Montag, Juli 31, 2006

Revision: 178 ist Draussen.....

Hier mal ne abfolge der Revisionen:


Revision: 178 Author: Antman Date: 09:40:34, 31 July 2006 Message: Small change to the cleanup (only does it every few hours, lower it if memory becomes an issue). Fixed support for the batch files.
----
Revision: 177 Author: Antman Date: 08:37:32, 31 July 2006 Message: Added true CRC encryption support. Fixed various bugs regarding buggy stuff. Made it so it will parse all active packets before doing housekeeping, and not parse them one at a Time. Added a msg command from the console window. It will message -everyone- as Admin:. 'exit' works better. Kinda.
----
Revision: 176 Author: Antman Date: 04:48:35, 31 July 2006 Message: Optimized Item retrieval from memory. Added a duplicate packet blocked with auto-ack. This might reduce some bugs.
----
Revision: 175 Author: Antman Date: 02:34:10, 31 July 2006 Message: General fixes and stuff... assume that all is good.
----
Revision: 174 Author: Antman Date: 19:55:31, 30 July 2006 Message: Custom Build Step may break VS2003.
----
Revision: 173 Author: Antman Date: 13:41:33, 30 July 2006 Message: Added support for Release mode.
----
Revision: 172 Author: Antman Date: 09:08:15, 30 July 2006 Message: PLEASE notify me when you change the SQL. SQL CHANGED. FLUSH AND RELOAD.
----
Revision: 171 Author: Antman Date: 09:05:54, 30 July 2006 Message: Fixed (kinda) @finditem. Made Item IDs global instead of local per Player. Fixed a hard loop lock (2). There may still be some bugs lying around, if someone can rewrite the ItemList and EquipList for me to be STD::Map, that would be great and save a lot of cycles.
----
Revision: 170 Author: Antman Date: 05:17:03, 30 July 2006 Message: Huge overhaul to the code... should perform exactly like it did before, however.
----
Revision: 169 Author: Antman Date: 00:59:30, 30 July 2006 Message: OK, just to keep everyone on the same page as me...
----
Revision: 168 Author: Antman Date: 00:07:38, 30 July 2006 Message: Added abs64 for 64 bit integers... will automatically convert anything to sint64. Changed second timers to 64 bit. Disabled priority for now.
----
Revision: 167 Author: Antman Date: 22:36:06, 29 July 2006 Message: Fixes for Title Management. Fixes for Save Crashing. Added titles to the two default characters. Cleaned up a bit. SQL CHANGE, YOU MUST DUMP SQL.
----
Revision: 166 Author: Antman Date: 09:27:14, 29 July 2006 Message: I separated the two servers, you can execute them simultaneously or one at a time. Details are commented in swgemu.cpp -- I suggest you read it.
----
Revision: 165 Author: Antman Date: 08:09:21, 29 July 2006 Message: Various optimizations and fixes... incl. statics. Bandwidth is still an issue, however. ---- Revision: 164 Author: Antman Date: 03:39:10, 29 July 2006 Message: Various random fixes, still not stable, but I want everyone to be where I am.
----
Revision: 163 Author: Antman Date: 19:25:57, 28 July 2006 Message: Added a #define (commented out) in Common.h that enables memory debugging. Fixed various memory leaks that it found.
----
Revision: 162 Author: Antman Date: 18:26:24, 28 July 2006 Message: Fixed SWGEMU.conf (omg) Added log variables to SWGEMU.conf so that logging may be disabled.
----
Revision: 161 Author: Antman Date: 18:08:33, 28 July 2006 Message: Misplaced Return in @finditem fixed.
----
Revision: 160 Author: Antman Date: 09:55:23, 28 July 2006 Message: Fixed a minor memory leak that I missed earlier.
----
Revision: 159 Author: Antman Date: 09:38:02, 28 July 2006 Message: MAJOR stability fixes to nearly every aspect of the Zone Server. Cleaned up a few commands speed-wise as well.
----
Revision: 158 Author: Antman Date: 04:37:38, 28 July 2006 Message: Fix for titles crash, a further fix for deleted items (the items need to be deleted on clients too if they are equipped.)
----
Revision: 157 Author: Antman Date: 04:03:14, 28 July 2006 Message: Fix (I think) for deleting object crashes.
----
