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landis73 09/10/2010 00:10

Codidle, just out of curiosity which version were you going to use for the setup?

I noticed your spiraxi and sql package is 6.5, where as the spiraxi from the other post is 6.3 svn 1421.

Side note, for spiraxi:

After testing (and some of these may be listed in the original readme) found some behaviors that are odd that I cannot locate setting changes for, or that occur after setting the setting.lua to SE default. (given some of these are not implemented, I believe, or may have been previously reported by others of which I was not aware).

no merits in game
no report in log of item dropped

when selecting a newly created character (and turning the option on in settings.lua to see the cutscene), no cutscene in the country occurs only a black screen is seen.

no game intro (the blue crystal starting one), even though the option is turned on in ffxi config.

noticed in a script that the person who made a detection formula for sea access reported that when tested it somehow didn't work for them, it is currently set to 1 (everyone has sea).

/heal does not seem to heal in increments like it should, it just bumps you to full hp after a set time.

when i created a mnk character, used @ to change lvl, attack did not increase after equipping items that had attk.

also, for the mnk lvl 1 test with hth (no weapon), skillups didn't occur during 3 lvl's (exp rate 1.0), stopped test on lvl 3 and hadn't gotten any .1's or otherwise, even for evasion (skillup setting at default).

all mobs located check dc

mob does not despawn on death (tested in w.ron and attawah).

Still working on looking through all the scripts to learn them. Noticed that there are some quests that are done, and others that are started, and many that don't exist atm.

Back to testing! :)

Codiddle 09/10/2010 06:22

If you used @changejob to any level past 75, I believe the skills go crazy. If you stay at 75, you'll notice you can see your Combat and Magic Skills listed in the menu and your attack and defense don't go insane. If you go past the 75 cap, those become unavailable. I think you can edit the database and add levels and skills. That's odd all mobs check DC, I've seen them IT and VT. But I haven't gotten any Impossible to Gauge, it usually just checks it like it would a normal mob. Mobs despawn when I kill them. I dunno it's weird you're having different errors then I have. If you replaced the scripts with the ones in the trunk folder, that maybe why. I did not test those... When I built Spira XI it was the latest rev. The only reason it shows 0.6.3 r1421 was because of the version.h file I used when I compiled it. I rebuilt it again with an updated revision.h so it displays the correct version, however I recommend using LionHart's exe seeing as he has fixed some code to improve h2h. The scripts are from Spira's SVN, I don't have the address however, sorry. If anyone has that, it'd be great if you could post it. The database was the database that was with the latest rev. as well. I think I successfully loaded it without any errors the last time I tried. There was a typo in update_zone_settings01212010.sql that I fixed and it seems it worked last time beautifully. It is good that these things are getting tested, maybe a list of quests that you know aren't there. I don't know how to script or code, but I have the desire to learn. I just don't have time right now with school and work. So, a list would be great, for those who wish to work on the project. It's weird, you're having errors that I don't recall ever having though.

landis73 09/10/2010 09:16

On the change job that was changing the job to 75, not any higher.

Thanks for the description of the version, was not aware.

In regards to the scripts, yes I was using the ones from trunk, as I'm looking to have the server as close to original SE as possible (changes can always be made by the person with the servers with the settings.lua or whatever they want to edit after that), mostly because it is hard to know what all has been changed after the deed is done by someone else. Not that you were deviating from the original game in your changes, I just didn't know what all you had changed.

I do have the scripts from the original pxi when they were working on them, however I did not update daily, so my scripts are 1.5 to 3 months at most old before the site went down.

Edit: Thought I would mention for clarification that the trunk lua's I'm using are the ones you included for purpose of keeping everything the same for testing, not the ones that I have.

I was using Lionhart.exe with the skillup issue I mentioned. The hth when the exe is used is 1 handed for mnk, and attacks actually too quickly, though as previously mentioned this speed that I'm seeing could be a traits issue.

For the svn, I think you're referring here: [Only registered and activated users can see links. Click Here To Register...]

yt has a video of a taru mnk using hundred fists, not the standard attack timing, so still looking for a reference point so others can view. hf video here:

Regarding the quests here would be all of them by area: [Only registered and activated users can see links. Click Here To Register...]

The despawn upon death error which I mentioned is on your death, not the mobs...
In other words, when you die, the mob you were attacking or which had aggro on you, should despawn. It's this way in the regular game at least.

