Final Fantasy XI (Online) Private Server files

02/15/2011 16:48 CherokeeMist#631
So, the pre-existing latest SVN that the original pXI team was working on is more advanced than the current built upon 0.6.4 the newer folks have been working on?

Which would be the most playable and where could one download it? My usage isn't large scale private servers, yet simple LAN co-op for fun. Thank you for your time. :)
02/15/2011 18:11 B.o.n.g#632
geht der jetzt On oder kakkt der immernoch ab ?
02/16/2011 01:17 woodsey#633
Well the latest SVN build was fun because a lot of the long duration effects worked, regen, refresh, mighty strikes, hundred fists, etc. However, this SVN also has aggro disabled and various other 'playable' things turned off, so in terms of playability you've probably got the best version.
02/16/2011 01:29 woodsey#634
Since I'm all for sharing, here's an auto-event ID capture tool I've made, this should help scripters immensely.

As people who script know, to make menus appear, NPCs speak, etc you need to know the unique Event ID for that NPC. These IDs are represented as 0x#### in lua scripting. To find the IDs, a very tedious process of looking up the NPC ID (using POLUtils Monster Lists) and then looking up the corresponding event ID (using a Hex Editor) took a lot of time and not everything was known about just where to start/stop looking for IDs.

This tool automatically does this for you, and dumps all the Event IDs to file. There is a file called "fileinput.txt" which has a list of folder locations and area names, such as:
Quote:
@1\21\47 #1\27\47 %Windurst Waters
@1\20\45 #1\26\45 %Konschtat Highlands
The folder format is similar to AltanaViewer in that 1\21\47 represents ROM\21\47.dat
The @ sign signifies an Event list.
The # sign signifies the Monster/NPC list.
The % sign should be the zone name for the event/monster list combo.

To find a list of zones for this, look at:
[Only registered and activated users can see links. Click Here To Register...]

Once you've chosen the zones you want to do, execute the .jar file (double-click on the file works, or use CMD line which displays extra information whilst it's doing it). It will spawn .txt files like the ones in the download, shown as:
Quote:
==========
Kotan-Moritan ID: 12 e0 0e 01
Number of Event IDs:10
0x0179 0x00a6 0x00ae 0x0187 0x0197 0x02d2 and 4 reserved IDs.
==========
Aora-Uora ID: 13 e0 0e 01
Number of Event IDs:12
0x017a 0x00a7 0x00af 0x0188 0x0198 0x02d3 and 6 reserved IDs.
Whilst this tool will not tell you which of these IDs is for the thing you're scripting, it does give you the list of events you need to implement when making the npc lua files.

[Only registered and activated users can see links. Click Here To Register...]
02/16/2011 02:43 CherokeeMist#635
I hope those who are working on advancing PXI make good use of this tool you've provided, woodsey. Thank you very much for the information and help you've been posting. You're giving me a lot of hope for a higher-functional version of PXI. :)

I wish I could be of some help to push this project along. Alas, I have no scripting or programming experience of any kind. So, I really do hope those in charge are seeing good progress. :)
02/17/2011 08:20 Leviaphan#636
Heya everyone.
Here's a few additional LUA scripts for r2177.
It contains all the Quivers and Toolbags(works fine; not sure that animation was chosen right).
Also there's a rewritten refresh.lua now server checks if Composure baff was applied(duration dependancy).
I'll post more when i'll do other thingy.
PS. I've 064 compiled core and db to it. I've got a question: why do all mobs in the zone(west, east sarutabaruta look like orcs). Mobs in town have right models.
02/17/2011 23:50 Programing#637
Hello guys the server is still up same IP, several people have joined, it would be great if you guys helpme with testing, 100s of bugs have been fixed, mostly gameplay bugs, abilities magic etc etc.

everyone is welcome.

CONFIDENTIAL
Woodsey it would be great if you come and check how much the server has advanced. since last unpublished SVN.
02/18/2011 05:43 Leviaphan#638
Where to download "last unpublished SVN" w/o modifications?
02/19/2011 01:37 woodsey#639
Quote:
Originally Posted by Programing View Post
Hello guys the server is still up same IP, several people have joined, it would be great if you guys helpme with testing, 100s of bugs have been fixed, mostly gameplay bugs, abilities magic etc etc.

everyone is welcome.

189.176.51.149

Woodsey it would be great if you come and check how much the server has advanced. since last unpublished SVN.
Sure i'll pop on sometime tonight.
02/19/2011 07:09 AkkarinRX#640
Quote:
Originally Posted by woodsey View Post
Sure i'll pop on sometime tonight.
I'd be kind of wary about joining servers using the current builds, and want to share my concern with others... The way current SQL queries are structured (and not thoroughly checked for the variable bindings) leaves some vulnerabilities. I hate to introduce another dependency to the project, but in my experience switching all of the query format strings into using the Boost "format" type eliminates about 95% of the issues that allow any random player to do any damn thing they want to your databases.

It's been a while since I posted so I thought I'd update folks on what I've been playing with... The change from 4 threads per player to an IO Completion Port model is good -- fantastic performance. I've simulated a sustained 10,000 connections to the account server portion at under 10% CPU (P4 2.66GHz server, clients sim'd from AMD Phenom II) with an additional 12% sustaining those 10,000 running around randomly in the lobby portion. ** A significant part of this CPU overhead is due to the instrumentation, querying performance counters & other things. Real CPU load is probably around 6-10% total. **

Still working on the game connection portion and making the compression/encryption more stable. Problem that was popping up was that the server would change keys *per connection* every time *someone* zoned... Frankly, I think there's no real need for that and it can be knocked back to a key-per-zone kind of implementation to avoid tons of recalculation. It's less of a burden to do a little more error checking to prevent rampant cheating. Also, with the change to the job queues and moving some stuff to non-IO worker threads, a lot has changed and (my) server became pretty unstable. I modified most classes to derive from a thread interface and manage it's own TimerQueue. This way, the kernel manages timed events (executive objets) like effect durations/expirations and spawns/despawns ... so it's actually a lightweight object that signals itself with a packet to the work queue rather than spawning a thread with lots of additional overhead (context & stack). In the end this turns out to be a huge change and it broke a lot of things, but what does run is lightning fast.... so I'm having to fix a lot as I go back through the packet handling (genLobbyPacket et al.).

I don't know what the fuck SE was thinking with doing the compression and the encryption anyway... if the encryption was decent, probability of 0's and 1's would be equal - meaning that if it truly looked random then compression would save very very few bits. As it is, I'm still wondering why they did compression - it's just extra useless work for the server and client. I've been able to document most of the packet structures, so it's possible to handle them in native types (int, DWORD, etc.) rather than as casts from uchar* and offsets from the packet base address.
02/19/2011 20:11 CherokeeMist#641
How many different teams are working on newer versions of PXI? Or should I ask, how many different versions are being developed. I've been testing the DLX release, yet I noticed some folks discussing testing on their servers. Are they different versions and are the server files available for personal testing?
02/20/2011 05:33 AkkarinRX#642
Quote:
Originally Posted by CherokeeMist View Post
How many different teams are working on newer versions of PXI? Or should I ask, how many different versions are being developed. I've been testing the DLX release, yet I noticed some folks discussing testing on their servers. Are they different versions and are the server files available for personal testing?
At least five, but it seems their focus is more about making a few particular quests or abilities work rather than building on a scalable platform. Due to the way the threading is implemented, it requires a lot of extra work in resource locking (the semaphores). In areas where 2 or 3 locks need to be acquired - and there are many - the server risks deadlock as competing threads each hold resources locked that the others need.

I know most people really only care about having a solo server or something they can use with a handful of friends. Any of the versions being worked on by various teams here can support this - and many of the contributions are interchangable. Consistent sharing is somewhat hard, but most of the time the major changes will be in CPacket.cpp or CChar.cpp. Availability varies by group - most open their servers up to others for testing, few make anything but stable releases available.
02/20/2011 11:41 Leviaphan#643
Why not just gather together and continue work on projects?
It's almost imposible to do all by oneself(Core, Scripting, DB). All what we need is rep in neural country like Brasillia or something.
I started to watch through the code... hope that in some nearest time i'll manage improove something in it and make some things work.
I think now we need reanimate developers team, while SE is trying to kill FFXI slowly.
02/20/2011 16:33 AkkarinRX#644
There's some safety for us in not gathering together -- the more distributed and fractured we appear, the harder it is for SE to shut down the effort. That's why there are several different repositories for the source code, as well as torrents. While torrents are more difficult to update, they are hosted anywhere (even though we already have some repositories in countries SE can't touch).

SE does read these forums, which is why many of us use alternative communications. Thankfully, most services we use will not answer SE's demands for our private info. SE has taken drastic measures to ensure they abuse and deter anyone who tries (tried) to enjoy the game which they have been trying to kill for the last 5 years.
02/23/2011 18:01 Programing#645
Quote:
Originally Posted by sabig View Post
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
Well you have to use the mXI-0.8.5
i Have tryed the other ones but they crash