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Ecliptik |
Posted: Thu August 28th, 2008 1:25 pm Post subject: |
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Joined: Aug 11, 2008
Posts: 288
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Pikmin 23 |
Posted: Thu August 28th, 2008 8:10 pm Post subject: |
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Joined: Aug 15, 2008
Posts: 14
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11. Modify the included unpacked_teth.exe with your own IP address, using a hex editor, and distribute it to all connecting clients.
Uhh... Can someone tell me how to do this? |
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Nyao |
Posted: Thu August 28th, 2008 8:14 pm Post subject: |
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Joined: Aug 16, 2008
Posts: 307
Location: In a place far far away
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Pikmin 23 wrote: |
11. Modify the included unpacked_teth.exe with your own IP address, using a hex editor, and distribute it to all connecting clients.
Uhh... Can someone tell me how to do this? |
Get and Hex editor (for example XVI32 which is freeware) . Open the file with it. Go to the search menu, search as Ascii soda's ip (with "67." should be enough, without the "") you'll see that ip repeated a few times, replace it with your own. Save file. Profit. |
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Pikmin 23 |
Posted: Thu August 28th, 2008 9:09 pm Post subject: |
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Joined: Aug 15, 2008
Posts: 14
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Ok, done it, but when I try to run it nothing happens... |
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Moofey |
Posted: Thu August 28th, 2008 10:05 pm Post subject: |
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Joined: Aug 16, 2008
Posts: 40
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Pikmin 23 wrote: |
Ok, done it, but when I try to run it nothing happens... |
Try to make sure you don't delete any bits by accident. If you make a mistake, arrow back to it and type over it. Using backspace deletes bits and renders the file invalid when you try to run it. |
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Pikmin 23 |
Posted: Thu August 28th, 2008 10:16 pm Post subject: |
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Joined: Aug 15, 2008
Posts: 14
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*EDIT*: Well, it's working now. Turns out that you can't do it automaticly with the find X and replace with X |
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Sodaboy |
Posted: Fri August 29th, 2008 12:20 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Small bug fix release of ship:
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version 0.043 8/29/2008
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- Fixed maximum number of rare monsters in a game from 12 to 16.
- Made getting higher percent weapons from drops a little harder to do.
- Fixed some > level 200 mags not being initialized. |
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henna-gaikokujin |
Posted: Sun August 31st, 2008 11:16 pm Post subject: |
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Joined: Aug 31, 2008
Posts: 10
Location: Melbourne, Australia
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Soda, are there any plans to add support for dynamic IPs? I run my server through dyndns.org because my IP is dynamic and this changes. Would it be possible to bind the client connections to a URL rather than an IP? |
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Sodaboy |
Posted: Wed September 3rd, 2008 2:49 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Here's the v.044 binary for the ship.
I haven't finished the quest unlock code yet, but when I do finish it, the source will accompany it.
I wanted to put this out before I break something severely with the new quest unlock code. (I doubt I will break something, but you never know... it's not like I can't fix it anyway, but you know... people complain, etc.,)
So yeah, here's .044
https://www.pioneer2.net/spsos_ship_v.044.zip
Quote: |
version 0.044 9/3/2008
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- Fixed "ghost" lobby games... maybe?
- Player flags for government quests will now save even if the game
isn't quit gracefully.
- Updated map data to latest JP map data and removed wandering tekker
in multi-mode games. (Any clients connecting to a server running
this ship need to be sure they're running either the latest Tethealla
client or using the latest map data pack. Check
https://www.pioneer2.net/forum/ for details...) |
Last edited by Sodaboy on Wed September 3rd, 2008 4:45 pm; edited 1 time in total |
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FireFox276 |
Posted: Wed September 3rd, 2008 3:44 pm Post subject: |
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Joined: Aug 11, 2008
Posts: 337
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You broke the URL on the ship link! |
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Sodaboy |
Posted: Wed September 3rd, 2008 4:45 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Oh, oops, it was fine at the first post.. but, uh, *corrects* |
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Nyao |
Posted: Thu September 4th, 2008 2:59 am Post subject: |
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Joined: Aug 16, 2008
Posts: 307
Location: In a place far far away
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Sodaboy wrote: |
Here's the v.044 binary for the ship.
I haven't finished the quest unlock code yet, but when I do finish it, the source will accompany it.
I wanted to put this out before I break something severely with the new quest unlock code. (I doubt I will break something, but you never know... it's not like I can't fix it anyway, but you know... people complain, etc.,)
So yeah, here's .044
https://www.pioneer2.net/spsos_ship_v.044.zip
Quote: |
version 0.044 9/3/2008
-----------------------
- Fixed "ghost" lobby games... maybe?
- Player flags for government quests will now save even if the game
isn't quit gracefully.
- Updated map data to latest JP map data and removed wandering tekker
in multi-mode games. (Any clients connecting to a server running
this ship need to be sure they're running either the latest Tethealla
client or using the latest map data pack. Check
https://www.pioneer2.net/forum/ for details...) |
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Meh...you win...
downloads..done
Tries to convince 6 people about using it instead the colour thing <.< kinda...changelog is a strong weapon though
Fixes database <.< lazy |
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Sodaboy |
Posted: Thu September 4th, 2008 8:02 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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New ship v.045
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version 0.045 9/4/2008
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- Fixed player flags setting for difficulties outside of normal.
- Quest unlocks for episode 1 one-person and multi-mode implemented.
(Areas are all still open by default, but to be able to play the
one person quests in areas besides Forest, you must clear the
appropriate government quests...)
- Episode 1 one-person quests already played in a difficulty cannot
be played again until all quests have been cleared for that difficulty.
