Final Fantasy XI (Online) Private Server files

02/08/2011 04:12 villagehokage#616
. . .quite frankly you don't need a higher xp rate on a Test server. . . yknow the server for Testing . . . i suppose the others make sense though. Let's get a working server before you make suggestions for a private server, please?
02/09/2011 01:46 Rohauce#617
Quote:
Originally Posted by villagehokage View Post
. . .quite frankly you don't need a higher xp rate on a Test server. . . yknow the server for Testing . . . i suppose the others make sense though. Let's get a working server before you make suggestions for a private server, please?
And how exactly do you plan on testing high level abilities and such?
Have fun soloing past 60.
02/09/2011 04:21 Programing#618
Quote:
Originally Posted by Rohauce View Post
Just a few requests, not trying to be rude or anything:
Please allow people to use the @zone command.
Please adjust running speed.
Please give players more than 1000 gil to start out with.
etc. etc.
Also, no one is going to play if the xp is the same as the retail,
And allow @skill command.
Hello Rohauce no ofence taken.

well when i started working on the server I wanted to do the exact same stuff to the server, but the more I understood the code the more I came to realize several bugs with it. so ill give you a couple of cons to do that.

@zone command
well this command Is sweet but it has a a big con It unstabilizes the server sometimes a lot sometimes a lil. why? well looks like since its Hard Coded it just does that "teleport you to a Area" but it dosent cares for precedence of another zoneline or counting of players on a zone. so it starts leaving buggy info on several variables. and so Many commands.

Runing speed
I added extra buffs to signet a lke to Fields of Valor and speed increces as you lvl up. Speed has his cons too. since the faster you move the more you stress the server on I/O info.

Gil
Im working on that. Was 100K to start with but It started to be abused.

XP
it is at 3X and have seen players hit 50 in 3-4 days. so im not to big into that since the limit is still 75 wont be much fun to acomplish it in so lil time. you wont even worry for gear if leveling as fast.

overall
I have been trying to make it to work as close to retai as possible, I think to is better to start with this way first then tweak it, many calculations get messed up if you teawk to much, I have made Tons of bug fixes that you wont see till you play, and lvl up.

and welcome to the server I will really love you to tell me the bugs you find.
I have made several commands to make it more enjoyable wille debbiging. ill upload the list of newcommands later.
02/10/2011 15:33 killingfrost#619
Quote:
Originally Posted by Programing View Post
Hello everybody I got this test server up, for wich i would love your comments and help to debug it.

feel fre to join. this ip is temporal and it will change. dont know how log will keep it the same. currently got about 100 accounts made, loging in at all times. sometimes is empty another i have seen 10+ playes on.

have seen english russian portoguese and spanish players so far.

187.158.121.103
enjoy while the ip lasts.

use meteor to connect.
I tried to connect to you but my files are obviously correct to yours since i got the dreaded error 10093, so what are you running exactly. I have my files fully updated with retail and all expansions up to Wotg, and i play on worndowns server just fine.
02/10/2011 15:34 killingfrost#620
Quote:
Originally Posted by Programing View Post
Hello everybody I got this test server up, for wich i would love your comments and help to debug it.

feel fre to join. this ip is temporal and it will change. dont know how log will keep it the same. currently got about 100 accounts made, loging in at all times. sometimes is empty another i have seen 10+ playes on.

have seen english russian portoguese and spanish players so far.

187.158.121.103
enjoy while the ip lasts.

use meteor to connect.
I tried to connect to you but my files are obviously incorrect to yours since i got the dreaded error 10093, so what are you running exactly. I have my files fully updated with retail and all expansions up to Wotg, and i play on worndowns server just fine.
02/11/2011 13:31 sabig#621
Quote:
Originally Posted by Programing View Post
Hello everybody I got this test server up, for wich i would love your comments and help to debug it.

feel fre to join. this ip is temporal and it will change. dont know how log will keep it the same. currently got about 100 accounts made, loging in at all times. sometimes is empty another i have seen 10+ playes on.

have seen english russian portoguese and spanish players so far.

