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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

08-02-2007, 05:36 AM
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Hill Giant
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Join Date: Jun 2006
Location: Plane of Knowledge
Posts: 191
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California vino... /facepalm... (hehe - joking)
But any how, did you see the Anni_EQ CD count? A whopping 8! Ack. Man this game has a lot of leg for being 'classic'. I think the only other game I bought that takes as much real estate is my Sims 2 collection (I am waiting for Bon Voyage to come out....so it will eclipse it for the mean time).
Beginning install party......
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08-02-2007, 08:04 AM
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Hill Giant
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Join Date: Jun 2006
Location: Plane of Knowledge
Posts: 191
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Sorry I can't edit my posts.
Actually after trying the AE Edition, it still has problems hooking up to the current version (rev 1022 - both minilogin and internet). So stay clear for a bit or you'll be forced to re-install Titanium. Like me
No problem though.
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08-03-2007, 01:26 AM
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Fire Beetle
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Join Date: Jun 2007
Posts: 4
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hey
I don't know why Sony is so uptight. When EQ 2 was released they should have released all the code for EQ 1. Thats one thing I liked about UO freeservers was the fact that you could patch live. To my knowledge it hasnt effected their playerbase. EQ is almost as old as UO.
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08-03-2007, 05:29 AM
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Hill Giant
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Join Date: Jun 2006
Location: Plane of Knowledge
Posts: 191
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The reason for that is two fold, one is that they are not set up corporate-wise (SoE has always been $$Profit/damn the quality) to do that, and there is also an issue of copyrights to the code base. Parts of the code are owned by a couple different companies so the legal nightmare of getting the GPL-like releases from all them would not be worth it to them.
EQ, in its smoky, stained carpet, casino-addict filled state, is still making money for them as well. You want a GPL-style mmo, it would be far less trouble to start a open source project and start re-building your own engine. (This is my goal in the long-long term - from what I learn here and with other projects.)
This leads me to question number two: How is the Anniversary Edition Support coming? Has anyone got it to work? It can log into character select but get unhandled opcodes when I try to log in and/or try to create a new character. I was just wondering if I did something wrong or is AE support still in an un-working stase?
Last edited by CrabClaw; 08-03-2007 at 01:33 PM..
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08-04-2007, 06:03 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Quote:
Originally Posted by CrabClaw
It can log into character select but get unhandled opcodes when I try to log in and/or try to create a new character.
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What I have been trying (and sometimes it even works!) is if I get an unhandled OpCode in a particular function (like OP_AdventureRequest for a recent example), I would open my patch_Titanium.conf file, find that OP entry, and change the 0x0000 to what my zone log showed was invalid. In this case, 0x43fd. Now, magically, when I click the Request Advenure button in the client I no longer get invalid opcodes and the server/client respond properly. This only works, of course, if there is code to handle the OpCode in question (I believe...) so if it's some completely new functionality, yeah it won't work.
Not sure where they got the opcodes for Anniversary Edition already, unless it is a mere copy of another one and they plan to change it as things show up invalid? But you might start there, CC... Find this "OP_CharacterCreate=" in your patch_Anniversary.conf (currently appears to be 0x0000 or "off"), change the code to matche what is being thrown in your logs as invalid.
I could be totally talking out my ass, and I am sure there are TONS more to compatibility than this, but it's something you can play with in the meantime to keep you out of trouble.  If I had AE, I would help troubleshoot it. I'd love to start using a new client.
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08-05-2007, 06:33 AM
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Hill Giant
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Join Date: Jun 2006
Location: Plane of Knowledge
Posts: 191
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Thanks for the reply - I am currently mulling over a reinstall cause' I'm dead in the water currently(I want to get in and keep working on Angel's custom content.), but I might try thunking in values and see if I can avoid the pain. I would really love to get this up.
I'll walk AE-Ed. out onto the gangplank and give it a couple more chances before it jumps into the sharks.
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08-06-2007, 06:06 AM
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Hill Giant
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Join Date: Jun 2006
Location: Plane of Knowledge
Posts: 191
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UPDATE: (Bah no edit post button. So sorry.)
I got the 1025 EQEmu update and I can zone in with AE and such so I guess progress on the packets is ratcheting along. The player models are all wrong, you still can't create new characters, and the scaling of some of the game objects is weird, among a bunch of other things. But en-heartening progress though.
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08-11-2007, 09:15 AM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Quote:
Originally Posted by John Adams
What I have been trying (and sometimes it even works!) is if I get an unhandled OpCode in a particular function (like OP_AdventureRequest for a recent example), I would open my patch_Titanium.conf file, find that OP entry, and change the 0x0000 to what my zone log showed was invalid. In this case, 0x43fd. Now, magically, when I click the Request Advenure button in the client I no longer get invalid opcodes and the server/client respond properly. This only works, of course, if there is code to handle the OpCode in question (I believe...) so if it's some completely new functionality, yeah it won't work.
Not sure where they got the opcodes for Anniversary Edition already, unless it is a mere copy of another one and they plan to change it as things show up invalid? But you might start there, CC... Find this "OP_CharacterCreate=" in your patch_Anniversary.conf (currently appears to be 0x0000 or "off"), change the code to matche what is being thrown in your logs as invalid.
I could be totally talking out my ass, and I am sure there are TONS more to compatibility than this, but it's something you can play with in the meantime to keep you out of trouble.  If I had AE, I would help troubleshoot it. I'd love to start using a new client.
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Any chance you could post the opcodes you "found" that way? I'd love to play with that too on my development server and it would certainly save me some steps. 
__________________
--
Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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08-11-2007, 09:22 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Long ago, I found one having to do with AA's by trial and error. I hadn't messed with it much til starting the LDoN work, which the above Opcode is all I have discovered so far. Since I do not understand how to read packet data, if the server doesn't throw an error that the opcode was 'wrong' for a certain action, I cannot magically fix it by using the right opcode (which was this case; was 0x0000, the server wanted 0x43fd, so I just had to tell titanium.conf to use that instead of 0.
It's not complicated what I do. I wish I could read and understand packet data.
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