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General::News EQemu news posts. |
02-02-2009, 01:40 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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The code is on the old CVS. Source/eqbuilder folder.
In order to get this working, we'd not only need its code updated to work with Live, but also that of eqextractor (converts live logs to eqbuilder format, and also extracts data such as zone data, zone points, doors, objects - its code is also on CVS) AND, we'd need a working packet collector for Live that exports in a format eqextractor can use. Quite the daunting task, for even somebody with the skills and ability to do so.
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02-02-2009, 05:40 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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I dunno, I would have to look at the source of those programs. Though, I would think that it would mostly just be putting in opcodes to identify the packets then the location of the information we need like X, Y, Z, Race, Etc within the packet structure. It would mostly just be looking at the spawn structure and probably the movement updates and then the ground spawn and door spawn packets I imagine.
I have been looking at the structures enough and on live as well that I could probably figure it out if things work as I think they would. We could use the ShowEQ structures for EQLive to identify where the info we need is. I don't think it would be too hard to even pull that info directly from a ShowEQ log file from EQLive. If I ever get free time to investigate this at some point, I might just have to give it a look. If anything, I would like to at least get door locations since those are really hard to set perfectly manually.
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02-03-2009, 01:48 PM
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Dragon
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Join Date: Feb 2007
Posts: 659
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Gosh, Trev. We got it the first 12 times.
I've actually looked at these and they aren't that bad. The biggest problem is that I haven't taken the time to really understand the stream and how it works. Someone with some knowledge of the data stream (and some spare time) should be able to get this going again in a fairly short amount of time I would think.
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02-03-2009, 04:21 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Cleaned up the thread :P Don't worry, it's happen to me as well.
If somebody can get these guys back up and working, the PEQ team can get on Live and collect the hell out of it. Then, I'll merge the dumps into the DB so when the SoF client is farther along, at least the community will have some data for the newer zones.
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02-03-2009, 05:06 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Haha, I guess it was a bad idea to try submitting a post as a way to verify if the forum is working or not. I have done it before, but normally am able to catch it and clean it up myself before too many people see it :P
I will try to get my hands on the source for eqextractor and eqbuilder maybe tonight. Since I am limited in what I can work on for SoF from work, maybe I can work on these 2 programs in the meantime. At the very least, I think I should be able to assess how hard it will be or if it will even be something I can handle myself or not.
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02-09-2009, 09:31 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Quote:
Originally Posted by cavedude
The code is on the old CVS. Source/eqbuilder folder.
In order to get this working, we'd not only need its code updated to work with Live, but also that of eqextractor (converts live logs to eqbuilder format, and also extracts data such as zone data, zone points, doors, objects - its code is also on CVS) AND, we'd need a working packet collector for Live that exports in a format eqextractor can use. Quite the daunting task, for even somebody with the skills and ability to do so.
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Cavedude, how exactly do I get to the old CVS to get the source of those 2 programs? I am trying to use WinCVS, and entering the following:
Code:
:pserver:anonymous@peq.cvs.sourceforge.net:/cvsroot/source
And it gives me this error:
Code:
cvs -d :pserver:anonymous@peq.cvs.sourceforge.net:/cvsroot/source checkout -P -- eqextractor (in directory C:\Temp)
cvs checkout: Empty password used - try 'cvs login' with a real password
cvs [checkout aborted]: authorization failed: server peq.cvs.sourceforge.net rejected access to /cvsroot/source for user anonymous
I definitely want to start looking at these soon to get an idea if I can help with them or not. I just need help figuring out how to get them :P
Last edited by trevius; 02-09-2009 at 05:35 PM..
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02-09-2009, 01:45 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Unless you made a typo, it looks like you're trying to grab from PEQ :P
I usually just follow the sourceforge page using the plain ole cvs command which says:
Code:
cvs -d:pserver:anonymous@eqemulator.cvs.sourceforge.net:/cvsroot/eqemulator login
cvs -z3 -d:pserver:anonymous@eqemulator.cvs.sourceforge.net:/cvsroot/eqemulator co -P EQEmuCVS
I assume you can tack on /Source/eqbuilder and /Source/eqextractor after EQEmuCVS to grab just those two projects. If you do get them working, might as stick them in SVN under utils.
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02-09-2009, 02:52 PM
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Dragon
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Join Date: Feb 2007
Posts: 659
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I took a crack at compiling these 2 over the weekend both on Unix and Windows. I don't have the MFC classes with the Express version of the compiler I have for windows and wasn't able to get anywhere close to getting it going there. I made some more progress compiling it on Linux, but it still failed for me, but I'm using gcc 4+ an older version *might* compile it. But it appeared to have some files missing, namely one of the logsys files, but I don't remember which one off the top of my head. I thought I'd take a little different tack and hack up ShowEQ to get it to give me the information that I was looking for and then hack it up some more to log it properly. That might work, /shrug.
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02-09-2009, 03:02 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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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 :(
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02-09-2009, 03:44 PM
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Dragon
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Join Date: Feb 2007
Posts: 659
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Quote:
Originally Posted by cavedude
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 :(
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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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02-09-2009, 04:47 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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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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