187.158.121.103
enjoy while the ip lasts.

use meteor to connect.
Ok i'm kind of a noob to the FFXI private server thing. I'm Using mxi 7.1 US, and i can log in ok, but after a few minutes into the programme configuring pol and tetra master it Crashes. Oh And i'm Running windows 7 :

Problem signature:
Problem Event Name: APPCRASH
Application Name: mXI-7.1-US.exe
Application Version: 0.0.0.0
Application Timestamp: 49b707db
Fault Module Name: mXI-7.1-US.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 49b707db
Exception Code: c0000005
Exception Offset: 0003ca70
OS Version: 6.1.7600.2.0.0.256.48
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Any body have any ideas? Many Thanks
02/12/2011 03:11 DeannfromFFXI#622
I need a bit of help here folks...
How exactly do you update? Is the update where you have to run POL after breaking files and letting them update and fix your files for eight hours the only way? Or is there another simpler way of doing so?
02/12/2011 09:40 borfax#623
Unfortunately that really is the only way to do it. It takes a while, but you will have the most current data.
02/12/2011 09:54 DeannfromFFXI#624
Will I have to do this every time there is an update?
02/12/2011 14:54 CherokeeMist#625
Which files are the current most up to date?

Is there a site/filehosting folder that has them updated regularly? Sifting through threads is tedious and not too specific. :(
02/14/2011 03:44 Programing#626
Quote:
Originally Posted by killingfrost View Post
I tried to connect to you but my files are obviously correct to yours since i got the dreaded error 10093, so what are you running exactly. I have my files fully updated with retail and all expansions up to Wotg, and i play on worndowns server just fine.
I dont really know what may be that problem several testers from this forum have joined and playing currently, so It may be the meteor version or something like that.

the IP changed to CONFIDENTIAL
02/14/2011 16:39 woodsey#627
Greetings,

I used to be one of the developers for pXI and I'll shed some light on some of the major flaws with the previous versions. Firstly, the latest SVN prior to the shutdown will have long status effect duration enhancements implemented (e.g. hundred fists). Ideally, you'll want to start from that version and build on that rather than 0.6.4.

Updates change the dialog tables and monster lists (visible on POLUtils). These have to be manually changed back. It is possible to develop a fixer app which will scan the file and automatically correct the incorrect entries. You can use the zone cap feature built into FFXIMon for new zones. FFXIMon is a packet capturing tool which can dump packets captured from retail, or can send packets to the FFXI retail servers (!) to request the location of all monsters on the monster list. As far as we know, SE never cared about these packet probes. These results can then be used for pXI.

For new development, it is vital you have a retail version in conjunction with FFXIMon. You can then capture packets and use the @inject command in pXI to see what happens on the client. Using this you can add functionality for a wide range of unimplemented things (dynamis hourglasses, BCNMs, enspell procs, etc).

Scripts will allow full implementation of the remaining (a lot) of quests/missions which do not work. The pXI wiki had a lot of information on how to find the Event IDs which is vital for lua scripting. If I recall, you can use scripting to implement even some advanced things like Fields of Valor pages. For those not familiar with how scripting with quests/missions work:
- You click an NPC. Client sends packet saying 'hey! I clicked this guy!'
- Server looks for the lua script of that NPC, if it doesn't exist it displays an error on the server log. If a script does exist, it executes it.
- The script itself consists of several functions for start/middle/end of the event. When you run a 'cut-scene', this is called an 'Event'. Each NPC has unique event IDs which can be found by looking in the dats, though it's tedious. Once the event is started, it will run through by following the dat commands, and then finish with a CSID/option ID. For multiple choice options, the option you choose is shown in the option ID. At the end of the Event, a CSID is displayed. The functionality is there to do even the most complex events.

There's still an awful lot that wasn't included, which will require some dedicated development:
- Mob 'wandering' (consists of tons of invisible points, monsters can wander between set points. Observe retail to see this.)
- Mob pathing (big problem since players can wander outside of these set points, can probably pseudo do it by making it 'wander' towards the player then when there isn't a near point, go directly. This will simulate the crappy AI pathing in retail FFXI)
- Mob spell casting/tp moves (stressing tp moves, since the damage formulas would need to be known which the FFXI community has little interest in finding out)
- Instancing. (Never true instancing in FFXI, but the structure needs to be worked out for handling multiple groups in BCNMs)
- Global battles (Beseiged/Campaign, handling the AI of friendly NPCs as well as these special monsters (Besieged monsters slowly work towards the AC, campaign monsters focus on the fort, etc)
- Status effects (partly done in this version, but massive work still needed, namely on the scripting front)
- GMs (there's no distinction between admins/normal players on the server)
- etc...

mXI source code was never made public, and as such, no sources exist on the internet. Provided SE doesn't perform some overhaul of the POL/FFXI code, mXI should not break.

