Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Development

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

Reply
 
Thread Tools Display Modes
  #1  
Old 04-08-2011, 08:21 AM
provocating's Avatar
provocating
Demi-God
 
Join Date: Nov 2007
Posts: 2,175
Default

Quote:
Originally Posted by blackdragonsdg View Post
That very issue occured on live.
Well if it is good enough for live !!
Reply With Quote
  #2  
Old 04-08-2011, 11:28 AM
sorvani
Dragon
 
Join Date: May 2010
Posts: 965
Default

Never had run5 on live so I guess I never ran I to it. Did they fix it or is it a feature?
Reply With Quote
  #3  
Old 04-08-2011, 12:27 PM
Funkey Monkey
Sarnak
 
Join Date: Jul 2010
Posts: 35
Default

I looked through the whole thread but didnt see anything related to the new guild creation system aside from main page just saying it was new. Any word on if this is working, will be working or no chance? Thanks
Reply With Quote
  #4  
Old 04-08-2011, 11:03 PM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 656
Default

Quote:
Originally Posted by sorvani View Post
Never had run5 on live so I guess I never ran I to it. Did they fix it or is it a feature?
When I stopped playing on live in March 2009 it was a "working as intended" feature. It is possible they removed that feature at a later date but I wouldn't bet on it.
Reply With Quote
  #5  
Old 05-01-2011, 11:34 AM
sorvani
Dragon
 
Join Date: May 2010
Posts: 965
Default

Confirmed it was not in mine either. I did notice that my Titanium gunthak_chr.txt and my SoD gunthak_chr.txt were different. Grabbed my Titanium file since it was larger/had more things defined.

Also updated the missing files wiki.
Reply With Quote
  #6  
Old 05-02-2011, 07:33 PM
steve
Discordant
 
Join Date: Jan 2002
Posts: 305
Default

Quote:
Originally Posted by sorvani View Post
Confirmed it was not in mine either. I did notice that my Titanium gunthak_chr.txt and my SoD gunthak_chr.txt were different. Grabbed my Titanium file since it was larger/had more things defined.

Also updated the missing files wiki.
Here's the contents of the file from my Live install:

Code:
22
pir,qeynos_chr
mer,oot_chr
gem,paineel_chr
gef,paineel_chr
scr,scr_chr
mos,cazicthule_chr2
mep,mep_chr
skn,skn_chr
shr,shr_chr
wbu,wbu_chr
fbm,fbm_chr
fbf,fbf_chr
gpm,gpm_chr
dpm,dpm_chr
opm,opm_chr
hpf,hpf_chr
epf,epf_chr
tzm,tzm_chr
tzf,tzf_chr
lgr,lgr_chr
bsg,bsg
T02,T02
Reply With Quote
  #7  
Old 05-02-2011, 04:12 PM
sorvani
Dragon
 
Join Date: May 2010
Posts: 965
Default

Quote:
Originally Posted by KLS
The way bard songs are sent is really touchy with UF, just quickly glancing at the code it doesn't look like we are doing it right. The bard action packets always came in pairs from EQLive and I could never get it to work right unless I also sent it in pairs like EQLive.
My Conclusion: Run speed focus effects are definitely not being applied in the UF client. Below is what I did for testing on my test server.
I specifically stated run speed because I have not noticed anything else that seems out of kilter. Instrument and AA mods are properly affecting other things (increase DS or spell damage, etc), though those events are all handled server side so maybe that's why.

I could not find anything built in to the GM command list to determine run speeds on the client side so I used MQ2.