Revision: 156 Author: anzel Date: 20:26:03, 27 July 2006 Message: 1.) Support deleting items. When you delete an item it will set an archive flag in the character_items table so that the item can later be restored. 2.) Updated the .sql to correct a small issue with items and to add support for archiving.
----
Revision: 155 Author: anzel Date: 15:17:42, 27 July 2006 Message: SQL Update for weapons. This is NOT a schema change. We simply are adding entries for weapons. Thanks to Answer on the #swgemutest channel for digging them up.
----
Revision: 154 Author: Antman Date: 08:08:58, 27 July 2006 Message: Preliminary Coloring support for equipment; until we know how it works precisely, this will suffice. For white armor, use this: appearance: AQIBAAAAAAM appearancelen: 8 THIS REQUIRES AN SQL DESTROY AND RELOAD.
----
Revision: 153 Author: Antman Date: 05:05:12, 27 July 2006 Message: Custom Item Name Fix. ----
Revision: 152 Author: Antman Date: 03:37:09, 27 July 2006 Message: Optimization for Item Packet... TANO3 is not necessary if it has no custom name; the client will use it's default name in exchange.
----
Revision: 151 Author: Antman Date: 02:49:28, 27 July 2006 Message: Apparently, weapons are not tangibles... so... fix for weapon names
----
Revision: 150 Author: Antman Date: 23:26:54, 26 July 2006 Message: Wookiee Clothes.
----
Revision: 149 Author: Antman Date: 23:12:40, 26 July 2006 Message: Final fix for inventory crap; still needs delete code.
----
Revision: 148 Author: anzel Date: 21:42:11, 26 July 2006 Message: Added an @finditem command. Just type @finditem and a string to find the db number for an item. So for goggles type @finditem goggles and you should get the numbers for goggles. Then you can do @giveitem #. Thanks to whoever suggested that we do this on the forums.
----
Revision: 147 Author: Antman Date: 21:32:52, 26 July 2006 Message: Whoops, forgot the melon! (I know, I know, stupid check-in.)
----
Revision: 146 Author: Antman Date: 21:31:22, 26 July 2006 Message: Semi-Fix for Item Names -- expand as necessary. Various optimizations. Other unnameable stuff. I recommend that you clear out your database.
----
Revision: 145 Author: Antman Date: 19:07:04, 26 July 2006 Message: A few optimizations. Step 1: Collect Underpants. Step 2: ... Step 3: UNDERPANTS FIX! WHOO! (Thx Ultyma)
----
Revision: 144 Author: Antman Date: 06:41:43, 26 July 2006 Message: Equipment Synch Fix.
----
Revision: 143 Author: Antman Date: 04:19:12, 26 July 2006 Message: Extended hair and other synch fixes... temporary hackish... until the inventory system is fertigplete.
----
Revision: 142 Author: Antman Date: 02:35:14, 26 July 2006 Message: Fix for a targetted command that was broken with Anzel's Item patch.
----
Revision: 141 Author: Antman Date: 02:24:19, 26 July 2006 Message: Fixed Hair (I think) Fixed a few things.
----
Revision: 140 Author: Antman Date: 00:50:48, 26 July 2006 Message: Fix for MOTD on Linux ----
Revision: 139 Author: anzel Date: 22:59:19, 25 July 2006 Message: 1.) Initial fixes for inventory and @giveitem 2.) Items should now save and load properly 3.) THERE IS A NEW swgemu.sql -Hair needs fixed -Item names needs fixed -Item delete needs fixed
----
Revision: 138 Author: anzel Date: 06:10:34, 25 July 2006 Message: *** PLEASE NOTE *** This commit is so that we can get everyone on the same code base. There is going to be TONS of stuff to fix in it but I wanted to get the code for items out there so everyone can CONSTRUCTIVELY critique it. YOU WILL NEED TO MODIFY/BLOW AWAY your mySQL. (See new script) 1.) Added code for items based off of compholios submission on the forums. 2.) Added the @giveitem command. See the template_items table for appropriate parameters. 3.) Cache all template items on server start up. 4.) Modified the @ commands to ONLY send the packets they need.
----
Revision: 137 Author: Antman Date: 01:11:56, 25 July 2006 Message: This -should- be the last all-inclusive überfix for MOTD. Should. Hopefully. