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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.
08/21/2010, 22:03
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#166
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Error
First off it's not the black screen error
I am having a "notifying lobby of current selections" problem
it spits out FFXI-3113 after a few minutes
This error comes up after creating a character,
any help greatly appreciated!
Thanks in advance
Update: NVM bad db file the pxi client had no problem with it but the mxi client crashes
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08/22/2010, 14:13
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#167
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NVM for answering my question. I figure it out. this actually need an ID to play it. I downloaded the files here and read up the guide. will this really is a bad information for me. There is actually not a real Emulating game for FFXI but just a model or a private server thing.
I was actually thinking that there is a actual solo plays off line with out POL playing FFXI like other final fantasy games I played. I guess you have to pay to play. will thanks for nothing.
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08/22/2010, 22:17
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#168
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anyone still working on this?
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08/22/2010, 23:55
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#169
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yes... mostly?
you do not have to pay to play!!!
everything minus a working db file is here:
it has the update file and multiple versions of mxi + pxi
I'm still "working on it for myself" but I may leak a few here and there
Updated files:
Made them a lot better, Many of my changes are included
I made a guide for people having issues with mxi 0.9.0Rc1
added effects to the 0.6.4 server folder but not to the db, looking for a more time effective method to add it all
Updated: 08/29/2010
Ok all the transports should now work; boats, airships, barges
Spells should work
Effects have been added (Although may not actually work unless run on 0.6.5
Traits have been added (also probably a 0.6.5 thing)
Server can now be run portably
updated sqlyog
Mxi 0.9.0 changed slightly
Please upload your edits, I'd die for any solutions to any of the problems.... especially to 0.6.5 and the db
Thank you everyone for your hard work
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08/23/2010, 02:14
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#170
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did you add stuff yourself Tom? if so, may i ask what? good work btw!
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08/23/2010, 04:33
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#171
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Quote:
Originally Posted by Drakong
NVM for answering my question. I figure it out. this actually need an ID to play it. I downloaded the files here and read up the guide. will this really is a bad information for me. There is actually not a real Emulating game for FFXI but just a model or a private server thing.
I was actually thinking that there is a actual solo plays off line with out POL playing FFXI like other final fantasy games I played. I guess you have to pay to play. will thanks for nothing.
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I would suggest you go back to page one read everything all over again, try the 6.4 version as well as the database and rethink that comment.
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08/23/2010, 04:48
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#172
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Quote:
Originally Posted by bababooey2
99% of the food effects were working as of the final SVN. If they're not working with the last SVN and the current FFXI update it's reasonable to believe the mechanism (in the source or the database) was broken due to an FFXI update.
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I think the problem is actually within the coding of the 6.5 version itself, and the **** mob tables got screwy somehow.
A friend of mine who showed me the 6.5 effects etc has all spells working and mobs appear on the map. The only trouble im having is with the zone settings table for 6.5 and merging it with my current database without having to literally input the entire **** thing.
I dunno maybe I should try recompiling the **** thing and seeing if something glitched....no idea.
But I have a 6.4 server with mobs and spells but no active spell icons like buffs etc and alot of spells dont work.
And the 6.5 has all fully working spells but no npcs and no mobs<--------gotta be a problem with the database I'm still working out the kinks, but once I can get that npc and mob problem fixed I'll have a more general pallet to work with as far as testing and making new scripts.
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08/23/2010, 04:55
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#173
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Quote:
Originally Posted by Regicide
I think the problem is actually within the coding of the 6.5 version itself, and the **** mob tables got screwy somehow.
A friend of mine who showed me the 6.5 effects etc has all spells working and mobs appear on the map. The only trouble im having is with the zone settings table for 6.5 and merging it with my current database without having to literally input the entire **** thing.
I dunno maybe I should try recompiling the **** thing and seeing if something glitched....no idea.
But I have a 6.4 server with mobs and spells but no active spell icons like buffs etc and alot of spells dont work.
And the 6.5 has all fully working spells but no npcs and no mobs<--------gotta be a problem with the database I'm still working out the kinks, but once I can get that npc and mob problem fixed I'll have a more general pallet to work with as far as testing and making new scripts.
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Wow, sounds like your keeping this alive! You should make your server semi-public or something! :P
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08/23/2010, 06:32
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#174
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Quote:
Originally Posted by bababooey2
99% of the food effects were working as of the final SVN. If they're not working with the last SVN and the current FFXI update it's reasonable to believe the mechanism (in the source or the database) was broken due to an FFXI update.
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Yeah I do recall you, if you're the same bababooey, working on the food effects. Then some other people were working on missions and quests.
I may take some programming classes in the future and perhaps take a gander at this when I understand it more.
I still don't understand why there's so little interest in regards to server emulation for this game.
Anyways for people having MeteorXI issues download the file I uploaded in a post two or three pages back. It has nearly all MXI versions.
Also, Good luck Regicide. I'm glad to see people still interested in the project.
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08/23/2010, 15:02
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#175
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Quote:
Originally Posted by Regicide
I would suggest you go back to page one read everything all over again, try the 6.4 version as well as the database and rethink that comment.
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I tried version 6.2 pxi and it works but couldn't get pass the part after selected nation and was sending information to the server. Also version 6.4 pxi couldn't get connect to MYSQL. So I couldn't use that version.
