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Final Fantasy XI (Online) Private Server files

Discussion on Final Fantasy XI (Online) Private Server files within the Final Fantasy XI forum part of the MMORPGs category.

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Old 09/23/2010, 22:01   #346
 
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I have a question regarding your SVN Mr. Tom Neverwinter, sir. I tried it, when I first read about it, but not so much since, but it didn't seem to work for me. You mentioned PMing you for a username and pass? I'm a little unclear on that, because I do not know a lot about SVN. Is there a place for a username and pass? I could take a look I suppose, just it's easier to ask then go take a look since I'm already browsing the forums checking for updates anyway lol.
I mean, I just looked and I don't see how I would put any info in for a name or pass. Were you talking about the SourceForge page? /confused and /hopeless
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Old 09/25/2010, 14:41   #347
 
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you need tortise svn to commit from your desktop, I still need to set it up properly, schools been a little hectic. you also need to create a user on sourceforge.

atm all I did was setup a basic format
eg server
client
src
bin

etc
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Old 09/28/2010, 10:39   #348
 
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Its nice to see this being picked up

If you have any questions feel free to drop them in this thread and even though I have not seen the code in almost 8 months I can try my best to answer. The last SVN will have a lot of random deadlocks and this is primarily because we were overhauling the code to allow for more people. We discovered that we could get a huge performance increase if we moved player processing into the zone handling thread and optimized some of our functions and removed some no longer needed semaphore locks, but this move was just starting when the C&D started.

I saw somewhere earlier in this thread stating that the semaphores were being rewritten, this is semi-true. The CSemaphoreRW files does not mean Rewrite, its actually Read Write Semaphores. The idea behind this is that multiple threads can READ data at the same time, but only one thread may WRITE data and while a write is occurring no other thread should be allowed to read (another way we were trying to squeeze some more performance out).

Another question I remember reading was that quests / missions never populated information. This is generally caused by FFXI being picky about how it receives packets. If the quest + mission packets are not sent in the same data transmission it will like to discard it all (you can see some of our dirty hacks in the gengamepacket function to try and get large groups of packets sent together). Also we had some issues with trying to find the maximum size/amount of packets the client would accept before discarding some information. You may also notice some error messages stating something along the lines of packet overflow, that's nothing to really worry about it just means that there are more packets in the queue to send to the client then what we felt was a safe amount to send. The next transmission will likely be able send the remaining packets in the queue.

And finally to answer the last common question "Why does X work in 0.6.3 but not in 0.6.4 or 0.6.4 but not 0.6.5".. To put it bluntly, a lot of our code is crap. A lot of stuff was not properly planned out before being implemented, or it was implemented as a proof of concept and we thought 'Hey, people may like to see that in a release' even though it wasn't really ready. Pets and Charm is a perfect example of this poor code that needs desperate attention. Some of these things can be added back by just removing the comment blocks, but they will not stand very well and they will cause more headaches then they are worth

I hope this helps and like I said before if you have any questions please feel free to ask and I can try my best to answer.

P.S. Sorry if something does not make sense above, I'm writing this at 4:40 AM local time and I'm dead tired
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Old 09/30/2010, 06:11   #349
 
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Lightbulb Time for a reply

Quote:
Originally Posted by RandomGuyFFXI View Post
The last SVN will have a lot of random deadlocks and this is primarily because we were overhauling the code to allow for more people. We discovered that we could get a huge performance increase if we moved player processing into the zone handling thread and optimized some of our functions and removed some no longer needed semaphore locks, but this move was just starting when the C&D started.
hmmm interesting, I would have thought it would have been a major slow down? I didn't notice a cascade effect? although separating every zone into itself would be a great idea! is this the concept? if so I thought that was how it already did it?

Quote:
Originally Posted by RandomGuyFFXI View Post
I saw somewhere earlier in this thread stating that the semaphores were being rewritten, this is semi-true. The CSemaphoreRW files does not mean Rewrite, its actually Read Write Semaphores. The idea behind this is that multiple threads can READ data at the same time, but only one thread may WRITE data and while a write is occurring no other thread should be allowed to read (another way we were trying to squeeze some more performance out).
GENIUS!

Quote:
Originally Posted by RandomGuyFFXI View Post
Another question I remember reading was that quests / missions never populated information. This is generally caused by FFXI being picky about how it receives packets. If the quest + mission packets are not sent in the same data transmission it will like to discard it all (you can see some of our dirty hacks in the gengamepacket function to try and get large groups of packets sent together). Also we had some issues with trying to find the maximum size/amount of packets the client would accept before discarding some information. You may also notice some error messages stating something along the lines of packet overflow, that's nothing to really worry about it just means that there are more packets in the queue to send to the client then what we felt was a safe amount to send. The next transmission will likely be able send the remaining packets in the queue.
hmmm, I wonder if there's a way to trick it?