Blaze1011 09/10/2010 13:33

Guys? can anyone please help me?
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lionhart3001 09/10/2010 19:12

the base h2h speed was 480 i believe.. i changed it to 100 because the 6-7 seconds delay inbetween attacks was like a slow death playing as monk... ive uploaded the file again with the original attack speed (480 h2h).

[Only registered and activated users can see links. Click Here To Register...]

a few things need to be resolved to get this playable such as auction house (i have no idea where to start on that lol). ive been studying the code buts it hard to get stuck in around my work/girlfriend ect.

certain zones load up blank when you zone. if you @zone 9f you appear in temple of uggalepih. when you run outside to the jungle and back to temple of uggalepih again the zone is blank. if you @zone 9f the zone loads everytime...its giving me a right headache.

if your using spiraXI goto temple of uggalepih and zone in and out to see what i mean (you may loose your toon in the darkness of the bug >.<).

ive already tested it with a NEW toon with NO items and its still loading blank (maybe the packetlist overload was stopping it from loading.)

if anyone can crack that for now that would be excellent.:)

altanaffxi 09/10/2010 20:12

As far as setting skilsl post-75, you have to go into the MYSQL database and append the current skill listing. I'm working on it now, but mainly waiting until the final Lv99 update so I can get and add the WS IDs and whatnot. Just take a look at the tables under the pxi DB, you'll find it. You'll also want to append the EXP listing post-75 as well. I'll have scripts uploaded for 76-99 post-January once the official skill-caps are released. If you want though, you can make up your own manual caps and edit it later.

Can somebody check the consistncy of the LUA effecting the base delay? I think I've got it working but I want to double-check. Let me know if theres errors before hand though, I'll see if I can sort out the LUA//C++ clashes.

The BSOD zone error you're getting probably have to do with zoneline settings. I don't know how to edit those at the moment... any insight would be helpful (so I can fix the zones & add new zones from updates).

I'll post the code for the h2h & dual wield fix later this weekend if I get the chance. Let me know what else is up, I'll look into it.

joeis78 09/10/2010 20:15

Hey, idk if it's just spiraXI, but anyone else notice the MND (mind) modifier is crazy? a lvl 5 whm can do like 300 dmg with first weapon skill, and banish does around 500 damage at lvl 5.

altanaffxi 09/10/2010 20:36

That's all in the scripts.
I've been going over the LUA, I'll work on it when I get home later and add that to my list of changes. Keep listing script/combat errors, I'll do what I can.

>>Landis, when you die against the mob, are they near their home spawning point? Mobs won't despawn (usually, from my experience) unless you drag them a certain distance away from their roaming area.

I gotta' go, at a lab for a programming class, so I can't stick around. Keep me updated on things involving the combat system and LUA, I'll try and fix things up ASAP for you guys. I don't know how soon I'll be able to provide coding, because the binary I'm building is more geared towards newer updates / a slightly edited system.

joeis78 09/10/2010 20:43

Quote:

Originally Posted by altanaffxi (Post 6767255)
That's all in the scripts.
I've been going over the LUA, I'll work on it when I get home later and add that to my list of changes. Keep listing script/combat errors, I'll do what I can.

>>Landis, when you die against the mob, are they near their home spawning point? Mobs won't despawn (usually, from my experience) unless you drag them a certain distance away from their roaming area.

I gotta' go, at a lab for a programming class, so I can't stick around. Keep me updated on things involving the combat system and LUA, I'll try and fix things up ASAP for you guys. I don't know how soon I'll be able to provide coding, because the binary I'm building is more geared towards newer updates / a slightly edited system.

That's what i thought, i have some experience with LUA, but does this mean lowering the effect of MND in every spell/weapon skill that has it in its formula? This seems in probable because the formulas are sourced from ffxiclopedia, and the damage is consistently over-powered with any spell or WS involving MND.

landis73 09/10/2010 22:11

Quote:

Originally Posted by altanaffxi (Post 6767255)
That's all in the scripts.
I've been going over the LUA, I'll work on it when I get home later and add that to my list of changes. Keep listing script/combat errors, I'll do what I can.

>>Landis, when you die against the mob, are they near their home spawning point? Mobs won't despawn (usually, from my experience) unless you drag them a certain distance away from their roaming area.

I gotta' go, at a lab for a programming class, so I can't stick around. Keep me updated on things involving the combat system and LUA, I'll try and fix things up ASAP for you guys. I don't know how soon I'll be able to provide coding, because the binary I'm building is more geared towards newer updates / a slightly edited system.