(Sorry for the ghetto way of implementing that ;D Can't seem to get
the text to dim... so "Clear!" it is...)
- Point of Disaster has been changed to a bonus quest, a reward for
clearing all of Episode IV government quests. |
https://www.pioneer2.net/spsos_ship_v.045.zip for the download. |
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Sodaboy |
Posted: Fri September 5th, 2008 12:44 am Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Sodaboy |
Posted: Fri September 5th, 2008 12:58 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Bug fix release of ship. version 0.047
Quote: |
version 0.047 9/5/2008
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- Fixed Soul of a Blacksmith and Waterfall Tears flag checking.
Now those two quests should show up on the quest list when the
requirements to unlock them are met.
- Fixed other one-person quests not related to the main story from
not being able to appear when added to ep1solo.ini
- Slight change to gold name color... |
https://www.pioneer2.net/spsos_ship_v.047.zip
Sorry 'bout dat |
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Sodaboy |
Posted: Fri September 5th, 2008 2:04 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Small update to the login server.
Quote: |
version 0.009 9/5/2008
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- Updates the max ship keys on the fly. It should have done this
initially, but I forgot about it. Now you shouldn't have to restart
the login server when adding or removing ship keys from the server.
- Once again allows 127.0.0.1 to be used for a ship |
https://www.pioneer2.net/spsos_login_v.009.zip |
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Sodaboy |
Posted: Sun September 7th, 2008 3:28 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Found a major bug thanks to my great testers. (But not really, ya'll suck)
Releasing updated login and ship servers...
Quote: |
version 0.010 9/7/2008
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- No longer uses the MySQL table security_data. You can safely drop
this table from your database. |
Login v0.010 https://www.pioneer2.net/spsos_login_v.010.zip
Quote: |
version 0.048 9/7/2008
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- Common weapon drop algorithm adjusted.
- Support for Gallon's Plan quest.
- Fixed client crash when Rappies appeared in games where the ship
event wasn't set to off, Christmas, Valentine's Day, Easter, Halloween,
or Sonic. |
Ship v0.048 https://www.pioneer2.net/spsos_ship_v.048.zip |
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Lee |
Posted: Sun September 7th, 2008 3:33 pm Post subject: |
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Joined: Aug 11, 2008
Posts: 424
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wonder how piro's fapping is going
*fap fap shiny server fap* >_> |
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Nyao |
Posted: Sun September 7th, 2008 3:36 pm Post subject: |
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Joined: Aug 16, 2008
Posts: 307
Location: In a place far far away
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Lee wrote: |
wonder how piro's fapping is going
*fap fap shiny server fap* >_> |
Already dled? <.<
Btw
Quote: |
version 0.010 9/7/2008
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- No longer uses the MySQL table security_data. You can safely drop
this table from your database. |
*points at the sql file* |
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Sodaboy |
Posted: Sun September 7th, 2008 3:38 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Piro wrote: |
*points at the sql file* |
Oops, forgot to update it... oh well, for new server owners, just drop the table from your database or leave it there. It's not gunna hurt anything, but that table won't be used anymore from 0.010 and forward. |
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Lee |
Posted: Sun September 7th, 2008 3:40 pm Post subject: |
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Joined: Aug 11, 2008
Posts: 424
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Piro wrote: |
Lee wrote: |
wonder how piro's fapping is going
*fap fap shiny server fap* >_> |
Already dled? <.<
Btw
Quote: |
version 0.010 9/7/2008
----------------------
- No longer uses the MySQL table security_data. You can safely drop
this table from your database. |
*points at the sql file* |
less fapping more testing? |
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Nyao |
Posted: Sun September 7th, 2008 3:44 pm Post subject: |
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Joined: Aug 16, 2008
Posts: 307
Location: In a place far far away
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Lee wrote: |
Piro wrote: |
Lee wrote: |
wonder how piro's fapping is going
*fap fap shiny server fap* >_> |
Already dled? <.<
Btw
Quote: |
version 0.010 9/7/2008
----------------------
- No longer uses the MySQL table security_data. You can safely drop
this table from your database. |
*points at the sql file* |
less fapping more testing? |
Insted of talkin look ath the bug reports post? |
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Lee |
Posted: Sun September 7th, 2008 3:46 pm Post subject: |
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Joined: Aug 11, 2008
Posts: 424
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or i could make fun of you opening a server on alpha software
fap fap |
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Sodaboy |
Posted: Sun September 7th, 2008 3:51 pm Post subject: |
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Site Admin
Joined: Aug 10, 2008
Posts: 1142
Location: Vallejo, California
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Lee and I were just loling how no one noticed that rappies don't work, rare or normal, when certain events were set.
I mean, that bug has been there since the ship's been out.
When certain events were set, like the popular Sakura event, when a rappy appeared in a game, the PSO client would crash.
... and I had to find that out myself.
Just pretty cool testing is all I'm saying. =P |
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FireFox276 |
Posted: Sun September 7th, 2008 5:52 pm Post subject: |
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Joined: Aug 11, 2008
Posts: 337
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Sodaboy wrote: |
Lee and I were just loling how no one noticed that rappies don't work, rare or normal, when certain events were set.
I mean, that bug has been there since the ship's been out.
When certain events were set, like the popular Sakura event, when a rappy appeared in a game, the PSO client would crash.
... and I had to find that out myself.
Just pretty cool testing is all I'm saying. =P |
Actually, when I looked at the seasonal rappies, I didn't crash at all, it worked normally :/
The only crashing I seem to get is whenever I get a new ship version, I crash whenever I go to an area! |
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