all, it's 100% client.
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  #3  
Old 05-14-2009, 11:32 PM
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trevius
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Nice find, Shendare! That is exactly what I was suspecting was the issue!

I still have to look into the face-based stuff you are talking about. I am sure we could put in a little piece of code to fix that stuff if it is possible. Can someone else confirm if beard color can be changed with a Titanium client for elves (in any revision of server code)?
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  #4  
Old 05-15-2009, 03:37 AM
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trevius
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Ok, I got the new Titanium fixes for beard in on the SVN now. Seems like features are finally working as they should without any hacks. Players will need to adjust their features if they were using features that should have previously been set to 0. This isn't a big deal at all IMO. Takes about 2 seconds to fix.

Guess I will start messing around to see if I can get the new Drakkin Features added. Since they have to be added for both players and NPCs, I guess I will try to do NPCs first and see how that goes, then worry about players next.
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  #5  
Old 05-15-2009, 07:24 AM
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trevius
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All Drakkin Specific Features are now in! This includes for both NPCs and PCs! Even Drakkin Corpses seem to appear perfectly after a zone dump.

I didn't really want to have to do this all at one time, but there were so many things to change that I finally just went ahead and did them all so that it finishes it without causing possible issues. As far as I can tell, it seems that there are no issues with this change, but there was so much stuff that I had to change that it is possible something might have gotten messed up. Let's hope not, though!

I wound up saving the new Drakkin features to the player profile after-all. It was just easier for me to figure out and to do it the same as all other facial features were. I also added in the new drakkin_heritage, drakkin_tattoo, and drakkin_details fields to the npc_types table right after luclin_beard.

I tested both SoF and Titanium and now they both seem to be flawless for all player race feature settings and I don't see anymore issues. If there aren't anymore issues, I will be very glad to have this one thing all done with!

Also, I wanted to note that I have not identified the drakkin related fields in the SoF player profile. But, apparently, they aren't even required. It just sends the char info packet that overwrites anything that the PP would send. There are many things in the PP that get ignored by the client due to other packets handling and overriding anything that the PP had sent for them. It wouldn't hurt to identify these fields in the PP for SoF, but unless there is some real reason to do so, I don't think we need to worry about it at all.

Please let me know if anyone is seeing issues with the latest SVN updates in relations to facial features. As mentioned, players will have to redo their looks in game if they have changed. That only needs to be set 1 time, though. Any other issues should be reported here if possible.

Here are some Drakkin examples with different Heritages, Tattoos, and Details:





Big thanks for Shendare for the help

Now with this stuff all working properly, maybe I can figure out what to do to get the illusion function working for all facial features. Once that works, I am going to try to get #fixmob working for all facial features. So, when you spawn a mob, you will be able to quickly and easily cycle through features before saving it to the database. This way you get it set perfectly while in game much quicker than currently possible. It would be nice to get NPC armor tint in there as well, but I probably won't mess with that for a long time.
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Last edited by trevius; 05-15-2009 at 03:50 PM..
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  #6  
Old 05-15-2009, 01:11 PM
vales
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Nice work guys!
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  #7  
Old 05-16-2009, 08:48 AM
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trevius
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I got the support for the new features added to the illusion function, but the fields will still need to be identified in the SoF illusion_struct before we can use any of the new fields. It would be cool to identify armor tint in there as well, because I am pretty sure it is in there somewhere and then we could use it for setting the new armor tint stuff from in game.

I started work on updating the #fixmob command, but I suck at coding from scratch. I can't get it to compile this yet because of the case settings, and I don't really know how to do the switch from the command argument properly.

Here is what I have so far to rewrite it so that it doesn't get ridiculously long when I add in the other features. It will still be long, but the old way was just WAY too long lol.

