• You've discovered RedGuides 📕 an EverQuest multi-boxing community 🛡️🧙🗡️. We want you to play several EQ characters at once, come join us and say hello! 👋
  • IS THIS SITE UGLY? Change the look. To dismiss this notice, click the X --->

Cybris Vanilla Compile 10-04-2006 (1 Viewer)

Status
Not open for further replies.

Cybris

Old Timer
Joined
Jun 23, 2005
RedCents
3,547¢
This is a Vanilla Complie with all the time stamp and anti-warp code removed and Top Level string put back in.

Might be a bit unstable tho will not garuntee stability until new soruce is released.
 
Last edited by a moderator:
cybris stepping up to the plate. nice.

will try in a bit. if it works, yer one step closer to a green box under yer name :P
 
Post the source or remove the pre-compile per the GPL stated within. Also, therein, until SoE changes the coding or this compile lasts for this long, you have to provide support for 2 years as stated within the GPL.

-TurkReno
 
As per stated in the Everquest EULA, I herby demand you must not cheat - therefore bypassing any rules and regulations under the amendment act 1947 (Under state law reference: 8076512212123A), any further provocation or invocation under this legislation will be indemnified by third party Parakeets.
 
OK might just be stupid or noob after a year but could someone put this in english for me .. pm's work too ... come on no flames but put whats going on in english for me ...
 
cybris said:
Would post the source but it won't fit in the 9 meg slot i'm alotted :)
All you need to do is post the .cpp files and header files that you might use. No need to post things like the IntelliSense Database or other stupid folders that include files that take up too much space.
 
I predict that 3djokers post will look somewhat like:

Deleted by "Insert Super-Admin Here" becuase of retarded ass flaming
 
true, but i don't like to keep stuff bottled up. plus...

i appoligize turk if you or anyone else thinks thats a flame. if asked i will delete on my own concent for respect of everyone here at redguides.

pls accept my appologies and ......................... never mind, my hairs catching fire...
 
Can anyone let me know how to get the HUD back to diaplay on this compile Ive tried everything but cant seem to get it to show.

Thanks
 
3dJoker said:
but instead they helped you, encouraged you, MADE YOU what you are today.
You're absolutely correct. They made me into who I am here and now. So, quite frankly, there's no reason for me to try and complete with past pre-compilers and other drama related horse crap. I'm no one different. Rather, I'm just as bitter as the next jerk who does stuff for this site. I hope you all have a wonderful and lovely day.

-TurkReno
 
stdage said:
Can anyone let me know how to get the HUD back to diaplay on this compile Ive tried everything but cant seem to get it to show.

Thanks

sorry my bad forgot to include a hud.ini
fixed redownload and enjoy :)
 
I don't know what everyone keeps bitchin' about. As far as I'm concerned if it wasn't for Turk I would have been without MQ2 many times. For that I thank him dearly! As for the rest of you guys that keep dissin' on him, unless you start keeping the rest of dummies that can't compile, a working copy of MQ2, you should keep your shitty comments to yourselves. Thanks, Turk! I for one appreciate your efforts.
 
Let's not turn this into a he said she said rant and rave thread please?

Thank you Cybris for your vanilla compile; it was swift and complete.



No more drama please.


-Devlin
 
Siddin removed it for him, TY Siddin<3



Btw, Server's up and no new .exe



Rich (BB code):
 [font=verdana, arial, helvetica]October 5th, 2006
  _____________________
  
  
  - Corrected the missing stats on ashengate and frostcrypt augments. 
  - Errant spells that were being sold by the crescent reach spell vendor are no longer player usable. 
  - Fixed an issue with the Wanderlust quests requiring access to a raid instance to progress.[/font]
 
Thanks Cybris.