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08/24/2010, 19:16
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#176
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Reply
Drakong, or whatever your name was, I'm reading your posts and I don't understand what the problem you're having is. It sounds like your FFXI isn't updated though. There is a small "Update.bat" file you can find in a zip file somewhere on this site. It'll break 1 file in POL and FFXI so you're able to update the game without purchasing a content ID. You simple enter 12345678 as the account name and 12345678 as the ID. Then you click "Check Files" When that's done, you "Fix Files." If you're running 0.6.4 you have to have the game updated as much as possible. I doubt this is what the problem is though, because you mentioned you recently turned your account back, and if you logged into FFXI at all, it would've made you update it.
Either that or your MySQL isn't configured correctly. Maybe you haven't loaded the database into MySQL?
Actually, if you have 0.6.2 running, then you CANNOT use the same database that came with that version to run 0.6.4. It's COMPLETELY different and to get that to work, you'd have to create an addition database using a database editor, e.g. SQLyog or HeidiSQL, and name it "pxidb2" or something similar that is not the same name of the database you're using for 0.6.2, then change the pxi.ini files to pull the information from the new database. What I did to make sure it went into the correct database was edit the "pxidb.sql" and at the top where it says "pxidb" I changed it to "pxidb2." Make sure you load pxidb.sql to the database, because that's where all of the table information is stored. Regicide did a good thing by mapping it out, because that was my first problem was understanding how it all worked, when I first started trying to run this stuff. I hope this solves your problem.
Another reason MySQL could not be working is that you do not have the file called "pxi.ini" in the file directory. If you do not, then check in all of the other folders. It can also be called "pxi.ini.sample." All you have to do is copy it, then paste it to the folder that pxi-server0.6.4.exe is in, then change the information inside the file to match your database. If it is named "pxi.ini.sample" you'll have to rename it so that it reads "pxi.ini".
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08/24/2010, 19:49
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#177
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Also, I was wondering about some things in the database. On the newer version I'm running, where buffs (e.g. Haste, Refresh...) work, the mobs don't entirely... but they do aggro, they just don't roam. It's kind of nice because they don't walk through the walls when you run up to fight them. Another thing I noticed you can't change the stats on armor or weapons like you could on a different version I compiled. Is there any other way I can do that? I wonder if adding columns to "Stats_Armor" would work? I wouldn't think so. That's really all I'm curious about right now. I also have the long string of numbers that goes into "chars" tables, under the "spells" column that adds all of the spells.
0xFEF7FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFF3F000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000
First you have to create the character. Exit the game, then edit the database.
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08/24/2010, 23:12
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#178
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Quote:
Originally Posted by Codiddle
Also, I was wondering about some things in the database. On the newer version I'm running, where buffs (e.g. Haste, Refresh...) work, the mobs don't entirely... but they do aggro, they just don't roam. It's kind of nice because they don't walk through the walls when you run up to fight them. Anyway, I have a question about "Augment ID's" text I found in the scripts folder. How would you apply these in teh database? I understand the idea of converting bytes to binary, but I just don't get how to apply them or have any use for them at all. Are they just referenced there for someone to script? If so, I don't mind trying that out. I'm just clueless as to where to start "trying" to script. I still haven't done any of it, but I think I get it. Another thing is, there are some values in the database I'm trying to figure out. Like, if you goto spell_list there is a column allowed targets. 1 = Self, 3 = Party, 4 = Mob, 127 = mob and other players. I want to know what the number would be for mob, other players, and npcs? Or maybe just npcs. I want to guess 2, but I haven't tested it yet... I guess I could do that. Another thing I noticed you can't change the stats on armor or weapons like you could on a different version I compiled. Is there any other way I can do that? I wonder if adding columns to "Stats_Armor" would work? I wouldn't think so. That's really all I'm curious about right now. I also have the long string of numbers that goes into "chars" tables, under the "spells" column that adds all of the spells.
0xFEF7FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF FFFFFFFFFFFF3F000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000
First you have to create the character. Exit the game, then edit the database.
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I hope youre using POL utilities to find your hex values as well as your item id's. I believe most of the stuff used for the GM commands can also be pulled by translating the decimal value in the pol ids to a hex value. Which will help out with what you're trying to do immensely. For ex.
FFXI data browser--->String Tables---->English--->Key Items---->
Decimal value for Chocobo License is 01389 convert it to hex for @addkeyitem command and you get 56D
@addkeyitem 56D and you get a nice chocobo licence in your inventory.
POL utils should be like your bible and used vigorously.
Another thing that pol utils helps out with is adding quests to npc scripts. It would be kinda hard to write quests from scratch but you could easily direct a multitude of quests at one npc if you wanted.
The quest system in FFXI is not complicated at all, and most of it is a series of Take away key item from player give key item to player Give new quest to player (insert Hex or decimal value) etc etc. Not hard at all once you understand what the scripts are doing.
On another note....anybody wanna continue this project with whats left on a mibbit or something? I dunno if zero still has his up but last i checked the official mibbit was dead lol.
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08/25/2010, 05:16
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#179
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Thanks Reg, I did not know that. I'll definitely look into it. For some reason, I always hated running that tool, but I thought it was "just" a model viewer. lol. I'll check it out right now.
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08/25/2010, 13:52
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#180
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*I went back and look up a newer version of the files that was recently uploaded in here and downloaded. I think I must cross version to not make it to work. Now MYSQL version 6 and PXI 6.4 and MXI 7 works together. I finally got it to work. Thanks for the info. I had to mess with it for like couple hours to get it to work. Sweet!!! kind of glichy though...
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