Code:
void command_fixmob(Client *c, const Seperator *sep)
{
	Mob *target=c->GetTarget();

	if (!sep->arg[1])
		c->Message(0,"Usage: #fixmob [nextrace|prevrace|gender|nexttexture|prevtexture|nexthelm|prevhelm]");
	else if (!target)
		c->Message(0,"Error: this command requires an NPC target");
	else {

		int16 Race = target->GetRace();
		int8 Gender = target->GetGender();
		int8 Texture = target->GetTexture();
		int8 HelmTexture = target->GetHelmTexture();
		int8 HairColor = target->GetHairColor();
		int8 BeardColor = target->GetBeardColor();
		int8 EyeColor1 = target->GetEyeColor1();
		int8 EyeColor2 = target->GetEyeColor2();
		int8 HairStyle = target->GetHairStyle();
		int8 LuclinFace = target->GetLuclinFace();
		int8 Beard = target->GetBeard();
		int32 DrakkinHeritage = target->GetDrakkinHeritage();
		int32 DrakkinTattoo = target->GetDrakkinTattoo();
		int32 DrakkinDetails = target->GetDrakkinDetails();
		char ChangeType;
		int32 ChangeSetting;
		
		switch(sep->arg[1]) {
			case nextrace:
			{
				if(Race == 586)
					Race = 0;
				else
					Race = Race + 1;
				ChangeType = "Race";
				ChangeSetting = Race;
				break;
			}
			case prevrace:
			{
				if(Race == 0)
					Race = 586;
				else
					Race = Race - 1;
				ChangeType = "Race";
				ChangeSetting = Race;
				break;
			}
			case gender:
			{
				if(Gender == 2)
					Gender = 0;
				else
					Gender = Gender + 1;
				ChangeType = "Gender";
				ChangeSetting = Gender;
				break;
			}		
			case nexttexture:
			{
				if(Texture == 25)
					Texture = 0;
				else
					Texture = Texture + 1;
				ChangeType = "Texture";
				ChangeSetting = Texture;
				break;
			}
			case prevtexture:
			{
				if(Texture == 0)
					Texture = 25;
				else
					Texture = Texture - 1;
				ChangeType = "Texture";
				ChangeSetting = Texture;
				break;
			}
			case nexthelm:
			{
				if(HelmTexture == 25)
					HelmTexture = 0;
				else
					HelmTexture = HelmTexture + 1;
				ChangeType = "HelmTexture";
				ChangeSetting = HelmTexture;
				break;
			}
			case prevhelm:
			{
				if(HelmTexture == 0)
					HelmTexture = 25;
				else
					HelmTexture = HelmTexture - 1;
				ChangeType = "HelmTexture";
				ChangeSetting = HelmTexture;
				break;
			}
		
		
		}
		target->SendIllusionPacket(Race, Gender, Texture, HelmTexture, HairColor, BeardColor,
				EyeColor1, EyeColor2, HairStyle, LuclinFace, Beard, 0xFF,
				DrakkinHeritage, DrakkinTattoo, DrakkinDetails);
				
		c->Message(0, "%c=%i", ChangeType, ChangeSetting);
	}

}
Anyone wanna help me figure out what I am doing wrong with that case switch? Seems like I should be getting close to something that would work to replace the current code for the command as it is. I am sure I could get this stuff in the long way, but it would just make more very ugly coding.

Once this is working for the current #fixmob arguments, I will get the others added in. Then, we will just need to identify the rest of the SoF illusion struct and we should be set. As a bonus, I bet we could get that new armor tint setting working in this afterward, but I don't really know much about breaking the separate color fields out of the single armortint int32 field.

The new illusion function features are on the SVN already, so this stuff should be fairly easy to add in once it is written properly.

Also, I was thinking it would probably be a good idea to add in some commands to set the new features similar to the #texture command. I know #face has been in the code and not working forever, but I bet I can probably fix that pretty easily now lol.

###EDIT###

Went ahead and tried implementing #face and it seems to work fine and wasn't hard at all to add. I think we can probably just do the same thing for the other features. The #face command was already in, but wasn't coded properly. Here is the correct code to change it to in the command.cpp:

Code:
void command_face(Client *c, const Seperator *sep)
{
	Mob *target=c->GetTarget();
	if (!sep->IsNumber(1))
		c->Message(0,"Usage: #face [number of face]");
	else if (!target)
		c->Message(0,"Error: this command requires a target");
	else {
		target->SendIllusionPacket(0, 255, 255, 255, 255, 255, 255, 255, 255, atoi(sep->arg[1]));
		c->Message(0,"Face = %i", atoi(sep->arg[1]));
	}
}
That seems to work anyway. I will get this added with my next SVN update. May have to play with it a bit to make sure it can maintain previous settings when changing face, though.
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Last edited by trevius; 05-16-2009 at 05:34 PM..
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