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  #101  
Old 08-10-2010, 03:28 PM
HippoNipple HippoNipple is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Thanks

The place I am working has to do with combat damage.

OP_Damage=0x5c78

Code:
struct CombatDamage_Struct
{
/* 00 */	int16	target;
/* 02 */	int16	source;
/* 04 */	int8	type; //slashing, etc.  231 (0xE7) for spells
/* 05 */	int16	spellid;
/* 07 */	int32	damage;
/* 11 */	int32 unknown11;
/* 15 */	int32 sequence;
/* 19 */	int32	unknown19;
/* 23 */
};
It turns out for combat damage when this packet is not paired with an action packet, the push due to melee is embedded in the sequence. That is what I am working on decoding. I just need to get more data from live. I made some test code, with known values for the sequence taken from live and could just push a client all over the place. But as this value varies, so does the direction of the push. I just have not got any time in the last week to play with it and get more data.

The cool place to play with on live, is in the water like in kedge keep. Because every hit contains the parts that cause push. On land, it is random when the push packet part is sent. But the magnitudes are same as in the water. But it will send the push, even on misses. But on a miss, when the code is sent, it does not cause push. Because the push is only 0.1 distance about, the client does not send updates until it has moved you a distance of 1 or somewhere there about. So you can do your own /loc after each hit, to see it move you.

Thats what I hope to get time to mess with in next few days. I will have one of the fishies in kedge push me in a circle. I think it is heading embedded in there. I tried nulling x movement and pushing +/- y directions, then vice versa, and the bit structures did not indicate it was sending x and y values. One attempt failed, but still working on it.

If you use hex-rays to make pseudocode, you can find

Code:
int8	type; //slashing, etc.  231 (0xE7) for spells
some places where there are checks for the type to be less than 0xE7, which would indicate combat based types. And I have been following the handling of those through the code. Or attempting that is.

Haynar
Its not going to matter with my regained concentration anyways, I will still get my snare/fear off... at least it gives the poor tanks hope.
  #102  
Old 08-10-2010, 11:52 PM
Itchybottom Itchybottom is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
If you use hex-rays to make pseudocode, you can find

Code:
int8	type; //slashing, etc.  231 (0xE7) for spells
some places where there are checks for the type to be less than 0xE7, which would indicate combat based types. And I have been following the handling of those through the code. Or attempting that is.
I've never seen any value other than queues for debug string text messages (slash, crush, hit, etc) on that value in the combat structure. There actually used to be two types, one for each hand. That's how one of the nodelay kill hacks worked, because the offhand data in the struct was still very much present in client/server, just not used. So people were able to spoof combat packets to hit at 0 delay with an empty offhand. Now that's split up between attack1Struct and attack2Struct, I'm not overly certain that anyone has bothered mapping them out aside from the Forever-Hacking crew.

Did any type of fling effect ever get corrected on EQEMU? I tend to recall Grieg Veneficus, and Cazic-Thule always throwing people north. PlayerPosCode has always been padded, and there is data after the x/y/z values -- goofing off with them before I was a GM on ProjectEQ, (keeping length at 22 total) moved me all over the place.
  #103  
Old 08-13-2010, 10:55 AM
Xebekn Xebekn is offline
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#1 Unfortunately, whoever alluded to the issue of a pvp server's community being dysfunctional was completely correct. Coming from a PvP environment on Live and here on the Emu, I completely understand the dynamic that a PvP'er brings to the table in all aspects, especially in a functioning (or lack thereof) community of people. We, as a community, do not bring the typical environment that most people who play EQ want to see. As it happens though, we can tolerate one another long enough to kill each other. I guess my point is this: sure, a pvp server would bring in the dregs of society but you don't have to put up with them...we do. And by we, I mean the pvp player base. If you would like to play on a server like this without those guys, I would just make a guild dedicated to killing the loudmouths and grind them into the curb (even though I personally enjoy the humor associated with that type). That would be a pretty interesting dynamic itself. I just don't see the immaturity that pvp attracts being an issue for people I guess; it never was for me at least. But then again, I could be wrong. If you're going to have a pvp server though, you're going to have to deal with that dynamic because it is inevitable as I see it.

#2 Please don't make this server. I like my life currently.
  #104  
Old 08-13-2010, 11:40 AM
Gamkek Gamkek is offline
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Quote:
Originally Posted by wvdmc [You must be logged in to view images. Log in or Register.]
We didn't have all this whining about camp stealing and raid rotations on RZ.
Soooooooo ridiculously fucking truth. Thank you. Most annoying shit ever.
  #105  
Old 08-13-2010, 11:53 AM
Itchybottom Itchybottom is offline
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Nah, on Rallos we had the anti vs PK whining. Just as bad.
  #106  
Old 08-13-2010, 12:31 PM
Crazycloud Crazycloud is offline
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Me and 2 others would play if this gets made. I've played on SZ since it's came out and it was by far the most enjoyable and most hate able server. If Sullonzek was made 10 level range with no training it would of been a more lasting server then it was. There was always 3 top guilds.
  #107  
Old 08-13-2010, 12:40 PM
vincin vincin is offline
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pvp sucks. you are just one of those people who want to ruin a good game.


"if you are reading this you just wasted 3 seconds"

"and another 2"
  #108  
Old 08-15-2010, 07:41 PM
cured cured is offline
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I wonder exactly how large the PvP community would be on one of these servers...definitely want to find that out.
  #109  
Old 08-16-2010, 08:02 AM
Aerist Aerist is offline
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I'd probably guesstimate with Rogean running things, it would open up at around 300+ easily. Enough to make any pvp'er drool
  #110  
Old 08-16-2010, 07:42 PM
Smuuglie Smuuglie is offline
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Quote:
Originally Posted by vincin [You must be logged in to view images. Log in or Register.]
pvp sucks. you are just one of those people who want to ruin a good game.


"if you are reading this you just wasted 3 seconds"

"and another 2"

More like you are ruining OUR fun with your selfish manners.
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