Final Fantasy XI (Online) Private Server files

12/04/2010 11:13 Schorscha#436
Quote:
Originally Posted by AkkarinRX
Finally: yes, you can remove the R/EX from items. You'd do this in the database, under the appropriate table because the server decides how to handle R/EX/Tmp items. The client accepts whatever the server gives it. In truth, the "R" isn't handled correctly, because the client apparently doesn't care if it gets a duplicate rare drop -- this is why you can dual-wield kraken clubs (which is good for nothing except building club skill).
Thats not entirely true. The item dats actually have the information for Rare/EX in them, so you cannot simple remove how they are displayed in game.

However, r/ex was never implemented in the server so it is not being checked for. iirc, the information was already in the pXI db though. Just never used.
12/05/2010 19:42 doghusky#437
Hi, This is a really helpful thread. I'm just wondering which one I should download. I downloaded "Codiddlez Spira XI and MySQL", which i think is the latest release... Am I wrong? I heard tom and neverwinter have a repack, but i'm not sure where. I also have pxi 0.6.4 from a torrent site. But "Codiddlez Spira XI and MySQL" Seems to work a lot better.

Is this the latest one? [Only registered and activated users can see links. Click Here To Register...]

If it is how can i compile it?
12/07/2010 02:15 AkkarinRX#438
(Slightly edited - I did not write this, so all credits should stand as is.)

I want to give all credits to the Project XI forums for all they're great development and progression. Basically, I am just here as a messenger and provider, wanting to help everyone in their Final Fantasy XI server development.

Prerequisites:
- some version of the Visual Studio C++ compiler (2008 Express or later preferred)
- heap o' code for pXI

Compiling the Server - the down and dirty just-get-it-running way

1. Make sure you have obtained the Prerequisites. (Unpack the code into a directory and remember where it is.)

2. Open your Visual C++ 2008 Express Edition. Select "File>New>Project from Existing Code".

3. A window will pop up and ask you what type of project you would like to create. Make sure Visual C++ is selected, and press Next.

4. Under "Project File Location" select browse, and find the folder that you put the code in. This should be your Project File Location.

5. Type in your Project Name. It can be whatever you want it to be. The pXI team recommended using a descriptive name. Once you've typed that in, press Next.

6. This screen should say "How do you want to Build the Project?". You want to Use Visual Studio, and select "Console Application Project" from the dropdown Menu. After this, you can select Finish.

7. Now your project should be created to the left side. Before you continue with it, select "Configuration Manager" from the "Build" menu in the menubar. Your project will be on this list. Next to your Project Name you'll see it say "Debug". Change this to "Release". and then press "Close".

8. Now you want to Right click your project name on the left side, and go to Properties. Go to "C/C++" and open the +. Now go to General underneath that. On the right side of the window, you will see some Information about the General Tab. You want to click just right of "Additional Include Directories". If you setup your project file in the same directory as the SVN branch directory, you can simply paste the following string:

Code (there should be no spaces in this... don't know why they appear):
include;include\ItemTypes;include\LUA;include\MySQ L;include\PacketTypes;include\pThreads;include\Uti ls

* If your project file is elsewhere, or you get errors when you try to compile, you may need to specify the exact location of your "include" directories. To do this, click the "Additional Include Directories" field. A grey "..." will appear to the right. Click that. A mini window will appear. Click in the white area twice and it will allow you to type. Also, on the right side there will be another Grey "..." button. This allows you to select the correct directory through browsing. You can add multiple directories, one at a time; which you will need to add a few.
* The directories you need to add are inside of your trunk/SVN folder and include those mentioned in the list above. The folders may have been updated since this guide was last updated, so you may wish to add every folder and sub-folder in the "trunk" directory.
* Again, you will have to add them one at a time, but make sure all are added. Also, make sure you browse through your folders to get their exact locations. Once this is done, press "OK", and "Apply". Do not close out the Properties Window yet.

9. On the left side of the Properties Window, go to "Linker" now. Press the + to expand it, then go to "Input". On the right side the Input information will show. Next to "Additional Dependencies" copy and paste this:

Code (there should be spaces between each of these):
lib\libmysql.lib lib\lua5.1.lib lib\ws2_32.lib lib\pthreadVSE2.lib

Once that is added, press "Apply" and then select the "General" tab that is under "Linker" and above the "Input" tab that you are currently on.

10. There is a spot where it says "Enable Incremental Linking". Change this so it says "No", and then press "Apply", and then "OK".