Altana: I knew about the roaming area, however I'll recheck just to be sure when I get the chance.

As previously mentioned there is one lua that lists a detection code for sea, currently set to a default of 1 (everyone has sea), as the notes in the lua say that the person that tested it, it was not working somehow.

For everyone, if you want to just view the code on the 6.4 at least, you may want to look here: [Only registered and activated users can see links. Click Here To Register...]


Thanks for the note on the exe lionhart, and yeah low level is a bit slow, just keep in mind that as you go up in lvls and skill it gets alot faster quick :)

Codiddle 09/11/2010 16:57

>>Landis, when you die against the mob, are they near their home spawning point? Mobs won't despawn (usually, from my experience) unless you drag them a certain distance away from their roaming area.

I am not Landis, but I had made a comment earlier about how mobs do despawn on my version. They do, when you slaughter them, but if you die, they do not despawn. Also, if you run so far from their spawn point, like let's say for instance you aggroed 20 goblins from the La Theine Plateau entrance to Valkrum Dune. Bring back any memories? When you get to the Selbina zone and wait, they're all still chasing you. Then, you lose all the respect of everyone on the server thanks to Linkshell communications, and you're forever doomed to /shout groups in order to get quests and missions complete.

That's why I had previously posted the GM Command "/t test @posr 5 0 0". It's just way to get away from the area you died in, to be able to execute "/t test @raise" command, so you don't raise and die instantly.

Sorry, I should've thought about that a little harder.

PS- Did you guys know they're making DeLoreans again in Texas?!!!

Tom_Neverwinter 09/11/2010 22:05

ok I found my spring 2004 book (old but a excellent start) I also found my notes :)

sorry I'm not on lately I have j duty XP

landis73 09/12/2010 01:56

Tom, you had stated you fixed those transport errors, I'm having the error occur (3 in red), on spiraxi before the final transport count listing. I realize the spiraxi is not yours, but I am curious where you may have located the error in the npc tables, as I'm looking through the lua's and not finding the errors, unless that is a db table?

lionhart, I look at look at the exe's you had posted with the speed correction back to the original value, however they appear to be the same speed for both exe's? Not sure if it is an error on my end?

Edit:

Codiddle, not sure when you started the game, but before the despawn change, crawler's nest and garlaige citadel (better known by its other name due to the following), the trains were quite common and large, very large. Many characters died.

Which I suppose, Altana that if it is possible, the despawn on death for mob option should be optional (or in other words can be changed in the settings.lua). I realize more people enjoy the despawn on death, but there were always some who enjoyed the reality that the monster does not suddenly disappear (more "real" per se).

GreatMonkey 09/12/2010 02:24

I think I am using Codiddle version...got the link off of youtube and google the error of creating a char problem. From what I can see, I think the char's movment speed is a bit slow then from SE version. The other problem I am having that is more of a problem, I can't start the sub job quest or have it turn on once you start a new char. I'v look in the settings.lua file and other files as well to see if I can fix this, but I could not and have run out of ideas to try. Can anyone help me?

OH i oh most forgot. When I go to talk to the sub job NPC, they talk to me as if I all ready completed the quest even tho I do not have a sub job

lionhart3001 09/12/2010 02:51

Quote:

Originally Posted by GreatMonkey (Post 6786700)
I think I am using Codiddle version...got the link off of youtube and google the error of creating a char problem. From what I can see, I think the char's movment speed is a bit slow then from SE version. The other problem I am having that is more of a problem, I can't start the sub job quest or have it turn on once you start a new char. I'v look in the settings.lua file and other files as well to see if I can fix this, but I could not and have run out of ideas to try. Can anyone help me?