These worked in UF
Code:
Level 65 Bard
Unbuffed and no AA (aka base speed): MQ2 Run speed 100

Spell effects always override run speed except for a bard with Innate Run Speed rank 5 and Fleet of Foot rank 2.
Spirit of Wolf: MQ2 Run speed 155.00
Sprit of Bih`Li: MQ2 Run speed 155.00
Spirit of Eagle: MQ2 Run speed 160.00
Flight of Eagles: MQ Run speed 165.00
Selo's Song of Travel (No AA and No Intrument Modifier): MQ2 Run speed 165.00

Innate Run Speed 1/5: MQ2 Run speed 111.43
Innate Run Speed 2/5: MQ2 Run speed 127.14
Innate Run Speed 3/5: MQ2 Run speed 142.86
Innate Run Speed 4/5: MQ2 Run speed 157.14
Innate Run Speed 5/5: MQ2 Run speed 171.43
Innate Run Speed 5/5 & Fleet of Foot 1/2: 185.71
Innate Run Speed 5/5 & Fleet of Foot 2/2: 200.00 <-- This will override unmodified Selo's (165 speed) when no other
                                                   combination prior does, but it does not over ride any modified 
                                                   Selo's even if the modified Selo's is slower.

Fleet of Foot 1/2: 114.29
Fleet of Foot 2/2: 128.57
These did not work in UF, so I loaded SoD and the numbers below are what MQ2 reported in SoD. The reported run speed in UF was always 165 for Selo's no matter what AA or instrument was applied.
Code:
Selo's Song of Travel (No AA):
No Intrument Modifier: MQ2 Run speed 165.00
Modifier 18: MQ2 Run speed 216 (Epic 1.0)
Modifier 28: MQ2 Run speed 256 (Thunderous Drum of Karana)
Modifier 34: MQ2 Run speed 256 (War Drums of the Rathe)

Selo's Song of Travel (No Instrument):
No AA: MQ2 Run speed 165.00
Per rank of Instrument Mastery (4 ranks), Ayonaes Tutelage (3 ranks), or Echo of Taelosia (3 ranks)
Rank 1: MQ2 Run speed 177
Rank 2: MQ2 Run speed 190
Rank 3: MQ2 Run speed 204
Rank 4: MQ2 Run speed 216
Rank 5: MQ2 Run speed 230
Rank 6: MQ2 Run speed 242
Rank 7: MQ2 Run speed 255
Rank 8: MQ2 Run speed 256 (cap)
Rank 9: MQ2 Run speed 256 (cap)
Rank 10: MQ2 Run speed 256 (cap)
Reply With Quote
  #8  
Old 06-05-2011, 12:51 PM
wolfwalkereci
Discordant
 
Join Date: Dec 2005
Posts: 435
Default

Wanted to say I just updated my steam install to UF and I really like it.
Thanks for the work put into it to date.
Reply With Quote
  #9  
Old 06-06-2011, 01:44 PM
gaeorn
Developer
 
Join Date: Apr 2009
Location: USA
Posts: 478
Default

The only two issues that remain in UF that I run into is levitate is buggy and inconsistent and bard speed still does not work.

I do not know what the cause of the levitate problem is, but depending on the zone, one of the following will happen:

1. works fine
2. works fine for a while, then suddenly stops working even tho buff is still on (i think it was povalor where i noticed this, but i could be mistaken)
3. never works even tho buff is still on (potimeb consistenly is this way)
4. works for some chars, not for others (potactics has had this problem)

the bard speed problem is figuring out how the focus information is sent to the client. perhaps someone could do a collect of data from live while it's still the free play.
Reply With Quote
  #10  
Old 06-06-2011, 11:28 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

From the reports I have had on my server, the UF Levitate works fine in my hub zones, but not in any other zone. I may need to do more testing, but maybe something about the zone settings is causing the effect not to work. I could definitely see the possibility of a field in the OP_NewZone packet structure that prevents levitate effect or something along those lines.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #11  
Old 06-22-2011, 10:18 PM
sorvani
Dragon
 
Join Date: May 2010
Posts: 965
Default

At character creation, you will always start in the tutorial even with the button unchecked.

http://www.eqemulator.org/forums/showthread.php?t=33403
Reply With Quote
  #12  
Old 06-27-2011, 03:08 PM
Foin
Fire Beetle
 
Join Date: Sep 2006
Posts: 22
Default Luclin Weapon graphics

Has anyone been able to get Luclin Weapon grahics to show on UnderFoot client?
Reply With Quote
  #13  
Old 08-18-2011, 05:07 PM
sorvani
Dragon
 