11. Finally, right click your project, and select "Build". It will put your new .exe inside of your project folder, inside of a "Release" Folder. Go into that folder after your build has finish, and Copy YourProjectName.exe and paste it into the folder you run your server from -- the .exe requires that you have the 4 dat files: compress, decompress, weatherinfo, and BLOWFISH.

Troubleshooting:
* If you mess up anywhere throughout this, and then change/fix something, make sure you right click your project and select "Clean". This can prevent further errors when you Build or Rebuild after changing information.
* Following the above instructions with current revisions will yield an error regarding "version.h". This is because we do not include version.h. You must either rename "version_example.h" to "version.h" and put it in the include directory, or, more appropriately: go into the include directory and read "version_template.h" for instructions on how to use SubWCRev.exe to create a proper "version.h" file.
* Your "Additional Include Directories" (from Step 8) may also need to contain the rest of the include folder's subdirectories (in my case: "include;include\ItemTypes;include\LUA;include\MyS QL;include\PacketTypes;include\pThreads;include\Ut ils")


Post-Compiling Errors:

If you are able to compile successfully, but are experiencing issues when trying to run the executable, please try the following:

* In the executable directory (usually "Release" or "Debug"), be sure to include the following files: "pthread.dll", "compress.dat", "decompress.dat", and "BLOWFISH.dat".
* Be sure you update your database using the SQL files in the "misc" directory (all prefaced with "update"). If all else fails, empty your database and restore it from the original DB provided, then run the updates. You will, of course, lose your characters.


Credits:
ProjectXI Forums and Creators
12/07/2010 02:32 AkkarinRX#439
If you have TortoiseSVN installed, you can grab a copy of the code by right-clicking in some directory and doing an "SVN Checkout..."

----- Dialog box settings -----
From (remove spaces in next line):
https : //ugpxi.svn.sourceforge.net /svnroot/ugpxi/server/trunk
To:
(your intended directory/path here)

Fully recursive (omit externals NOT checked)
HEAD Revision
----- CLICK OK! -----

It will be about 4 MB (since the data transfer is compressed).

To compile this version, you can either follow the "Compile Guide" (in the doc directory) or:

1. Open the '.sln' file.
2. From the 'Build' menu, select 'Batch Build'
3. Click "Select All"
4. If you have built the project before, click "Rebuild" - otherwise, click "Build"

Your built .exe will be in the "Release" or "Debug" directory.
12/07/2010 14:54 mr phoal#440
i have problem with elevator in bastok mine. it don't work... how can i go up the elevator for finish mission?
12/07/2010 22:19 CADcaliber#441
you can always @posr to get up there without the elevator. try "@posr 0 -15 0" and see if it gets you up there. if not go to 0 -20 0.hopefully that'll help you. Also, if we have the same build Cid is missing so you wont be able to go any farther than the one involving him.
12/08/2010 20:19 mr phoal#442
thank you for help. it work :) ..... i'am arrived to mission 2-3 but i can't make bcnm fight.... anyone know how can i make bcnm fight or jump this mission? XD
12/11/2010 02:58 silverpredator#443
Quote:
Hello, I want to know if the private server of FFXI works only for the expansions or it works as well for the add-ons (A Crystalline Prophecy, A Moogle Kupo d'Etat, A Shantotto Ascencion, Vision of Abyssea, Scars of Abyssea and Heroes of Abyssea), if it is possible to emulate in a private server I would like to know how to put these add-ons.
Please I would like someone to answer!!!!
12/11/2010 20:26 AkkarinRX#444
Quote:
Originally Posted by Kyousousha View Post
Like AkkarinRX has said, much of the server itself, and in my opinion the scripts as well, were not exactly well-written and need to be fixed. Please be patient.
The server is written very well for an ad-hoc team, considering it replicates at least 60% of what took the official FFXI development team (who KNEW the design and intended future of the game) 5 years to put together. The design choices were based on limited information, and were not necessarily wrong or bad, just "non-optimal." I've been adding some stability and memory management fixes to the server, as well as more documentation to make it easier for others to dig through the code. Scalability is an issue that will force a few more changes, as the code right now is not intended to support a world of 100+. There's just too much contention for critical sections & thread context switches bog down the system.

