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  #1  
Old 05-31-2010, 01:03 PM
Derision
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1.4 is up in the downloads section:

Changes:

Code:
==05/31/2010==
Populated Melee texture columns.
For playable races, equip_chest2 is set based on the equipped chest item, if one is equipped.
Set armour tint columns based on the colour field for the chest slot.

The starting IDs for database inserts are now set as variables at the top of the SQL:
  Note the Door ID has changed meaning. Instead of being the value for the id column in the doors table,
  it is now the base value for the doorid column. The id column will just use the next autoincrement id.

If the version number is none-zero, The base doorid = Version * 1000 and all other insert IDs are
  set to ZoneID * 1000 + (Version * 100).

If the version number is none-zero, deletes for npc_types and the spawn tables will only be generated from
  the starting InsertID to starting ID + 99.

Moved the Version NumericUpDown control to before the InsertID textboxes as changing the version will
 auto-change the InsertIDs.

Corrected a bug where IT10805 objects were flagged as ovens instead of brew barrels.
Added checkboxes (default unchecked) for zone config (fog, safe point, etc) and zone points.
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  #2  
Old 05-31-2010, 03:27 PM
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I've done multiple zones and seen the quality extract, but PoK for some reason is just completely jacked up. There are multiples of spawns, and all on the guard pathing and I have redone the collect 4 times after the initial one which I took about 20-30 minutes to do to get the 170 merchant lists in the zone.

Here is the .pcap and the .sql, let me know what you think.

http://www.sendspace.com/file/wclue5
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  #3  
Old 05-31-2010, 03:49 PM
Derision
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My first thought is you probably have the original PEQ spawns for POK which use different ID ranges than my app generates, and so it doesn't remove them.

If you do select id, spawngroupID from spawn2 where zone='poknowledge'; and you get ids not in the range 202000 - 202999, then that is the issue. You will need to manually trawl through your DB and delete the original PEQ data for that zone.

If that's not the problem, let me know.
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  #4  
Old 05-31-2010, 03:55 PM
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Quote:
Originally Posted by Derision View Post
My first thought is you probably have the original PEQ spawns for POK which use different ID ranges than my app generates, and so it doesn't remove them.

If you do select id, spawngroupID from spawn2 where zone='poknowledge'; and you get ids not in the range 202000 - 202999, then that is the issue. You will need to manually trawl through your DB and delete the original PEQ data for that zone.

If that's not the problem, let me know.
I forgot to mention that that isn't the problem.
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  #5  
Old 05-31-2010, 04:17 PM
Derision
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I sourced the SQL into an otherwise empty test DB and browsed through it, and didn't see any obvious duped spawns.

I don't feel inclined to take the time tonight to create a DB cleansed of PEQ PoK data so I can actually source the SQL in and test it in game, but if you don't figure out
what the problem is, I'll see if I can get to it during the week ahead.
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  #6  
Old 05-31-2010, 04:24 PM
Derision
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Actually, I do see dupes, for #Tzudani Emissary of Veeshan (lots of them). The packet dump shows lots of OP_ZoneEntry packets for him, as if he spawned
mulitple times during the collect. I'll look at it further tomorrow.
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  #7  
Old 05-31-2010, 04:35 PM
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Quote:
Originally Posted by Derision View Post
Actually, I do see dupes, for #Tzudani Emissary of Veeshan (lots of them). The packet dump shows lots of OP_ZoneEntry packets for him, as if he spawned
mulitple times during the collect. I'll look at it further tomorrow.
Sounds good, I had to go to work so I wasn't going to troubleshoot it further.
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  #8  
Old 05-31-2010, 10:46 PM
steve
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Quote:
Originally Posted by Derision View Post
Actually, I do see dupes, for #Tzudani Emissary of Veeshan (lots of them). The packet dump shows lots of OP_ZoneEntry packets for him, as if he spawned
mulitple times during the collect. I'll look at it further tomorrow.
#Tzudani Emissary of Veeshan was permakilled by GMs on Live. Meaning the instant he appears in-game, he automagically self-kills. This was the Dragons, Dragons, Dragons event that is disabled on Live. His spawn rate must be set very low, hence the numerous dupes of him spawning. Dunno why they would depop him that way instead of their scripted means, but ah well... If you have a fast enough connection, you can sit outside the Guild Lobby zonein, facing the tree and see him pop into view for a millisecond and then poof. He's right behind the portal spot for PoK.
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  #9  
Old 06-01-2010, 01:17 PM
Derision
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Quote:
Originally Posted by Akkadius View Post
PoK for some reason is just completely jacked up.
I blew away PoK from my PEQ database and sourced in your SQL and it looks fine to me.

The only duped spawn I could see is that Veeshan Emissary guy which Live is constantly spawning and immediately killing.

