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  #1  
Old 02-09-2009, 03:44 PM
Andrew80k
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Quote:
Originally Posted by cavedude View Post
The missing files are probably in common, in fact you may need zone too. Might as well grab all of the source.

ShowEQ is extremely limited when compared with the power of eqextractor and EQBuilder. Between the two, they can handle zone data, doors, objects, ground spawns, traps, NPCs with full stats and their paths, merchantlists, etc. Even I sometimes take things like doors and zone data for granted, but looking at these new zones, I'm starting to see how brutal it will be to do it all manually :(
I downloaded the entire codebase again to make sure I was getting the latest. But these 2 haven't been updated in years, and if there is stuff in zone and common it's probably not even going to compile anyway, but that would likely give clues to where things need to be fixed. Is it possible that the files it's expecting no longer exist? Has the logging changed in the last couple of years? If so they may actually just be gone in favor of something else. I've only been on the emu for a year or so actively so I don't recall.
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  #2  
Old 02-09-2009, 04:47 PM
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cavedude
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The newest of the files look to be 18 months old, so:

Code:
cvs -z3 -d:pserver:anonymous@eqemulator.cvs.sourceforge.net:/cvsroot/eqemulator co -D "01 Sep 2007" -P EQEmuCVS
Should grab them all from that time period. I'll try when I get home.
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  #3  
Old 02-10-2009, 05:40 AM
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trevius
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Cool, I got them now. Just from a quick review of the source for eqextractor and eqbuilder, it looks like it may be fairly easy to get them working pretty well. That is assuming there aren't currently any issues with compiling these builds. It looks like all they need are new opcodes and structs to match eqlive. I think combining some of the structs I have made for SoF, and the structs and opcodes from ShowEQ, it shouldn't be that bad at all. At least, that is if that is all there is to updating them. Really, it should only require just a few structures and opcodes to be accurate. Off the top of my head, I think it would mostly just be the spawn, door, objects, positionupdate, newzone and zonepoints structures (and related opcodes) that would be able to get 90% of what we would want.

I will probably start trying them out soon and see what happens.
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  #4  
Old 02-14-2009, 11:20 PM
Andrew80k
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Anyone have any luck with this yet. I tried getting the Sep 1 version but I'm getting the same error:

Code:
make[1]: *** No rule to make target `../common/logsys_eqemu.o', needed by `world'.  Stop.
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  #5  
Old 02-14-2009, 11:29 PM
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cavedude
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I've reverted to using VS 6.0 and MySQL 4.0 on Windows and I am getting there. Tons of code errors but hopefully I'll get it to compile.

As for your error, just add the file to your makefile But, why you are building world? It isn't required to do so.
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  #6  
Old 02-15-2009, 12:25 AM
Andrew80k
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Well I've made much more progress. I have the collector compiled now, but the extractor isn't happy. I compiled world because it seemed, at least on linux that it was looking for other stuff. Now that I have everything except extractor compiling, I probably don't really need to. But I tried a couple of ways before to get it to compile by itself and I just kept getting dependency issues. I compiled it all and it seems to like that better. Now it's just time to find out where it's broken...
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  #7  
Old 02-15-2009, 06:39 PM
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Let me know if you guys can get these to compile. If I am right and all that is needed is updated Struct/Opcodes, that should be considerably easy to do using ShowEQ source.

Since I am pretty busy with SoF still, I don't have much time to work on this just yet. But, if anyone wants to test out if my theory on how to fix them is correct, I would gladly spend a few minutes to update something easy like Doors so you guys could see if it then works to collect doors. If that doesn't work, then there is probably more to it than I am thinking. If it does work though, it should verify that we could have these great tools up and running again in no time. Really, using the ShowEQ source, almost anyone could do it. They keep opcodes that we would want for this in the /conf/zone_opcodes.xml file and the packet structures are in the /src/everquest.h file. ShowEQ and EQEmu use almost the exact same structure setup, so it will almost be just a copy and paste. Other than that, you may need to compare the Titanium struct/field names with the struct/field names from ShowEQ and make sure that they match. For the ones that don't match, you just need to use your best guess as to which Titanium field would be in place of the ShowEQ field. Most of those are very easy to tell though, because it is the difference of something like "Name" and "name" in most cases.

I will definitely take some time after SoF development settles down some and give these tools a shot. But, if anyone wants to have a try at it before then, feel free! I will definitely try to answer any questions anyone working on these might have. Though, I really can't help much with the actual compile. I suck at that stuff, lol. I would mostly just be able to help with Structs and Opcodes since I have been getting alot of experience with them lately :P
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