Quote:
Originally Posted by RandomGuyFFXI View Post
And finally to answer the last common question "Why does X work in 0.6.3 but not in 0.6.4 or 0.6.4 but not 0.6.5".. To put it bluntly, a lot of our code is crap. A lot of stuff was not properly planned out before being implemented, or it was implemented as a proof of concept and we thought 'Hey, people may like to see that in a release' even though it wasn't really ready. Pets and Charm is a perfect example of this poor code that needs desperate attention. Some of these things can be added back by just removing the comment blocks, but they will not stand very well and they will cause more headaches then they are worth
actually to be honest 0.6.3 was the only one I could not get a copy of, it was never mirrored thus when the official site went down I couldn't get it. If you have a copy that you would send me I would appreciate it. in fact any awesome stuff would be appreciated by all of us. (notes, tables, changelogs, I dont want any of your had work to go to waste)

Quote:
Originally Posted by RandomGuyFFXI View Post
I hope this helps and like I said before if you have any questions please feel free to ask and I can try my best to answer.

P.S. Sorry if something does not make sense above, I'm writing this at 4:40 AM local time and I'm dead tired
Honestly it was exactly what I was hoping to hear. for the longest time I was afraid you guys were going to be mad.
I'm a huge fan of FFXI and the day I heard there was a FFXI server I was like Hell yes!
Thus I became a HUGE fan of PXI and your work!


My plans are ATM modularize all of the work that is complete, and then mix and match. Hopefully a solid release of all the good stuff you guys gave us by Christmas or sooner. (probably sooner?)

I also want to make more modular pieces so you can play straight FFXI as it is or a modified ver. with all sorts of crazy stuff

add in all exp levels up to the hard capped 255 w/ mana and hp (maybe extend? I think I have a trick to fix some of the glitches)

and of course make it so all players cannot run commands only GM's

I've started simplifying installation and made it a little easier to transport around

I also want to add in my own custom weapons and armor/ items how is this done? (in a way that can be implemented in PXI not through FFXI install directory)
Do I just directly link it or do I have to place it in the FFXI folder,nomatter what, add to tables etc etc?


I've got a couple more I'm thinking about but I have no idea how to implement them.
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Old 09/30/2010, 19:38   #350
 
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Quote:
Originally Posted by Tom_Neverwinter View Post
actually to be honest 0.6.3 was the only one I could not get a copy of, it was never mirrored thus when the official site went down I couldn't get it. If you have a copy that you would send me I would appreciate it. in fact any awesome stuff would be appreciated by all of us. (notes, tables, changelogs, I dont want any of your had work to go to waste)
I'll have to dig around, I think I may have the latest SVN versions and probably the change logs the wiki I don't have any copies of but I believe there are some floating around somewhere

Quote:
Originally Posted by Tom_Neverwinter View Post
I also want to add in my own custom weapons and armor/ items how is this done? (in a way that can be implemented in PXI not through FFXI install directory)
Do I just directly link it or do I have to place it in the FFXI folder,nomatter what, add to tables etc etc?
Any new items or changes to existing items that you want to be visible to the client must be done by dat file modifications. You can make an Onion sword Occasionally hit 2-16 times and give +50 to all stats by modifying the database and PXI code, but you will still see the original item description on the client.

That being said... you can add the augmented status to items to make *some* changes visible to the client, but I'm pretty sure we haven't implemented that feature and I do not remember the limitations of augmented items.


TL;DR -

New Custom Items will need to be added via DAT modifications

Modifications to Existing items you can add augmented status to make some changes visible to the client, but you will also have to research some packets that make this work.
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Old 10/01/2010, 20:22   #351
 
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RandomGuy, any chance you can explain/help figure out how to set the @ commands to the original "//" GMs use on the SE servers? And would it be possible to implement storing the GM flag on the SQL database?

I'd like to be able to manually toggle if somebody is a GM or not from the database, which will only then allow them to use the //commands. I have a copy of the GM manual, so I'd like to get those implemented on the server I'm working on.

---

I added the new DRK empyrean scythe. Finding the item ID and weapon mod IDs were easy in Pebbles and by going through the server's code, but there is one major struggle I have adding new items:

Model IDs. I can't seem to find an easier way to get monster/weapon/armor graphic model IDs besies cycling through numbers by guessing, then adding the item and equipping it to see if it's right. Is there an easier way? ModelViewer/AltanaView/Pebbles don't appear to provide relevant data to find the correct Model ID for graphical items.
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Old 10/02/2010, 08:24   #352
 
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Quote:
Originally Posted by altanaffxi View Post
RandomGuy, any chance you can explain/help figure out how to set the @ commands to the original "//" GMs use on the SE servers? And would it be possible to implement storing the GM flag on the SQL database?
Unfortunately, when you type a //command in the client it does not send a packet to the server. This makes it very difficult to enable //<command>. I have not investigated this much, but I bet when Official Square-Enix GM's log in they probably have an additional flag in their client when it boots enabling the //<command> to send the appropriate packets to the server. I have not investigated this much, and this is just pure speculation on the matter.