OH i oh most forgot. When I go to talk to the sub job NPC, they talk to me as if I all ready completed the quest even tho I do not have a sub job

to fix that problem you can either create a new char (set the settings.lua to subjob lvl18 ect before hand) or you can add to sql char_vars =

charid(your toons id) / "subJobQuest-Lockout" / "1" (all without the "").

then add to char_logs =

charid(your toons id) / "4" / "24" / "2" (again without the "") if you see "24" and your toon id already in there just edit the info.

you'll then be able to change subjob in your mh.

if you choose the first option you need to chat the to npc in selbina at what ever level you set the subjob quest at in settings.lua. then you can just @additem to complete the quest my friend. :)

Tom_Neverwinter 09/12/2010 03:06

sub jobs are auto added if applied as such in the "global?" or settings"

PXI is not coded for the npc barges

GreatMonkey 09/12/2010 03:40

Quote:

Originally Posted by lionhart3001 (Post 6786820)
to fix that problem you can either create a new char (set the settings.lua to subjob lvl18 ect before hand) or you can add to sql char_vars =

charid(your toons id) / "subJobQuest-Lockout" / "1" (all without the "").

then add to char_logs =

charid(your toons id) / "4" / "24" / "2" (again without the "") if you see "24" and your toon id already in there just edit the info.

you'll then be able to change subjob in your mh.

if you choose the first option you need to chat the to npc in selbina at what ever level you set the subjob quest at in settings.lua. then you can just @additem to complete the quest my friend. :)

thanks, but what file is the char_vars under?

Not sure if these are known problems (did read most of this post), but...
conquest points do not get added up with signet on
the quest to get the airship pass for kazam is broken, trade the npc the keys and dose nothing
the nin quest is broken, after talking with Kagetora, the quest dose not get flaged for the next part (talking to Ensetsu) and if you talk with kagetora again, its like you never did talk to him the 1st time (same cs)

GreatMonkey 09/12/2010 06:36

OK, I try setting it to where you start out with sub job unlock and that did not work. Turn it off and check with the npc at lvl 1 and talk to me like I did not start the quest yet. lvl up to lvl 20 and talk to the same npc and acted like I all ready completed the quest.....and then I went to switch to a diffent lvl 1 job and some how I was delvl to lvl 1 on blm (the job I got to 20). Talk to the same npc again after that happen and was talking to me like I have not complicated the quest yet.....

Oh yes, when you exit the mog house from windy waters it puts you in the center of the water near a bridge.

GreatMonkey 09/12/2010 10:18

Can someone give me the source code to this? I would like to take a look at it myself to try and help this project.

Codiddle 09/12/2010 20:25

i played when there were those trains, and it was a big part of the game for me. i hated when they changed it, but mpk'd @afk did kinda suck... i played @pc release until early last year, i called it quits... kinda. i have the urge every 3 months or so to reactivate and do a few things here and there lol. I agree with you totally about how it should be editable if at all possible, in a lua file or something. GreatMonkey, the source code is on this forum, but shit man, there's so many posts now... I'll try to upload it in a sec if it's on this computer. If not, it'll have to wait, i don't got my external hdd.

Codiddle 09/12/2010 21:20

SOURCE CODIDDLE------->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>[Only registered and activated users can see links. Click Here To Register...] <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<------- SOURCE CODIDDLE

Thanks in Advance, you guys rock

while I'm at it, I'll add the scripts from the latest SVN as well since it's usually all packed together anyway.

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A few pages prior to this, there was an address mentioned for SpiraSVN, where newer scripts can be found. Also, here is some database info uploaded by Tom_Neverwinter from 0.6.1 to 0.6.5. I was afraid to touch the query labeled "test" though. That word itself makes me queasy.

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lionhart3001 09/12/2010 22:01

this is getting on my tits... theres 3 major problems with this project that i cannot solve:

1. on login or zone npc's dont appear unless you run far away and return

2. trading between players does not work

3. the auction house dont work.

ive read through the c++ code and all the functions are there... it seems they are just missing lua's for them. ive tried removing the particual lua code from the exe but compiling it just gives me errors.

the lua scrip for trading between players will look some like this:

---------------------------------------------------
require("/scripts/globals/common");


for i=1,table.getn(arg) do
end
player2 = arg[1];
player = arg[2];
---EIGHT TRADE SLOTS--
item1,quantity1 = player:getItemInfo(arg[3]);
item2,quantity2 = player:getItemInfo(arg[5]);
item3,quantity3 = player:getItemInfo(arg[7]);
item4,quantity4 = player:getItemInfo(arg[9]);
item5,quantity5 = player:getItemInfo(arg[11]);
item6,quantity6 = player:getItemInfo(arg[13]);
item7,quantity7 = player:getItemInfo(arg[15]);
item8,quantity8 = player:getItemInfo(arg[17]);

char2 = (target:isplayer());
char = (player:getId());
lvl = (player:getMainLvl());
zone = (player:getZone());
rankp = (getRankPoints(char));
rank = (player:getRank());
sfame = (player:getFame(0));
nation = (player:getNation());
gil = (player:getCurrGil());
---------------------------------
--- Trade code here ... ---------------------
---------------------------------

