Final Fantasy XI (Online) Private Server files

02/23/2011 18:08 Programing#646
Quote:
Originally Posted by DeannfromFFXI View Post
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?
Quote:
Originally Posted by borfax View Post
Unfortunately that really is the only way to do it. It takes a while, but you will have the most current data.
Quote:
Originally Posted by DeannfromFFXI View Post
Will I have to do this every time there is an update?
Quote:
Originally Posted by CherokeeMist View Post
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. :(
Hello Guys I made a version that dosent need install, update, nor all the old procedure, now just download load the registry file I created and play. unfortunely it only woks with 32 bit XP and 7 so far, I froze the version to work pefctly to the server, as all the developers know every update messes server stuff up, then you got to zonecap everything, fix events, dialogs etc etc.

all the instructions are on the bug report forum, unfortunely most testers speak spanish and other lenguages about 12+ people speak english only, some of the testers are translating the forum into english so bear with that if you may.
02/23/2011 18:20 Programing#647
Quote:
Originally Posted by AkkarinRX View Post
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.
Music to my hears, I have been thinking on reprogramin the whole thing, and use the PXI as a guide, It had come to my atention that you are working on the Networking area and Multythreading, since I have realized they are one of the weaknesses of the FXIproject, I just know it will be a great burden to go solo on this, I have personally worked ove a year on the project mostly in game-play accurrate calculation of everything, and about 50% on lightening the game, due to the weak networking and threading. I would really love to see your work and hear more about it.
02/23/2011 18:23 Programing#648
Quote:
Originally Posted by AkkarinRX View Post
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.
LOL should have read this one first, but I agree with you, need to build a strong fundation first.
02/25/2011 00:40 fdurv7#649
Anyone have a open server? Programing ur server IP change?
02/25/2011 06:26 Programing#650
Quote:
Originally Posted by fdurv7 View Post
Anyone have a open server? Programing ur server IP change?
Yes it did. contact me Iam going underground for a while again work with the current testers and their friends they invite.

I got scared by Akkarix, he is right should not losen up on my stelth.
03/06/2011 20:52 coolkyle2006#651
Hello please send me a message ill offer you for Pserver
03/13/2011 05:18 lavixi#652
Hi,

I'm having trouble getting this to work. I keep getting error-3322 when trying to make a character, Ive read through the thread and followed all the instructions (Copied the POL data folder but still the same error).

Is there any other fix for this?
03/13/2011 05:24 Roamin#653
its the DATA folder from POL folder that you need to copy.
03/13/2011 06:09 lavixi#654
Quote:
Originally Posted by Roamin View Post
its the DATA folder from POL folder that you need to copy.
Ive copied that folder, but still have the error.
03/13/2011 17:44 amaneshi#655
Try to enable Simple Character Creation option in game options. Not sure, but may help.
03/14/2011 05:42 lavixi#656
I reinstalled FFXI and its all working now :D
03/15/2011 09:05 quickthunda#657
anyone know how to fix blue mage? i cant set any spells even in mog house D:
03/17/2011 14:55 zeos101#658
Server doen atm?
03/17/2011 23:16 Yuchemey#659
You don't need to Pay for PLayonline. But right now i am only using this to muse while servers are down due to the catastrophy in Japan ; ;.

All You need are
-----------------
Meteor XI
PXI 0.6.2~0.6.4
MySql
and a shit load of patience ><
03/22/2011 18:54 salmer#660
Only one question - after installation playonline & ffxi client, i need update both clients with FFXIUpdate.bat, after this operation i reboot playonline viewer, & i offer to update playonline client from square-enix server... what i do wrong??..