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Choko |
Posted: Sat March 27th, 2010 2:57 pm Post subject: |
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Joined: Sep 30, 2009
Posts: 138
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It works. Haven't extensively tested it though. |
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Sodaboy |
Posted: Sat March 27th, 2010 3:00 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Choko |
Posted: Sat March 27th, 2010 3:02 pm Post subject: |
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Joined: Sep 30, 2009
Posts: 138
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Err, It copied my character's bank to my common bank after messing around with it for awhile. I also heard from someone else that it happened to them as well. |
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Sodaboy |
Posted: Sat March 27th, 2010 3:13 pm Post subject: |
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Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Are you sure? That shouldn't be possible. But it could be... If you can reproduce it, let me know.
Oh, now that I think of it, I think I know how that can be caused. During the automatic save, if the banks are switched.
I'll be fixing that now. |
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Sodaboy |
Posted: Sat March 27th, 2010 3:23 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Fixed.
Code: |
version 0.137 03/26/2010
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- Fixed common bank being overwritten by character bank during auto save
while at the bank. |
https://www.pioneer2.net/spsos_ship_v.137.zip
Will edit first post of source code download with updated ship_server.c
Technical differences, for those interested!!!
Old code of ShipSend04 (Modifies the character structure when it shouldn't have...):
Code: |
// Update the character bank
memcpy (&client->character.bankUse, &client->char_bank, sizeof (BANK));
memcpy (&ship->encryptbuf[0x08], &client->character.packetSize, sizeof (CHARDATA));
// Include common bank in packet
memcpy (&ship->encryptbuf[0x08+sizeof(CHARDATA)], &client->common_bank, sizeof (BANK));
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New code of ShipSend04 (Doesn't do that!):
Code: |
memcpy (&ship->encryptbuf[0x08], &client->character.packetSize, sizeof (CHARDATA));
// Include character bank in packet
memcpy (&ship->encryptbuf[0x08+0x700], &client->char_bank, sizeof (BANK));
// Include common bank in packet
memcpy (&ship->encryptbuf[0x08+sizeof(CHARDATA)], &client->common_bank, sizeof (BANK)); |
Old code causes an issue with how I implemented the common bank.
Due to laziness, I copied whatever bank I wanted into the character structure when accessing the bank.
After you performed a withdrawal or deposit, the character structure is copied back into the source bank.
If an auto save occurred while the common bank was being accessed, the character bank would be copied into the common bank, after withdrawing or depositing, due to the old code specifically copying the character bank into the character structure during a save.
This no longer happens. |
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Sodaboy |
Posted: Sun March 28th, 2010 9:55 pm Post subject: |
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Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Code: |
version 0.138 03/28/2010
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- Fixed problem with Claire's Deal quest. Items taken from Claire's deal reward
would reappear at the last place you dropped a stack of items at. If you never
dropped any stack of items, they would appear at coordinates 0,0,0.
(There may have been other quests that were affected by this too, but I don't
think so.) |
Ship: https://www.pioneer2.net/spsos_ship_v.138.zip |
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Rika |
Posted: Sun March 28th, 2010 10:16 pm Post subject: |
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Joined: Aug 16, 2009
Posts: 129
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Sodaboy wrote: |
Code: |
(There may have been other quests that were affected by this too, but I don't
think so.) |
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I think the problem was with the operation itself. I used the itemdelete operation for something else once (which I scaped due to this, and due to my pc crashing). Same thing happened with it like clairs deal. If you fixed the operation, then it should be fixed in all quests anyway.
I'll assume the debug thing worked, yay. XD |
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Sodaboy |
Posted: Wed April 14th, 2010 8:20 pm Post subject: |
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Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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larva_pro |
Posted: Wed April 14th, 2010 8:29 pm Post subject: |
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Joined: Oct 22, 2008
Posts: 314
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thanks for the fast fix xD |
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Sodaboy |
Posted: Fri April 16th, 2010 12:17 am Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Quote: |
version 0.140 04/15/2010
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- Mag evolution code mostly redone. Thanks to Lee providing disassembled
PSOBB code to use for it's implementation. (Now I just need some goons to
test it for me! Hopefully it fixes mag desyncing... Let me know!) |
https://www.pioneer2.net/spsos_ship_v.140.zip |
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piborox |
Posted: Fri April 16th, 2010 12:52 am Post subject: |
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Joined: Sep 30, 2008
Posts: 40
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larva_pro |
Posted: Fri April 16th, 2010 12:35 pm Post subject: |
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Joined: Oct 22, 2008
Posts: 314
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Sodaboy |
Posted: Wed April 21st, 2010 5:45 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Quote: |
version 0.141 04/21/2010
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- Oops, left out the >= level 100 check for special mags.
- Adjust the code for rare monster appearance slightly. (Will still work
with your old values...) |
Sorry about that!
https://www.pioneer2.net/spsos_ship_v.141.zip |
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maimaiya |
Posted: Wed April 21st, 2010 7:34 pm Post subject: |
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Joined: Apr 21, 2010
Posts: 1
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Sodaboy |
Posted: Fri April 23rd, 2010 2:52 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Some new stuff...
Login server first:
Quote: |
version 0.047 04/23/2010
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- New characters created with a default language value of 0 instead
of 1. |
https://www.pioneer2.net/spsos_login_v.047.zip
https://www.pioneer2.net/spsos_login_v.047_nosql.zip
Ship server next:
Quote: |
version 0.142 04/23/2010
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- Preliminary multi-language support. A file named lang.ini can be placed
in the same folder as ship_server.exe (An example file is located in the ini
folder of this archive.)