The scripts need a ton of work, because adding new quests/missions/behaviors increases the complexity of the scripts and they need to be thoroughly tested to make sure they're free of side effects. I haven't been touching any of the LUA-server interaction code, and I can't say I know of anyone who has. Aside from making sure the basic abilities/spells work correctly, it's not really a high-priority area yet.
12/13/2010 08:13 poch#445
Can anyone help me with getting the a server running? I've got Tom's Repack running just fine, but I downloaded the one posted by AkkarinRX last page, followed the compile instructions, but when I run the exe, I get a error saying "creation of new Mysql server failed". I think I might be confused, since I followed the instructions from Toms Repack and tried to just run the new files the same way. I added the db using SQYlog and I have the Mysql server running in the instructions from Toms repack as follows:

~ Detailed Configuration
--------------------------
~ Developer Machine
--------------------------
~ Multifunctional Database
--------------------------
~ Mysql InnoDB Datafiles -> you'll use the dropdown arrow and select this.
--------------------------
~ Manual Setting (select around 100)
--------------------------
~ Check: Enable TCP/IP Networking and Enable Strict Mode
--------------------------
~ Best Support For Multilingualism
--------------------------
~ Install As Windows Service... Leave the name as MySQL... Check Lauch the MySQL Server automatically...
And check Include Bin Directory in Windows PATH
--------------------------
~ Check Modify Security Settings... Set your password.
--------------------------
~ Launch it and make sure it worky works.

I think it might be something really simple, Im getting a bit confused following the new instructions to copy the exe to your servers directory.. I don't really know where that is..

I'm not usually this bad at computer jazz, but this whole thing is kind of new to me, I can usually follow instructions but for once, I'm admitting defeat I think :( Ami I missing something obvious here?


EDIT: Nevermind, I forgot to create a proper .ini file.. I'm a moron.
12/13/2010 08:29 jezza3000#446
I was just wondering - has the Project XI community died? Because next year I'll be starting my bachelor of Computer Science at Uni and I wanted to contribute to community as a side project for my studies :P
12/13/2010 20:06 twille#447
Has anyone tried tweaking the movement speed at all? One of the most frustrating parts of playing FFXI was how incredibly SLOWLY you get around.

Also, what is the most up-to-date or advanced build out there? I just downloaded PXI 6.4 and Meteor 7.1, but there is a lot of talk about re-packs and SpiraXI. Any suggestions?
12/14/2010 01:06 borfax#448
The command @speed 99 will max your speed out, but you have to enter that in every time you get on the server. You may be talking about permanently changing the default speed, and that would be nice as well. I disliked the normal speed of the characters in the game. The only issue is the monsters speeds must be changed as well to accommodate the players speed. Unless of course you don't want to ever be caught...lol
12/14/2010 16:58 twille#449
i've logged in and used the GM command to set my movement speed, but I was looking for a more permanent solution. my ultimate goal is to set up a server for me and a few friends to play on. i was hoping to up the movement speed just a hair to make travel a little easier, maybe a 25% increase.

honestly, I just barely downloaded PXI 6.4 and Meteor 7.1 yesterday and had to fiddle around with MySQL quite a bit before I got it up and running. I'm only running a local host at this point and I have to say, the game is REALLY bugged. I selected MNK as my first job and didn't receive any skill ups, and punched with only one hand.

are there any more up to date builds? and is there an area that I can get a crash course in how to fix some of the problems? my friends and I would happily contribute in making a more workable pserv. thanks guys!
12/14/2010 18:29 twille#450
ok, i grabbed the files from https : //ugpxi.svn.sourceforge.net /svnroot/ugpxi/server/trunk using Tortoise SVN. they're now in a folder in my documents, but i can't seem to compile the projectxiserver.snl file. i can't open the file. i'm assuming i'm missing the required program?

EDIT: I compiled the above mentioned snl using Visual C++ 2010. It forced me to "convert" the snl because it was created on an older version. I loaded the game off the new server.exe it created. still not using h2h correctly. i honestly don't know which pxidb i'm using, going to load up the 6.5 i recently downloaded and hope that using C++ 2010 didn't screw things up.

EDIT: Downloaded C++2008 and compiled the server.exe without issue. Also used SQLyog, removed my old pxidb and created a new one, using Tom's 6.5 version. Since that time my old mXI login is no longer valid, so i made a new one. I then proceed to create a new character in ff xi. i now receive the errors in pXI stating "recv failed: 10054" followed by "character not found" ff xi seems to hang up during the "notifying lobby server of current selections" tab. This happens with both my newly compiled server and the old pxi6.4.
going to try to rebuild the original pxidb.

EDIT: Well, I removed the 'updated' pxidb and replaced it with the first one I used. I'm able to get into the game now, but h2h still isnt functioning like it should. i'm using the server i complied using C++ 2008 from the source https : //ugpxi.svn.sourceforge.net /svnroot/ugpxi/server/trunk as well as the pXI6.4 i originally downloaded with the same result.

perhaps there is an issue with my scripts?