Here is the diff file from a comparison of your , and stock MQ2, EQData.h

Rich (BB code):
637a638
> #define ExactLocation		 0
701,704c702,706
< /*0x00e9c*/   DWORD      CareerFavor;
< /*0x00ea0*/   DWORD      Unknown0xea0;
< /*0x00ea4*/   DWORD      CurrFavor;
< /*0x00ea8*/   BYTE       Unknown0xea8[0x10];
---
> /*0x00e9c*/   BYTE       Unknown0xe9c[0x4];
> /*0x00ea0*/   DWORD      CareerFavor;
> /*0x00ea4*/   DWORD      Unknown0xea4;
> /*0x00ea8*/   DWORD      CurrFavor;
> /*0x00eac*/   BYTE       Unknown0xeac[0xc];
847,849c849,851
< /*0x45f4*/   BYTE       Unknown0x45f4[0x1a50];
< /*0x6044*/   DWORD      Deity;
< /*0x6048*/   BYTE       Unknown0x6048[0x8];
---
> /*0x45f4*/   BYTE       Unknown0x45f4[0x1a54];
> /*0x6048*/   DWORD      Deity;
> /*0x604c*/   BYTE       Unknown0x604c[0x4];
953a956,962
> typedef struct _ARMOR {
> /*0x00*/ DWORD  ID; //idfile on Lucy
> /*0x04*/ DWORD  Unknown0x04;
> /*0x08*/ DWORD  Unknown0x08;
> /*0x0c*/
> } ARMOR, *PARMOR;
> 
959c968
<          DWORD Item[9];
---
>          struct _ARMOR Item[9];
963,971c972,980
<          DWORD Head;
<          DWORD Chest;
<          DWORD Arms;
<          DWORD Wrists;
<          DWORD Hands;
<          DWORD Legs;
<          DWORD Feet;
<          DWORD Primary;
<          DWORD Offhand;
---
>          struct _ARMOR Head;
>          struct _ARMOR Chest;
>          struct _ARMOR Arms;
>          struct _ARMOR Wrists;
>          struct _ARMOR Hands;
>          struct _ARMOR Legs;
>          struct _ARMOR Feet;
>          struct _ARMOR Primary;
>          struct _ARMOR Offhand;
976d984
< 
1110c1118
< /*0x0ebc*/ BYTE     Unknown0xebc[0x80];
---
> /*0x0f04*/ BYTE     Unknown0xf04[0x38];
1246,1248c1254,1256
< /*0x0c*/ DWORD  ID;
< /*0x10*/ DWORD  DropID;
< /*0x08*/ DWORD  Unknown0x8;
---
> /*0x08*/ DWORD  ID;
> /*0x0c*/ DWORD  DropID;
> /*0x10*/ DWORD  Unknown0x10;
1252c1260
< /*0x20*/ BYTE   Unknown0x2c[0xc];
---
> /*0x20*/ BYTE   Unknown0x20[0xc];
1260c1268
< #define   MAX_ZONES                                    0x197
---
> #define   MAX_ZONES                                    0x3e8
1318,1320c1326
< /*0x24c*/   FLOAT   SafeYLoc;
< /*0x250*/   FLOAT   SafeXLoc;
< /*0x254*/   FLOAT   SafeZLoc;
---
> /*0x24c*/   FLOAT   Unknown0x24c[0x3];
1428c1434
< /*0x4a2*/   BYTE    Unknonw0x4a2;
---
> /*0x4a2*/   BYTE    Unknonw0x4a2[0x2];
1550a1557
> #define zWarp				 0

So sometimes it is obvious which code we need to use, like getting rid of the anti-zWarp define. But the DWORD in yours vs struct in the stock version, as well as the CurrFavor and CareerFavor being moved around is less clear. Can you explain which is more up-to-date?
 
3djoker said:
and btw. if the post above DOES get deleted. pls only delete the offending parts, and not the truth.

It's not our job to edit your posts to make your drama look mature and constructive. Shapen up or leave.
 
Cybris Vanilla Compile 10-04-2006
Status
Not open for further replies.

Users who are viewing this thread

Back
Top