--variables and diagnostic--
name = npc:getName();
npcid = npc:getId();
--print("Player name: ",name,"\n player ID: ",playerid,"\n");
--print("Item1 ID: ",item1,"\n Quantity: ",quantity1);
--print("Item2 ID: ",item2,"\n Quantity: ",quantity2);
--print("Item3 ID: ",item3,"\n Quantity: ",quantity3);
--print("Item4 ID: ",item4,"\n Quantity: ",quantity4);
--print("Item5 ID: ",item5,"\n Quantity: ",quantity5);
--print("Item6 ID: ",item6,"\n Quantity: ",quantity6);
--print("Item7 ID: ",item7,"\n Quantity: ",quantity7);
--print("Item8 ID: ",item8,"\n Quantity: ",quantity8);

--NPC ENTRIES--
switch(target:player()) : caseof {
---------------------------------
--------------------------------
default = function (x)
end,
}

switch(target) : caseof {
---------------------------------
[17719384] = function (x)
--print("Trade")
---------------------------------

end,
--------------------------------
default = function (x)
end,
}


if anyone could shine some light on this it would ssave me of this headache.

btw: i fixed some ninja spells but the effects dont seem to change the mob in anyway such as paralyse and slow.

Tom_Neverwinter 09/13/2010 01:18

@lionhart3001 Upload what you have to media fire and I'll take look

@Codiddle yes the secret test db, full of horror, full of evil (actually it dosn't do anything (/XP) I was messing with all sorts of stuff and just kind of left it, although I might of switched it back to 0.6.4/5?)


I'm going to try implementing a merit system, no idea if it will work or not or not but, but I'm going to try

GreatMonkey 09/13/2010 02:08

Quote:

Originally Posted by Codiddle (Post 6799095)
i played when there were those trains, and it was a big part of the game for me. i hated when they changed it, but mpk'd @afk did kinda suck... i played @pc release until early last year, i called it quits... kinda. i have the urge every 3 months or so to reactivate and do a few things here and there lol. I agree with you totally about how it should be editable if at all possible, in a lua file or something. GreatMonkey, the source code is on this forum, but shit man, there's so many posts now... I'll try to upload it in a sec if it's on this computer. If not, it'll have to wait, i don't got my external hdd.

Thanks Codiddle

I 2 have been playing when it 1st came to the US on the PC...ah the good old days of seeing /sh Train!!!!! lol

but I did quit like 3 months ago and I am starting to think of the game again, but dont want to pay to play any more...

I'll see what I can do with what little time I have, this project sounds like fun to me.

joeis78 09/13/2010 02:27

Quote:

Originally Posted by GreatMonkey (Post 6802048)
Thanks Codiddle

I 2 have been playing when it 1st came to the US on the PC...ah the good old days of seeing /sh Train!!!!! lol

but I did quit like 3 months ago and I am starting to think of the game again, but dont want to pay to play any more...

I'll see what I can do with what little time I have, this project sounds like fun to me.

Do i smell someone with c++ proficiency?

landis73 09/13/2010 02:34

Tom:

Tested, and no npc's or mobs load in game using the 6.5 database with the 6.5 server.exe included. (tested in san'doria and west ron).

Server on start throws errors on all zones stating "unable to determine boundaries".

and when I zoned into Ghelsba, I only had 3 orcs stacked on 1 spawn point in the entire zone. Server also reported that "Lua error: cannot open scripts/zones/Ghelsba_Outpost/Zone.lua: No such file or directory"

This latter concerns me, since there is a good number of quests in ghelsba.

Edit: Of concern to all, when disconnecting my modem to test these, mxi log reports connections, one to [Only registered and activated users can see links. Click Here To Register...], localhost, then [Only registered and activated users can see links. Click Here To Register...]

Codiddle: Not sure if anyone caught it, but on your version the npc that does linkshells in san'doria, is a shop.... and the npc in the door (bottom floor), just east (in other words the npc in the door right beside the storage npc), crashes the server if clicked on (server window disappears/drops out and the client times out, obviously).

lionhart3001 09/13/2010 09:16

Quote:

Originally Posted by landis73 (Post 6802125)
Tom:

Tested, and no npc's or mobs load in game using the 6.5 database with the 6.5 server.exe included. (tested in san'doria and west ron).

