after the Plains of Power release and patch, Sins is totaly dead. I looked at the SEQ forums and they have the same issue.
Is there any development of Sins going on anymore or is it now dormant?
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Anonymous
-
2002-10-24
I am not sure if any of the developers are currently working the issue, but I am using thde info from the development section of SEQ to try and get SINS working. I will post here if it works and what I did to get it to work.
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Anonymous
-
2002-10-24
Well I thought I would just suffer and try SEQ out untill someone fixed sins... well low and behold it is so slow to be useless on my laptop... so I guess if I want sins, I help fix it. They have sorta fixed SEQ with new opcodes during compile, and it decodes the maps and player location. Is there a way that I could do that with sins?
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I have been looking into this as well. Was very busy last night and didn't have the opportunity to go through all the .h files. Since there is no opcodes.h in the src directory I would have to assume the values have been moved to another file or files. Everquest.h does have some of these values but I have not had time to go over it in detail. If anyone knows where the values were moved to please let us know and save us some work.
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Anonymous
-
2002-10-25
I have gone over the everquest.h file and have replace all the ops codes with the ones discovered and advertised at SEQ. I am not sure if I have access to the CVS upload section, but here is the link to download the updated file. you will have to copy it into the src directory and recompile.
Please note that I have not yet tried it myself, but will be trying it tonight. In other words make a backup of the old everquest.h file just in case mine breaks it even more....
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Anonymous
-
2002-10-25
I'm trying a compile now, but I had to fix your sintax errors to get it to stop fussing :)
#define CODE_ZONE_BEGIN 0x2920
#changed as of POP 0x2840
should be:
// Changed as of POP
#define CODE_ZONE_BEGIN xxxxxx
# isn't a coment in C++... // everything on this line after the // is a comment
or:
/*
everything between is a comment
so you can have extra space
and what not :)
*/
but I'll let you know if the opcode changes work. in oh...an hour when its done compiling on the old laptop I use
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Anonymous
-
2002-10-25
well it compiled and works... sorta... getting thoes super long velocity lines and weird mob names... but it show's you location and gets the zone right so it's usefull now.
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Anonymous
-
2002-10-25
If you want to look at what I changed, do a search on the keyword POP.
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Anonymous
-
2002-10-25
Just checked SEQ, and there is a slew of more discovered opcode changes. I'm updating them now and will post here when the file is complete...
Maybe we should move this to the development forum?
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Anonymous
-
2002-10-28
Sorry bout that Mandelbrot5. Not familiar with C++. I just vi'd the file and did a search and replace.
Also, you will need to turn off the decoding.
I just updated with the newest cvs files, and with decoding on, it works. Thanks, Malakin!
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after the Plains of Power release and patch, Sins is totaly dead. I looked at the SEQ forums and they have the same issue.
Is there any development of Sins going on anymore or is it now dormant?
I am not sure if any of the developers are currently working the issue, but I am using thde info from the development section of SEQ to try and get SINS working. I will post here if it works and what I did to get it to work.
Well I thought I would just suffer and try SEQ out untill someone fixed sins... well low and behold it is so slow to be useless on my laptop... so I guess if I want sins, I help fix it. They have sorta fixed SEQ with new opcodes during compile, and it decodes the maps and player location. Is there a way that I could do that with sins?
I have been looking into this as well. Was very busy last night and didn't have the opportunity to go through all the .h files. Since there is no opcodes.h in the src directory I would have to assume the values have been moved to another file or files. Everquest.h does have some of these values but I have not had time to go over it in detail. If anyone knows where the values were moved to please let us know and save us some work.
I have gone over the everquest.h file and have replace all the ops codes with the ones discovered and advertised at SEQ. I am not sure if I have access to the CVS upload section, but here is the link to download the updated file. you will have to copy it into the src directory and recompile.
Please note that I have not yet tried it myself, but will be trying it tonight. In other words make a backup of the old everquest.h file just in case mine breaks it even more....
The link is:
http://mywebpages.comcast.net/syberwired/downloads/everquest.h
I'm trying a compile now, but I had to fix your sintax errors to get it to stop fussing :)
#define CODE_ZONE_BEGIN 0x2920
#changed as of POP 0x2840
should be:
// Changed as of POP
#define CODE_ZONE_BEGIN xxxxxx
# isn't a coment in C++... // everything on this line after the // is a comment
or:
/*
everything between is a comment
so you can have extra space
and what not :)
*/
but I'll let you know if the opcode changes work. in oh...an hour when its done compiling on the old laptop I use
well it compiled and works... sorta... getting thoes super long velocity lines and weird mob names... but it show's you location and gets the zone right so it's usefull now.
If you want to look at what I changed, do a search on the keyword POP.
Just checked SEQ, and there is a slew of more discovered opcode changes. I'm updating them now and will post here when the file is complete...
Maybe we should move this to the development forum?
Sorry bout that Mandelbrot5. Not familiar with C++. I just vi'd the file and did a search and replace.
Also, you will need to turn off the decoding.
I just updated with the newest cvs files, and with decoding on, it works. Thanks, Malakin!