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-   -   Final Fantasy XI (Online) Private Server files (https://www.elitepvpers.com/forum/final-fantasy-xi/220436-final-fantasy-xi-online-private-server-files.html)

canadian77 01/17/2011 02:16

what is the program called to join a final fantasy private server? cause i want to join 1 not make 1.

LtFreud 01/17/2011 04:40

you need to download PXi Mxi and MySQL you need to the version on Mxi to work with The version of PXI like 0.6.3 won't work i think with 0.5 or something like this, you gotta find the good ones for both.

LtFreud 01/17/2011 04:44

@xworndownx add the @additem and ill come try and help you out on your server, i got far enough in ffxi to not go over those missions and HNMs again XD or do a special one for my character ;) at the moment im messing around on my own server skiling up goldsmithing and trying to figure out jobs that are able to solo severals nm and HNMs.

canadian77 01/18/2011 00:13

is there any1 with a final fantasy private server in hamachi i checked this server but all 3 of em is full FFXI Lives258
Pass : 258

if the room is full use this room

FFXI Lives258 1
Pass : 258

if that room is also full use this

FFXI Lives258 2
Pass : 258

if that room is full use this

FFXI Lives258 3
Pass : 258

canadian77 01/19/2011 06:00

if your paying monthly on pol do u still need MXI PXI and mysol

Royon 01/19/2011 17:44

Quote:

Originally Posted by canadian77 (Post 8728482)
if your paying monthly on pol do u still need MXI PXI and mysol

YES

CADcaliber 01/19/2011 19:59

Mysql is to host your server
Pxi is the server files
Mxi is a workaround so you don't have to use POL in order to play on a server. I found it easier to use Mxi instead of POL because i could get better troubleshooting with mxi (because if i had an issue usually it was obvious how to fix) and I never could get POL to connect to pxi.


that's is a breakdown of what each is.

canadian77 01/20/2011 23:26

when i connect to pxi it says cannot find server 127.0.0.1 what does that mean? and which server do u need to be on?

canadian77 01/23/2011 07:22

so does any1 no why i cant connect to pXI it says cannot find server 127.0.0.1 or do i put my ip address in?

canadian77 01/24/2011 19:40

where do u enter this at? do u enter it at mysql host address
Try stopping the mysql daemon /etc/init.d/mysql stop Run mysqld_safe --skip-grant-tables & Enter as root mysql -u root -p To change root password mysql client - mysql -u root and write use mysql update user set password=PASSWORD(”NEW-ROOT-PA*SSWORD”) where User=’root’;

CADcaliber 01/25/2011 06:41

what screen is popping up cannot connect? is it mysql or mxi?

Cuack 02/01/2011 21:17

jeje good

Rohauce 02/04/2011 20:28

Join xworndownx's server.
You'll have to download Tunngle:
[Only registered and activated users can see links. Click Here To Register...]
Make an account, sign in, and find him (in the tunngle client)
Under RPG > Final Fantasy

Then copy to clipboard xworndownx's IP
and paste it in the Client.ini file for MXI.

Programing 02/04/2011 21:15

Quote:

Originally Posted by canadian77 (Post 8699903)
what is the program called to join a final fantasy private server? cause i want to join 1 not make 1.

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.

CONFIDENTIAL
enjoy while the ip lasts.

use meteor to connect.

Rohauce 02/08/2011 04:07

Quote:

Originally Posted by Programing (Post 8994533)
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.

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.

villagehokage 02/08/2011 04:12

. . .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?

Rohauce 02/09/2011 01:46

Quote:

Originally Posted by villagehokage (Post 9049072)
. . .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.

Programing 02/09/2011 04:21

Quote:

Originally Posted by Rohauce (Post 9049058)
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.

killingfrost 02/10/2011 15:33

Quote:

Originally Posted by Programing (Post 8994533)
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.

killingfrost 02/10/2011 15:34

Quote:

Originally Posted by Programing (Post 8994533)
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.

sabig 02/11/2011 13:31

Quote:

Originally Posted by Programing (Post 8994533)
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

DeannfromFFXI 02/12/2011 03:11

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?

borfax 02/12/2011 09:40

Unfortunately that really is the only way to do it. It takes a while, but you will have the most current data.

DeannfromFFXI 02/12/2011 09:54

Will I have to do this every time there is an update?

CherokeeMist 02/12/2011 14:54

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. :(

Programing 02/14/2011 03:44

Quote:

Originally Posted by killingfrost (Post 9083449)
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

woodsey 02/14/2011 16:39

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.

CherokeeMist 02/14/2011 16:58

Quote:

Originally Posted by woodsey (Post 9145970)
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?

amaneshi 02/14/2011 17:36

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.

woodsey 02/14/2011 19:00

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.

CherokeeMist 02/15/2011 16:48

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. :)

B.o.n.g 02/15/2011 18:11

geht der jetzt On oder kakkt der immernoch ab ?

woodsey 02/16/2011 01:17

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.

woodsey 02/16/2011 01:29

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...]

CherokeeMist 02/16/2011 02:43

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. :)

Leviaphan 02/17/2011 08:20

some addition to scripts r2177
 
1 Attachment(s)
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.

Programing 02/17/2011 23:50

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.

Leviaphan 02/18/2011 05:43

Where to download "last unpublished SVN" w/o modifications?

woodsey 02/19/2011 01:37

Quote:

Originally Posted by Programing (Post 9199217)
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.

AkkarinRX 02/19/2011 07:09

Quote:

Originally Posted by woodsey (Post 9216183)
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.


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