Join Date: May 2010
Posts: 965
Default

Updated the UFMissingFiles wiki page with current information on how to get a live patched client.
Reply With Quote
  #14  
Old 08-22-2011, 11:49 PM
Elkay
Hill Giant
 
Join Date: Sep 2004
Posts: 184
Default

I tried your suggestion, sorvani, and I can get to server select on both my own server as well as the emu server select. However, if I try getting into my own server, or PEQ when I tried the emu login server, I just go to a black screen and it never gets any further. I've grabbed all the missing files as I was running on older versions of the emulator a few years ago and had those files all laying around. My login server window spits out:

[Network] [08.22.11 - 23:45:24] Server list request recieved from client.
[Network] [08.22.11 - 23:45:29] Application packet recieved from client (size 16
)
[Network] [08.22.11 - 23:45:29] Play recieved from client, server number 1 seque
nce 5.
[Network Trace] [08.22.11 - 23:45:29] User-To-World Response recieved.
[Client] [08.22.11 - 23:45:29] Trying to find client with user id of 2.
[Client] [08.22.11 - 23:45:29] Found client with user id of 2 and account name o
f aostang.
[Client] [08.22.11 - 23:45:29] Found sequence and play of 5 1
[Network Trace] [08.22.11 - 23:45:29] dumping packet of size 20:
0000: 05 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 | ................
0016: 01 00 00 00 | ....
[Network Trace] [08.22.11 - 23:45:29] Sending play response with following data,
allowed 1, sequence 5, server number 1, message 101
[Network Trace] [08.22.11 - 23:45:29] dumping packet of size 20:
0000: 05 00 00 00 00 00 00 00 - 00 00 01 65 00 00 00 00 | ...........e....
0016: 01 00 00 00 | ....
[Network Trace] [08.22.11 - 23:45:29] Sending play response for aostang.
[Network Trace] [08.22.11 - 23:45:29] dumping packet of size 20:
0000: 05 00 00 00 00 00 00 00 - 00 00 01 65 00 00 00 00 | ...........e....
0016: 01 00 00 00 | ....
[Network] [08.22.11 - 23:45:29] Client disconnected from the server, removing cl
ient.


My world window spits out:

[Debug] [WORLD__CLIENT] New connection from 192.168.2.147:61864
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x2792
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch 6.2_world, and it di
d not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x2ec9
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch 6.2_zone, and it did
not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x4dd0
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Titanium_world, and
it did not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x7213
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Titanium_zone, and i
t did not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x6c3c
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoF_world, and it di
d not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x737e
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoF_zone, and it did
not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0xff4
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoD_world, and it di
d not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x5a6b
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch SoD_zone, and it did
not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x13da
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Underfoot_world, and
it did not match.
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: First opcode 0x5d32 did not matc
h expected 0x4b61
[Debug] [NET__IDENT_TRACE] 192.168.2.147:61864: Tried patch Underfoot_zone, and
it did not match.
[Debug] [NET__IDENTIFY] Unable to identify stream from 192.168.2.147:61864, no m
atch found.


It looks like an opcode problem, meaning that my client is sending something that either login or world isn't understanding. Maybe the login window is ok, I just have nothing to compare it to. Either way, it would appear that grabbing the 6.5GB straight from Sony does not give you a working client for the emulator currently. I should also note that if I let the client go to the EQLive login, I can get all the way to character select, so it does seem fine for live. Your instructions didn't say to cut off the download at any point, so I let it pull down the full 6.5GB, which was all it had so I appear to be live-patched.

EDIT: I gave a couple other servers a try, including one with "SOD" in the name, and no luck. Same black, frozen screen.
Reply With Quote
  #15  
Old 08-23-2011, 12:13 AM
lerxst2112
Demi-God
 
Join Date: Aug 2010
Posts: 1,742
Default

I think you may have confused the instructions.

You download Underfoot from Steam. You make a copy of it for backup, and you never patch it.

The trial client is just to get the files that are missing in the Underfoot download. You don't ever connect it to the emulator, you just use it as a source for the missing files you need to make your Underfoot version complete.

Then you use the complete Underfoot version to connect to the emulator.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:34 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3