The lang.ini file should consist of two lines per language definition. The
first line should be the name of the language. The second line should be the
expected extension to the quest file name to load.
For example, a valid lang.ini might look like:
English
en
Spanish
sp
Using this lang.ini file, when the ship loads quests at startup and there is
a quest defined as quest.qst, it would attempt to load quest_en.qst as well as
quest_sp.qst
You do NOT need to specify a language extension, you can simply leave it blank
as I've done in the example, but you MUST specify a language name. Doing this
will prevent the quest loader from appending an extension to the quest name.
(For those too lazy to rename the default English quests and add _en to the
file names themselves...)
Players can set the language on their character, not their account, by typing
/lang x where x is a digit, relative to your lang.ini, representing a language.
Using the example lang.ini above, /lang 1 would set English, and /lang 2 would
set Spanish.
- Language support will be improved in the future by saving the value to the
account so as to set the default language across all characters.
- Language support will be improved in the future by having all responses
from the ship server custom configurable through a text file.
- For now, just enjoy it as is... |
https://www.pioneer2.net/spsos_ship_v.142.zip |
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larva_pro |
Posted: Fri April 23rd, 2010 3:20 pm Post subject: |
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Joined: Oct 22, 2008
Posts: 314
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Awesomee update , thanks so mush Soda , you ROCK XD!! |
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piborox |
Posted: Fri April 23rd, 2010 4:19 pm Post subject: |
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Joined: Sep 30, 2008
Posts: 40
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Excellent update! thanks Soda |
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Sodaboy |
Posted: Mon April 26th, 2010 3:13 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Quote: |
version 0.143 04/26/2010
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- Fixed Episode II box rare item drops.
Inside of the ep2_box* text files, the areas now represent:
1 = VR Temple Alpha,
2 = VR Temple Beta,
3 = VR Spaceship Alpha,
4 = VR Spaceship Beta,
5 = Jungle North
6 = Jungle East
7 = Mountain
8 = Seaside / CCA
9 = Seabed Upper
10 = Seabed Lower / Tower
You shouldn't have to modify your ep2_box* files, unless you did some
customization of your own. |
https://www.pioneer2.net/spsos_ship_v.143.zip |
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piborox |
Posted: Mon April 26th, 2010 7:53 pm Post subject: |
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Joined: Sep 30, 2008
Posts: 40
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Sodaboy |
Posted: Fri April 30th, 2010 5:22 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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A note about the rare monster spawn code change in v.141
It might be wise for you to change your login server's rare spawn numbers after all.
From what I've heard, Gamecube PSO rare monster spawn rates were 1 in every 512 monsters and official Blue Burst is 1 in every 256 monsters.
The rates that are set by the default installation of the login server, assuming you didn't modify that part of the INI when you installed your server, are way too high for rare monster appearance.
For example, in the default installation of the login server, rappies are set at a value of 777, which is 0.777% Well, 1 in 256 is more along the lines of 0.0039%, so 0.777% is extremely too high and you'll see rare rappies far too much.
Some of the other enemies were set to 250, which comes out to 0.25%, which is still far too high.
I'd recommend you set the values to somewhere between 4 (most accurate to 1 in 256, though it's still 1 in 250) to 8 (which would be 1 in 125)
Some of you are probably thinking, "Well, my old values seemed to work fine in the previous release." But, in all actuality, they probably didn't. What I mean by that is the new code is more accurate at dishing out the monsters in the rate you've specified in the INI as opposed to the old code. Better for you to tweak and test again, as I'm keeping the procedure the way it is now.
I've re-uploaded the archives of the login server and set the values to 7 for all monsters, besides Rappies and Lillies, which are at 8. Kondrieu is also at 10000 (10%) now instead of 20%.
Yes, I'm aware it's still a little higher than official for the enemies besides Kondrieu, but if you don't like it, change the INI yourself.  |
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larva_pro |
Posted: Mon May 3rd, 2010 10:17 pm Post subject: |
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Joined: Oct 22, 2008
Posts: 314
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i notice the changes of the rares monsters in the source, but did not know was to difference the rates. |
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DDrX |
Posted: Fri May 21st, 2010 10:02 pm Post subject: |
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Joined: Mar 28, 2009
Posts: 62
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im having an issue with using ship v143 and login 0.47 it is telling me that the ship is incompatible with the login server. could it be the ship key? |
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FireFox276 |
Posted: Sat May 22nd, 2010 11:25 am Post subject: |
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Joined: Aug 11, 2008
Posts: 337
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DDrX wrote: |
im having an issue with using ship v143 and login 0.47 it is telling me that the ship is incompatible with the login server. could it be the ship key? |
Update your ship server. The login server is coded to only allow certain versions of ships to join. |
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DDrX |
Posted: Sat May 22nd, 2010 1:08 pm Post subject: |
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Joined: Mar 28, 2009
Posts: 62
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i found out what was wrong i was using only some of the files from shipv143 and not over writing the entire folder, also i had to redo the sql db and then it was working |
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larva_pro |
Posted: Wed June 9th, 2010 11:54 pm Post subject: |
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Joined: Oct 22, 2008
Posts: 314
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one question soda, why the most current binary of the ship is the ship143, and why the ship_server.c is source is vr.144 just a typo there? |
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