![]() |
|
|
|
#1
|
||||
|
Quote:
| |||
|
|
||||
|
#2
|
|||
|
Like I said - I am more than willing. I have some expertise in this exact area, so somewhat exciting just to be able to contribute. I just need source access.
| ||
|
|
|||
|
#3
|
||||
|
Quote:
Azxten, You see your PM? | |||
|
|
||||
|
#4
|
|||
|
I think I get the confusion, now.
Source refers to the actual lines of code that create the eqgame.exe and .dll files. For the modifications that have been made to this game, I am assuming that we have in our possession for this server the actual C++ code and headers that accompany it. I know at some point the PEQ stuff was leaked on a torrent and I downloaded it then. Your EQ Install folder has only the object files that are created after compilation. As such, you are forced to do black-box modifications to those files. With only these objects you have literally no options besides opening hex editors and marking files. Furthermore, when you edit these files there's usually a checksum that accompanies them that will check for modifcations - mainly corruptions. that will prevent them from loading - it's risky business. The kind of access I would require would be to see the true source directory and dive into the code to see where these things get parsed. If that's not possible, Furinex, then what you are doing is the best hope we have. Cheerio! August | ||
|
Last edited by August; 05-08-2013 at 09:22 PM..
Reason: spelled a name wrong
|
|
||
|
#5
|
|||||
|
Quote:
Thus we use the actual Sony client with a completely rewritten server. All of the changes to client side things are done via patches which overwrite some of the client files with modified versions. Similar to what we are doing now with spellsnew.edd/.eff. The idea is eventually this modified file will be provided to Nilbog and he will approve it to be put into an official patch which really just means a zip file where the file overwrites the standard client file from Sony. Quote:
| ||||
|
|
|||||
![]() |
|
|