Anybody get ShowEQ to work correctly with the new patch? It has been seg'in for me since the patch, anway, just curious. So if ya could post what was changed, would help a lot.
Anybody get ShowEQ to work correctly with the new patch? It has been seg'in for me since the patch, anway, just curious. So if ya could post what was changed, would help a lot.
These structs are working for me on live now. I had a mistake in the one I posted a couple of days ago that made it too big. This is the right size. I found where the aaxp was stored too now that I could check with a char that had some.
You'll have to fix a couple of compile errors due to missing fields in this struct that I couldn't identify. I just replaced the instances in player.cpp with 0 and commented out the lines in logger.cpp
Code:struct spellBuff { /*0000*/ int8_t unknown0000; // /*0001*/ int8_t level; // Level of person who casted buff /*0002*/ int8_t unknown0002[2]; // /*0004*/ int32_t spell; // Spell /*0008*/ int32_t duration; // Duration in ticks /*0012*/ int32_t unknown0012; // /*0016*/ }; struct charProfileStruct { /*0000*/ uint8_t opCode; // 0x6b /*0001*/ uint8_t version; // 0x00 /*0002*/ uint8_t unknown0002[4]; // /*0006*/ char name[64]; // Name of player sizes not right /*0070*/ char lastName[32]; // Last name of player sizes not right /*0102*/ uint32_t gender; // Player Gender - 0 Male, 1 Female /*0106*/ uint32_t race; // Player race /*0110*/ uint32_t class_; // Player class /*0114*/ uint32_t unknown0114; // /*0118*/ uint32_t level; // Level of player (might be one byte) /*0122*/ uint8_t unknown0122[20]; // /*0142*/ uint32_t deity; // deity /*0146*/ uint8_t unknown0146[12]; // /*0158*/ uint32_t altexp; // aaxp /*0162*/ uint8_t unknown0162[428]; // /*0590*/ char servername[64]; // length probably not right /*0654*/ uint8_t unknown0654[4]; // /*0658*/ uint32_t exp; // Current Experience /*0662*/ uint32_t points; // Unspent Practice points /*0666*/ uint32_t MANA; // MANA /*0670*/ uint32_t curHp; // current hp /*0674*/ uint32_t unknown0674; // 0x05 /*0678*/ uint32_t STR; // Strength /*0682*/ uint32_t STA; // Stamina /*0686*/ uint32_t CHA; // Charisma /*0690*/ uint32_t DEX; // Dexterity /*0694*/ uint32_t INT; // Intelligence /*0698*/ uint32_t AGI; // Agility /*0702*/ uint32_t WIS; // Wisdom /*0706*/ uint8_t unknown0706[48]; // /*0754*/ uint8_t languages[28]; // List of languages (MAX_KNOWN_LANGS) /*0782*/ uint8_t unknown0782[4]; // All 0x00 /*0786*/ int32_t sSpellBook[400]; // List of the Spells in spellbook /*2386*/ uint8_t unknown2386[448]; // all 0xff after last spell /*2834*/ int32_t sMemSpells[8]; // List of spells memorized /*2866*/ uint8_t unknown2866[56]; // /*2922*/ uint32_t platinum; // Platinum Pieces on player /*2926*/ uint32_t gold; // Gold Pieces on player /*2930*/ uint32_t silver; // Silver Pieces on player /*2934*/ uint32_t copper; // Copper Pieces on player /*2938*/ uint32_t platinumBank; // Platinum Pieces in Bank /*2942*/ uint32_t goldBank; // Gold Pieces in Bank /*2946*/ uint32_t silverBank; // Silver Pieces in Bank /*2950*/ uint32_t copperBank; // Copper Pieces in Bank /*2954*/ uint8_t unknown2954[16]; // Unknown - all zero /*2970*/ uint32_t skills[74]; // List of skills (MAX_KNOWN_SKILLS) /*3266*/ uint8_t unknown3266[412]; // /*3678*/ uint32_t zoneId; // see zones.h /*3682*/ spellBuff buffs[15]; // Buffs currently on the player /*3922*/ uint8_t unknown3922[4]; // Always - 0xaa 0x4a 0x45 0x00 /*3926*/ };
hmm, what file does that go into? I might find it before I get a reply, but hey, lol.
ok, I found it. bleh, <slaps self upside the head>
Last edited by oakley; 06-11-2003 at 11:37 PM.
Thanks man, the new structs and suggested changes to player.cpp and logger.cpp now have me up and running.
Keep up the great work
yup its working for me as well, I just commented the lines out on logger.cpp and player.cpp and it runs great.
explain this to me if you would please ... these changes are to player.cpp or loger.cpp ? or both or neither ? what are we commenting out ? instances of what ?
--> just replaced the instances in player.cpp with 0 and commented out the lines in logger.cpp
instances of what ?
and what file do the stuct changes go to ?
Edit:
ok struct changes ---> everquest.h (per searching "struct")
now instances of what are you talking about in player.cpp and logger.cpp?
Last edited by Archaeopteryx; 06-12-2003 at 01:46 AM.
ok, when you get errors in compiling logger.cpp and player.cpp, just go to the lines it says it had errors on and comment it out or delete it, and type make again. and move on to the next errors and comment them out and or delete them, your choice.
It's amazing... I was actually able to understand and make the changes needed...
But for those who have slower systems, or don't quite understand it... here ya go.
Don't ask me how to apply the .diff, cause I don't know... I only know how to make em.
[Please, may this attatchment work]
1) Save the file to src
2) cd src
3) patch < quickpatch.diff
3) rm *.o
(Just to be on the safe side)
4) cd ..
5) make
6) make install
Currently on step 5 but I'm certain everything will be fine. Great work everyone
I was having the seq fault problem yesterday after the 6/11 update. I applied the quickpatch.diff posted here and it corrected the problem. Good job guys!
mudtoe
I don't like what this patch is doing...
It's just blowing out some of the settings and making them 0. It's not harmful if you apply the patch, but I don't think I want to include that in CVS at this point, just because it would be a pain to track them down later and fix them.
The problem with defending the purity of the English language is that English is about as pure as a cribhouse whore. We don't just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and riffle their pockets for new vocabulary.
It shouldn't be added to cvs. It's a hack, not a fix. No offence to the guy who coded it, a lot of people just want seq to work, regardless of how it gets fixed.
Considering how fast the patch came out, it shouldn't take too much longer to actually fix this hack into a real patch.
Agreed...
I just threw it up in the patch section as an alternate way for people to find it. Some people might actually look for patches, afterall.
It was just a quick and dirty way to get people up and running again.
Lets not taint the CVS with it, but if someone can get a note on the main page, or the status section explaining it, it would be great.
Or we can just let it hang until we find out the missing items.
Funny thing to me is I was using a CVS from before the patch and it seemed to work fine. I downloaded the CVS post patch and thats when SEQ went to hell with seg faults.
-AlphaBeta
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