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  #1  
Old 11-28-2010, 06:30 PM
gibroni
Hill Giant
 
Join Date: Jun 2009
Location: glendale
Posts: 193
Default

things i have noticed that need fixed still.

universal chat server (dont connect)
ldon adventure window (doesnt show your points)
expendable AA dont work or show correctly
Combat skills windows (descriptions of each one, just says unknown db string)
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  #2  
Old 11-29-2010, 04:15 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by gibroni View Post
things i have noticed that need fixed still.

universal chat server (dont connect)
Not connecting to the UCS is because one of the opcodes is wrong. Even with the right opcode, it rejects chat/commands with a message 'Channel(20) not implemented'.
I've looked into this a few times but haven't been able to figure it out.

Quote:
ldon adventure window (doesnt show your points)
This is because the PlayerProfile is wrong. I have it fixed locally but was planning to check out other PP fields around the same area in case there are other things misaligned around there.

Quote:
expendable AA dont work or show correctly
Combat skills windows (descriptions of each one, just says unknown db string)
These last two appear to be due to the fact that the dbstr_us.txt file delivered by Steam is truncated at 364,320 bytes when it should be 2.5MB+

If the last line in your dbstr_us.txt file is:
Code:
2679^6^Wracks your target with the venge
Then this is the problem. There is no solution other than to copy the dbstr_us.txt from a SoD or Live install.
I copied my SoD version and the Disc and Expendable AA messages now show up.
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  #3  
Old 11-29-2010, 04:18 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
Default

Also the expendable AA work fine without the dbstr from SoD or Live just hard to know what they are before you buy unless you look in a DB or the file.
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  #4  
Old 12-04-2010, 06:39 AM
gaeorn
Developer
 
Join Date: Apr 2009
Location: USA
Posts: 478
Default

Quote:
Originally Posted by Derision View Post
Not connecting to the UCS is because one of the opcodes is wrong. Even with the right opcode, it rejects chat/commands with a message 'Channel(20) not implemented'.
I've looked into this a few times but haven't been able to figure it out.
Has the correct opcode been put into the svn? I ask because I was unable to even get the client to so much as send a single packet to the chat server. Or am I just being dense about something?

(hey, it's 2:30am and i'm tired, lol)
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  #5  
Old 12-04-2010, 08:52 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Not yet, I think it is just OP_SetChatServer2 that is wrong:
Code:
OP_SetChatServer=0x7d90                         # C 0x0479
OP_SetChatServer2=0x158f                        # C 0x158f
I've been looking at it some more this morning, but still no closer to working it out.

Commands like /join, /list, and reading mail works, however sending mail or trying to chat in a channel produces the 'Channel (20) not implemented' message.

Also, if you connect to Live, but redirect it to use your local UCS, e.g. by putting something like this in your c:\windows\system\drivers\etc\hosts.

Code:
192.168.1.100	sdk-eqchat1.everquest.com
(You will also need to hack the UCS source to bypass any mail key authentication).

Then the client appears to connect to your local UCS but you don't get the channel not implemented command, but the client ignores attempts to chat in channels
(although /join /list still work).

I'm wondering whether chat is now somehow linked with the in-game voice system, which we obviously don't support.
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  #6  
Old 12-04-2010, 07:39 PM
gaeorn
Developer
 
Join Date: Apr 2009
Location: USA
Posts: 478
Default

Quote:
Originally Posted by Derision View Post
I'm wondering whether chat is now somehow linked with the in-game voice system, which we obviously don't support.
That sounds possible, even likely. One unified system that they can roll out for all of their games. I wonder if they licensed a well known voice system for use rather than recreating everything.

Have you done packet traces of the interaction with live? If so, does voice on live appear to go through a different server than chat?

I know I'm not being much help here, but it sounds like this problem won't be solved without more information about how it works on live. I, unfortunately, do not have a live account. But I'd love to help with this if there is anything I can do.
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