Quote:
Originally Posted by altanaffxi View Post
I'd like to be able to manually toggle if somebody is a GM or not from the database, which will only then allow them to use the //commands. I have a copy of the GM manual, so I'd like to get those implemented on the server I'm working on.
We have started the basic framework for enabling GM commands via the database but never finished. Going purely off of memory I believe Regiuz made this a class and called it something along the lines of commandHandler. You can register command with various privilege levels but I believe the problem is the user privilege level was never pulled down from the database. From a coding aspect I do not think this should be too hard to implement, its just another field that you have to load when the character logs in. That being said I haven't looked at the code in probably 8-9 months now.

Quote:
Originally Posted by altanaffxi View Post
I added the new DRK empyrean scythe. Finding the item ID and weapon mod IDs were easy in Pebbles and by going through the server's code, but there is one major struggle I have adding new items:

Model IDs. I can't seem to find an easier way to get monster/weapon/armor graphic model IDs besies cycling through numbers by guessing, then adding the item and equipping it to see if it's right. Is there an easier way? ModelViewer/AltanaView/Pebbles don't appear to provide relevant data to find the correct Model ID for graphical items.
I think there may be an easier way but I personally was never very interested in finding these model values. I was always more interested in the coding the core server and implementing new features . Some of our contributors were outstanding at finding these values for us

TEAMWORK POWER!!!


**Edit**
Found 0.6.3 and SVNLogs, decided to share

**Edit 2**
Found a database dump; I think it may have been for 1430 but can't remember If anyone wants to give it a shot I have attached it
Attached Files
File Type: zip pXI-Server0.6.3.tar.zip (5.74 MB, 151 views)
File Type: txt svnlog.txt (301.1 KB, 98 views)
File Type: zip pxidb_test.zip (1.71 MB, 119 views)
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Old 10/02/2010, 23:57   #353
 
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I am really interested in playing FFXI, but I am having trouble setting all this stuff up. I followed the guide that was posted, but i keep getting the same error. I log in to my server in meteorXI, and it says 'Incoming Packets: 1", then it connects to the server,but then says "disconnecting!" and stops. I ran it as administrator,but it still won't work. Could somebody please help me with this.
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Old 10/03/2010, 04:49   #354
 
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Lightbulb New release

Ok I've done some more work this week.

I'm theorizing a whole mess of code for merits, and even added some of it!
I extended the skills and exp db tables. this may now show up when char lv is greater than 75?

I'm probably going to throw in everyones amazing changes and see what happens by Sunday night? (hopefully nothing goes bump in the night)

Now that I can see all the goodness that was 0.6.3 I can put in all sorts of new stuff!!! (which should work!) YAY!

P.S. what are we going to call this thing?
my vote is UG PXI (underground pxi)
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Old 10/03/2010, 05:15   #355
 
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Is there a list anywhere of the @commands and a list of the zones?

Sorry if this is posted in another thread, I couldn't find it.
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Old 10/03/2010, 06:50   #356
 
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Wow, awesome 0.6.3 is really cool! I'm working on Fields of Valor myself, right now you can take assignments and it recognizes when you kill a specified target but it's not counting them or recognizing completion.

Hopefully it'll be done soon for us to enjoy!
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Old 10/03/2010, 19:00   #357
 
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hey Heliosnyx , download edited scripts from links on previus pages . There are @command list , @zone list , @additem list , and more !!!!
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Old 10/03/2010, 23:18   #358
 
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I can't seem to figure out how to get the GM flag to toggle on logging in by reading a value off the database. Any ideas? Also, would you know how to go about adding zone-lines to the database?

Since I'm not that sharpest tool when it comes to integrating C++ with SQL queries, I'll go back to working on... fixing LUAs, lol.
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Old 10/04/2010, 17:13   #359
 
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lol altanaffxi fixing lua's is pretty impressive, as they do hold a lot of information that make the gameplay function properly. i vote for your idea tom since you're illustrating such a brilliant picture. no need for democracy, just do it!!! >
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Old 10/04/2010, 23:08   #360
 
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speaking of lua's if u wanna fix utsusemi:NI only giving you 3 shadows instead of 4 as NIN you can fix it by changing the file Copy_image.lua power values to 35 and 25, they are currently 3 and 2, it should look like this:

if (target:getMainJob() == 13) then
if (effect:getPower() == 25) then
shadows = 4;
elseif (effect:getPower() == 35) then
shadows = 5; --Logical progression.
end
end
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