Ultimately, SE may do an update one day which will completely cripple pXI or mXI in its current state, and the only reliable way to avoid all development work going to waste is to have an install of FFXI which is never updated, and make pXI use that version. This is the best way to develop pXI without an active development team, as the content will remain static giving the sparse developers time to get a nice stable working version.
02/14/2011 16:58 CherokeeMist#628
Quote:
Originally Posted by woodsey View Post
Greetings,

I used to be one of the developers for pXI and I'll shed some light on some of the major flaws with the previous versions. Firstly, the latest SVN prior to the shutdown will have long status effect duration enhancements implemented (e.g. hundred fists). Ideally, you'll want to start from that version and build on that rather than 0.6.4.

Updates change the dialog tables and monster lists (visible on POLUtils). These have to be manually changed back. It is possible to develop a fixer app which will scan the file and automatically correct the incorrect entries. You can use the zone cap feature built into FFXIMon for new zones. FFXIMon is a packet capturing tool which can dump packets captured from retail, or can send packets to the FFXI retail servers (!) to request the location of all monsters on the monster list. As far as we know, SE never cared about these packet probes. These results can then be used for pXI.

For new development, it is vital you have a retail version in conjunction with FFXIMon. You can then capture packets and use the @inject command in pXI to see what happens on the client. Using this you can add functionality for a wide range of unimplemented things (dynamis hourglasses, BCNMs, enspell procs, etc).

Scripts will allow full implementation of the remaining (a lot) of quests/missions which do not work. The pXI wiki had a lot of information on how to find the Event IDs which is vital for lua scripting. If I recall, you can use scripting to implement even some advanced things like Fields of Valor pages. For those not familiar with how scripting with quests/missions work:
- You click an NPC. Client sends packet saying 'hey! I clicked this guy!'
- Server looks for the lua script of that NPC, if it doesn't exist it displays an error on the server log. If a script does exist, it executes it.
- The script itself consists of several functions for start/middle/end of the event. When you run a 'cut-scene', this is called an 'Event'. Each NPC has unique event IDs which can be found by looking in the dats, though it's tedious. Once the event is started, it will run through by following the dat commands, and then finish with a CSID/option ID. For multiple choice options, the option you choose is shown in the option ID. At the end of the Event, a CSID is displayed. The functionality is there to do even the most complex events.

There's still an awful lot that wasn't included, which will require some dedicated development:
- Mob 'wandering' (consists of tons of invisible points, monsters can wander between set points. Observe retail to see this.)
- Mob pathing (big problem since players can wander outside of these set points, can probably pseudo do it by making it 'wander' towards the player then when there isn't a near point, go directly. This will simulate the crappy AI pathing in retail FFXI)
- Mob spell casting/tp moves (stressing tp moves, since the damage formulas would need to be known which the FFXI community has little interest in finding out)
- Instancing. (Never true instancing in FFXI, but the structure needs to be worked out for handling multiple groups in BCNMs)
- Global battles (Beseiged/Campaign, handling the AI of friendly NPCs as well as these special monsters (Besieged monsters slowly work towards the AC, campaign monsters focus on the fort, etc)
- Status effects (partly done in this version, but massive work still needed, namely on the scripting front)
- GMs (there's no distinction between admins/normal players on the server)
- etc...

mXI source code was never made public, and as such, no sources exist on the internet. Provided SE doesn't perform some overhaul of the POL/FFXI code, mXI should not break.

Ultimately, SE may do an update one day which will completely cripple pXI or mXI in its current state, and the only reliable way to avoid all development work going to waste is to have an install of FFXI which is never updated, and make pXI use that version. This is the best way to develop pXI without an active development team, as the content will remain static giving the sparse developers time to get a nice stable working version.
Wow, amazing post. Thank you for the interesting insights into how far along it was and how much further it needs to go.

Sadly, I'm not part of a team that continues to work on PXI, nor do I even know how one would begin that. I wish I could be of some assistance to add progress to this great project.

That being said, I hope this information helps any current teams/folks that are still working on it.

Where can one find, download, and use these more advanced server files?
02/14/2011 17:36 amaneshi#629
Quote:
Originally Posted by CherokeeMist
Where can one find, download, and use these more advanced server files?
I doubt that this file is so needed. Now there isn't active developers this server.
Just recent appeared DLX team, that may something create. But it joined forces with russian team Dark Star (DS), which develop server longer. As I also russian-language so I keep an eye on them and they came to conclusion that old platform unstable and can't keep many players online. So they take another architecture than was in pXI, divide server in Login and Map part, reorganize DB and many others fix and updates. Make decision yourself.
02/14/2011 19:00 woodsey#630
The sources definitely needed an overhaul since none of the existing code was 'planned' as such, but more so pieced together by many different people over the years. You'll need to understand the packet schemes for buffs, but once you do it shouldn't be too hard to implement 'duration' buffs.