Server on start throws errors on all zones stating "unable to determine boundaries".

and when I zoned into Ghelsba, I only had 3 orcs stacked on 1 spawn point in the entire zone. Server also reported that "Lua error: cannot open scripts/zones/Ghelsba_Outpost/Zone.lua: No such file or directory"

This latter concerns me, since there is a good number of quests in ghelsba.

Edit: Of concern to all, when disconnecting my modem to test these, mxi log reports connections, one to [Only registered and activated users can see links. Click Here To Register...], localhost, then [Only registered and activated users can see links. Click Here To Register...]

Codiddle: Not sure if anyone caught it, but on your version the npc that does linkshells in san'doria, is a shop.... and the npc in the door (bottom floor), just east (in other words the npc in the door right beside the storage npc), crashes the server if clicked on (server window disappears/drops out and the client times out, obviously).


regarding linkshell, i added it to the shop/npc that allakhazam says sells them and.. turns out that when ever you have linkshell equiped the server crashed when ever you @zone anywhere. it would say downloading data constantly. i did not know at first, as soon as i deleted the linkshell + unequiped it i could use the @zone again.

lionhart3001 09/13/2010 09:19

Quote:

Originally Posted by Tom_Neverwinter (Post 6801912)
@lionhart3001 Upload what you have to media fire and I'll take look

@Codiddle yes the secret test db, full of horror, full of evil (actually it dosn't do anything (/XP) I was messing with all sorts of stuff and just kind of left it, although I might of switched it back to 0.6.4/5?)


I'm going to try implementing a merit system, no idea if it will work or not or not but, but I'm going to try

this is the only file i changed from pXi_r1430

[Only registered and activated users can see links. Click Here To Register...]

KMFDM_Kid2000 09/13/2010 14:41

I got everything working right so far. Have everything connecting to the loopback because I just want the whole world to myself.

However, after character creation (Made one for Bastok so far) no graphics are rendered beyond that of the chat log and menus. I can see the title screen and character models in creation just fine, it's just completely black in game.

I've read almost the entire thread, please forgive me if I've missed a post somewhere. I do believe I've followed the directions Flee gave fairly well. Any ideas?

DBZMBrolly 09/13/2010 18:38

I cant seem to get MXI to work for the life of me. I've followed the directions to the tooth.

Using sqlyog and the MySQL links given I set up the database.
Used pXI Server 0.6.4 for the script, and server seems to be up and running.
"Starting PXI Timeserver - Complete!.."
Following the instructions on how to update... It repaired/downloaded files for 7 hours last night.
I copied the data folder from playonline viewer to FFXI root
Then once I run PXI server. I try starting MXI 9.0, I made an account then log in.. The window blinks on and dissapears immediately saying:
==============================================
Successfully logged in as User!

Multiple Instances of mXI have been detected.
Skipping port binding.
Incoming Packet: 1
Sending Account-id....
==============================================
To start FFXI you have to log into your pXI-Account.
Connected to Server.
==============================================
What do you want to do?
1)
2)


mXI 8.5 doesnt even find the server, and gives 10048 and 51220 bind failed numbers.
mXI 7.1 Gives me a "bind failed: 10048" in red.

I've spent countless hours just trying to figure this out ;_;. What am I doing wrong? I have to mention I've also restarted the computer, so I can confirm that multiple instances of mXI are NOT running. The only thing I can think of is I may be doing the order of operations wrong. Can someone walk me through the steps necessary to launch FFXI starting from initializing the server?

I have Windows XP. I'm the only user on the computer, thus administrator. If someone can give some troubleshooting help would be greatly appreciated.

lionhart3001 09/13/2010 18:54

Quote:

Originally Posted by DBZMBrolly (Post 6809726)
I cant seem to get MXI to work for the life of me. I've followed the directions to the tooth.

Using sqlyog and the MySQL links given I set up the database.
Used pXI Server 0.6.4 for the script, and server seems to be up and running.
"Starting PXI Timeserver - Complete!.."
Following the instructions on how to update... It repaired/downloaded files for 7 hours last night.
I copied the data folder from playonline viewer to FFXI root
Then once I run PXI server. I try starting MXI 9.0, I made an account then log in.. The window blinks on and dissapears immediately saying:
==============================================
Successfully logged in as User!