I have found it is not unusual to see mobs pathing around buildings or walls to actually walk through them on occasion, which I believe is due to you being out of the range at which you get constant movement updates for them, at some point during the packet collect.

The only other thing I noticed was the player mounts that got collected. I'll fix that in the next release.
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  #10  
Old 06-01-2010, 02:32 PM
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Quote:
Originally Posted by Derision View Post
I blew away PoK from my PEQ database and sourced in your SQL and it looks fine to me.

The only duped spawn I could see is that Veeshan Emissary guy which Live is constantly spawning and immediately killing.

I have found it is not unusual to see mobs pathing around buildings or walls to actually walk through them on occasion, which I believe is due to you being out of the range at which you get constant movement updates for them, at some point during the packet collect.

The only other thing I noticed was the player mounts that got collected. I'll fix that in the next release.
Player mounts have been in there yes, but not a huge deal imo, I think it helps to get the new versions of mounts collected.

I've wiped my PoK slate, #repop and 0 NPC's. When I simply reenter my 35 minute collect with the 170 merchants I get duplicates of NPC's everywhere, NPC's pathing everywhere, NPC's not even close to their remote location way across the zone. I thought it may have been pre-existing grids but that's not it.
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  #11  
Old 06-01-2010, 02:39 PM
Derision
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Odd. What I did was shutdown the server completely, executed:
Code:
delete from spawn2 where zone like '%poknowledge%';
delete from doors where zone like '%poknowledge%';
delete from grid where zoneid = 202;
delete from grid_entries where zoneid = 202;
delete from ground_spawns where zoneid = 202;
delete from object where zoneid = 202;
Then sourced in your SQL and restarted the server.

If you do #npcstats on each occurrence of the same duped spawns, are they both the same npcid and spawngroup (and in the 202nnn range ?).
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  #12  
Old 06-01-2010, 02:56 PM
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Sorry to keep being a bother, but checking Zones Points and Zone Config outputs the entries commented out. Any chance that can be changed?

Also, how difficult would it be to add an option to UPDATE npc_types instead of INSERT? If checked, the SQL may look like:

Code:
UPDATE npc_types set field1 = $field1, field2 = $field2 where name = $name and id >= @StartingNPCTypeID and id <= @StartingNPCTypeID + 999;
That would help me to use new collects to update already built zones, since you've added proper texture and face parsing! Of course, the default option should probably create INSERTS for new zones

I can't thank you enough, this seriously is the best parser EQEmu has ever seen! My hope is the next version of the PEQ database will have every zone supported by our client at least spawned with doors, objects, fog, etc.
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  #13  
Old 06-01-2010, 03:05 PM
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Quote:
Originally Posted by cavedude View Post
Sorry to keep being a bother, but checking Zones Points and Zone Config outputs the entries commented out. Any chance that can be changed?

Also, how difficult would it be to add an option to UPDATE npc_types instead of INSERT? If checked, the SQL may look like:

Code:
UPDATE npc_types set field1 = $field1, field2 = $field2 where name = $name and id >= @StartingNPCTypeID and id <= @StartingNPCTypeID + 999;
That would help me to use new collects to update already built zones, since you've added proper texture and face parsing! Of course, the default option should probably create INSERTS for new zones

I can't thank you enough, this seriously is the best parser EQEmu has ever seen! My hope is the next version of the PEQ database will have every zone supported by our client at least spawned with doors, objects, fog, etc.
Should be an option between Insert and Update really.
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  #14  
Old 06-01-2010, 03:20 PM
Derision
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Quote:
Originally Posted by cavedude View Post
Sorry to keep being a bother, but checking Zones Points and Zone Config outputs the entries commented out. Any chance that can be changed?
I had misread your original request which is why I left them commented out. I've changed it locally and it will be in the next release, which won't be until tomorrow at least.

Quote:
Also, how difficult would it be to add an option to UPDATE npc_types instead of INSERT? If checked, the SQL may look like:

Code:
UPDATE npc_types set field1 = $field1, field2 = $field2 where name = $name and id >= @StartingNPCTypeID and id <= @StartingNPCTypeID + 999;
That would help me to use new collects to update already built zones
I assume that if the option to generate UPDATEs like that is selected, then you wll also not want the INSERTs generating for the spawn tables ?

Finally, you are not being a bother at all. Of anyone, you know best as to how a tool like this needs to work from a user's perspective
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  #15  
Old 06-01-2010, 03:24 PM
Derision
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Code:
UPDATE npc_types set field1 = $field1, field2 = $field2 where name = $name and id >= @StartingNPCTypeID and id <= @StartingNPCTypeID + 999;
I've just thought of an issue with this. What about the case where multiple mobs exist with the same name with different attributes (level, hp, possibly other attributes) ?

Do you only want a selected number of fields included in the update, like face, texture, etc ?
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