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Support::Windows Servers Support forum for Windows EQEMu users. |
04-08-2008, 03:12 PM
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Sarnak
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Join Date: Jan 2008
Posts: 62
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variables.expansions
Anyone have a chart or something for the value needed for each expansion? Trying to enable classic + kunark only atm, but would need all the codes as I release expansions.
Thanks for any help.
ex.
Orig - 1
orig + rok - 2
orig + rok + sov - 3
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04-08-2008, 05:17 PM
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Banned
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Join Date: Jan 2006
Location: /dev/null
Posts: 99
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i have'nt figure out this yet ~.~. 0 = Original witch is what i have is setup as on my server atm. But i found that it does'nt follow a set pattern or anything... e.g. 10 = New models but can't create iksar, vah shir , frogloks. Also with 10 you can't use maps or guild management feature....
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04-09-2008, 03:35 PM
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Sarnak
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Join Date: Jan 2008
Posts: 62
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Interesting. Guess alot of trial/error is in my future.
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04-14-2008, 01:50 PM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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I used to think this was a simple bitwise 0, 1, 2, 4, 8, etc... but in all my playing around with it, it only seems to limit client "functionality" - not available zones.
Best way I found to create a "progression server" is to use zone flags, or min_status on a zone. When a player achieves progression to the next expansion, flag or bump their status + 1.
Or, change the emulator code to consider this value when loading zones. =)
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04-15-2008, 11:06 AM
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Sarnak
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Join Date: Jan 2008
Posts: 62
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Yeah, I have had to manually disable certain zones. However if you know the numbers for the enabling of each race/class, that would be very helpful. I have it set to 3 right now. It appears to let people make iksars, but not beastlords, zerkers, cats, or frogs.
Next one I'd be interested in is iksar + bst + cat.
And finally, Iksar + bst + cat + zerker.
Preferably the final code would exclude frogs and keep guild and map functionality, but if not possible, I can deal.
Thanks
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05-27-2008, 05:20 AM
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Fire Beetle
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Join Date: May 2008
Location: Eugene, OR
Posts: 2
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Man gimme a bump for this one, I am also trying to figure this setting out! Any progress yet?
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05-27-2008, 01:59 PM
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Sarnak
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Join Date: May 2008
Location: Midwest
Posts: 72
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I looked through the code and only see where it's grabbing the value from the database and stuffing it into a buffer. At that point it was a little hard to tell what it was doing with it.
Anyone have any experience dealing with the pBuffer section of the packet? Any helpful pointers (so to speak) to a source file that determines this would be helpful. Call graphs are kind of useless for this unfortunately.
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05-27-2008, 02:09 PM
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Developer
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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I have a feeling all it really does is stuff the bits into a OpCode packet somewhere, but I'm not sure where.
Which file in the source are you looking at, EvoZak?
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05-27-2008, 03:41 PM
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Sarnak
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Join Date: May 2008
Location: Midwest
Posts: 72
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I really just did a find all for 'Expansions'. Since I'm totally new to the codebase and theres wasn't much docs it seemed to be a good starting point
For starters eq_packet_structs.h has a couple of structs defined that seem to have something to do with Expansions. Take a look at lines 52 and 829. There are a couple of other places that have some reference to "opcodes" and such but I'm not really sure about the meanings of those.
For the world.exe, in client.cpp the Client::SendExpansionInfo routine has some actual loading of the value from the database. It stores the value in the pBuffer of the application packet. The call chain appears to be SendExpansionInfo->Client::Process->several items. It does a QueuePacket but there are comments there that something is broke.
For the Zone.exe, the mammoth Client::FinishConnState2 routine has another loading of the value from the database at line 6388. Here it stores the value in the player profile struct - expansions property. Interestingly, here it defaults to 0x3FF whereas in the world.exe it defaulted to 0x1FF. I can't find anywhere in the code where this value is further used beyond just retrieving it from the database. Although this could be my inexperience with the vc++ toolset (I'm a managed code dev, haven't slung c++ in years).
Sorry for the long post, but you asked
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11-09-2008, 07:27 AM
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Sarnak
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Join Date: May 2004
Posts: 37
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So I did some tinkering and here's what I have...
Code:
Exp No# = Values Enabled
0 = Nothing
3 = Iksar
5 = Iksar, Vah Shir, Beastlord
6 = Iksar, Beastlord
9 = Iksar
10 = Nothing
11 = Iksar
12 = Vah Shir, Beastlord
13 = Iksar, Vah Shir, Beastlord
14 = Vah Shir, Beastlord
15 = Iksar, Vah Shir, Beastlord
16 = Froglok, Map Tool, Guild Tool
17 = Iksar, Froglok, Map Tool, Guild Tool
18 = Froglok, Map Tool, Guild Tool
19 = Iksar, Froglok, Map Tool, Guild Tool
20 = Vah Shir, Beastlord, Froglok, Map Tool, Guild Tool
21 = Iksar, Vah Shir, Beastlord, Froglok, Map Tool, Guild Tool
22 = Vah Shir, Beastlord, Froglok, Map Tool, Guild Tool
So I see a pattern, I was hoping to get Iksar enabled with Maps and Guild tool without frogs running about, but thats a no go! Anyhow, hope this helps anyone.
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11-11-2008, 09:46 AM
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Fire Beetle
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Join Date: Jun 2007
Posts: 12
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Perhaps this might help
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