Multiple Instances of mXI have been detected.
Skipping port binding.
Incoming Packet: 1
Sending Account-id....
==============================================
To start FFXI you have to log into your pXI-Account.
Connected to Server.
==============================================
What do you want to do?
1)
2)


mXI 8.5 doesnt even find the server, and gives 10048 and 51220 bind failed numbers.
mXI 7.1 Gives me a "bind failed: 10048" in red.

I've spent countless hours just trying to figure this out ;_;. What am I doing wrong? I have to mention I've also restarted the computer, so I can confirm that multiple instances of mXI are NOT running. The only thing I can think of is I may be doing the order of operations wrong. Can someone walk me through the steps necessary to launch FFXI starting from initializing the server?

I have Windows XP. I'm the only user on the computer, thus administrator. If someone can give some troubleshooting help would be greatly appreciated.

try mXI-0.9.0RC1. earlier ones can have those errors dude. mXI-0.9.0RC1 is on this post somewhere.. i think neverwinter posted it.

oh yea is your ffxi fully updated?

lionhart3001 09/13/2010 18:58

Quote:

Originally Posted by KMFDM_Kid2000 (Post 6805436)
I got everything working right so far. Have everything connecting to the loopback because I just want the whole world to myself.

However, after character creation (Made one for Bastok so far) no graphics are rendered beyond that of the chat log and menus. I can see the title screen and character models in creation just fine, it's just completely black in game.

I've read almost the entire thread, please forgive me if I've missed a post somewhere. I do believe I've followed the directions Flee gave fairly well. Any ideas?

do you get the same problem if you start in sandy or windurst? i had that same problem with temple of uggalepih, i fixed it by changing the script file for that zone and commented out this code:

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
---------------------------------
-- onZoneIn
---------------------------------

--function onZoneIn(player,prevZone)
--end;
--this was stopping the zone from loading!!!! blank screen
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

comment out lua code by putting "--" in front of it.

DBZMBrolly 09/13/2010 19:08

Quote:

Originally Posted by lionhart3001 (Post 6810030)
try mXI-0.9.0RC1. earlier ones can have those errors dude. mXI-0.9.0RC1 is on this post somewhere.. i think neverwinter posted it.

Sorry I forgot write thats the one I was using. 9.0RC1 is the one currently giving me that multiple instance problem.

Well, I've installed from my CDs all the game, and all the expansions. I also ran the Check Files thing and it sat there repairing files for FFXI for about 7 hours. So Is it fully updated, I think so lol.

Codiddle 09/14/2010 01:04

Quote:

Originally Posted by lionhart3001 (Post 6810099)
do you get the same problem if you start in sandy or windurst? i had that same problem with temple of uggalepih, i fixed it by changing the script file for that zone and commented out this code:

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
---------------------------------
-- onZoneIn
---------------------------------

--function onZoneIn(player,prevZone)
--end;
--this was stopping the zone from loading!!!! blank screen
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

comment out lua code by putting "--" in front of it.

The same thing was happening to me after making a new character. I think I turned off the starting movies in ffxiconfig or something... if that doesn't work find settings.lua and there should be an option for it in there. I mean, you could just make a char, then hit escape a few times when it loads, then /logout. Leave the game completely, then load it back up and login and it shouldn't be blank anymore. I think that worked for me. I think mine was doing that on 0.6.4.

Codiddle 09/14/2010 01:37

OH YEAH!! My buddy who doesn't have internet figured out how to fix the drops on certain NM's in the database. See, I had tried it, but I was going into Pool_Mobs2, getting the poolid, then going to SpawnGrouptoPool and finding the poolid in there, then using it in droplists to try to edit the drop rates, but this is wrong. Edit: That was right.

--go into Pool_Mobs2, get the poolid.

--Then go into SpawnGrouptoPool and use the poolid. What I mean is, use the poolid you just got from Pool_Mobs2 and search it under the column labeled 'poolid'

--Then get the dropid a few columns to the right from that.

--Go to droplists and find the dropid, the second number "type" I think has to deal with Signet, but I haven't verified this. It's best just to leave it at 0, unless you're going to add crystals or something. But I mean, you could go through here and change all of the crystal values to 0 to get those to drop without signet, which may actually make the shits drop.

--Put in the itemid of the item you want the mob to drop, then the last number is the drop rate.

Edit: When I tested this on Jaggedy-Eared Jack he still doesn't drop... He suggested I tried Valkurm Emperor, so I'll try that next I suppose.
Edit: I tried it again, the way I originally suggested and it worked, so I editted all of these steps as a walkthrough to do just that. If I made an error, please feel free to correct me.

KMFDM_Kid2000 09/14/2010 06:28

Quote:

Originally Posted by lionhart3001 (Post 6810099)
do you get the same problem if you start in sandy or windurst? i had that same problem with temple of uggalepih, i fixed it by changing the script file for that zone and commented out this code:

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
---------------------------------
-- onZoneIn
---------------------------------

--function onZoneIn(player,prevZone)
--end;
--this was stopping the zone from loading!!!! blank screen
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

comment out lua code by putting "--" in front of it.

Good to know, I'll save that to txt for later use. I actually got it working by just logging off, shutting everything down and restarting everything.

Question though, how do I edit in weapons and make a GM? I would imagine database edits somewhere. I do know my way around SQL a bit (I used to Admin a vBulletin and implement hacks and other goodies).

Just a pointer in the right direction would be nice. I'll be looking around tonight and of course, backing things up before tweaks and such.

I saw that one video of a guy with a RDM character soloing Fafnir with dual Kraken Clubs busting out NIN weapon skills, it's stuff like that I'm interested in playing around with.

Codiddle 09/14/2010 06:39

Quote:

Originally Posted by KMFDM_Kid2000 (Post 6815072)
Good to know, I'll save that to txt for later use. I actually got it working by just logging off, shutting everything down and restarting everything.

Question though, how do I edit in weapons and make a GM? I would imagine database edits somewhere. I do know my way around SQL a bit (I used to Admin a vBulletin and implement hacks and other goodies).

Just a pointer in the right direction would be nice. I'll be looking around tonight and of course, backing things up before tweaks and such.

I saw that one video of a guy with a RDM character soloing Fafnir with dual Kraken Clubs busting out NIN weapon skills, it's stuff like that I'm interested in playing around with.


I made that video. I changed the damage on the kraken clubs in the database. I editted the strength of haste in the .lua file from 15% to 55%. I also casted Hastega ontop of that, as well as Advancing March. The GM command is toggled with @gm

Kraken Club's ID# is 17440, so you just go into the database and look around in stats_weapons. Search the Itemid, and you can edit it as you see so fit.

DBZMBrolly 09/14/2010 06:52

Can anyone help me with getting mXI to work?

Codiddle 09/14/2010 08:52

Quote:

Originally Posted by DBZMBrolly (Post 6815136)
Can anyone help me with getting mXI to work?

i have no idea man. you say you updated, and did everything right... i had been on a troubleshooting rampage for awhile there, but i think that's over. when i read your post, i wanted to help, but i just cannot think of what could be wrong. the first thing i'd check is whether or not you have Local Access Network in Network Connections on your PC. mine used to say the same thing yours is saying, multiple instances, blah blah. just be sure there's nothing else running that's related to mXI. it could be something that's easy to fix. um, make sure you run it as administrator. see if any of that works.

Edit: I see you're running Windows XP, so running as administrator isn't the issue. Um, shit...
Well, the order is correct that you're doing.
Server(MySQL.bat)
SpiraXI or LionhartXI or pXI0.6.4 or whatever
then running mXI should be last.
You could try to open up FFXI Config and changing it to Windowed Mode and see if that helps. If not, this forum may have something in an earlier post that may help with the problem you're having. I'll think about it a little more later, too sleepy.

KMFDM_Kid2000 09/14/2010 09:14

Quote:

Originally Posted by Codiddle (Post 6815099)
I made that video. I changed the damage on the kraken clubs in the database. I editted the strength of haste in the .lua file from 15% to 55%. I also casted Hastega ontop of that, as well as Advancing March. The GM command is toggled with @gm

Kraken Club's ID# is 17440, so you just go into the database and look around in stats_weapons. Search the Itemid, and you can edit it as you see so fit.

Thanks for the info. I've figured out a few in game commands like @easteregg for the GM gear and such. I'm trying to figure out where I can actually make DB edits from, should I install PHPMyadmin or something?

I've looked around some of the .lua's and such, not very deeply to be honest, but I've only just started messing around with this =P

Is there a list somewhere other than the changes log that has a more complete @command list?

Could you give a little more detail as to editing DB, location of the DB files, program used (If it isn't just Notepad or something along the lines of Crimson editor etc.)

By the way, I really liked that video, that's what had me sold on even trying this. I stopped playing retail back in like 2007 or so =P


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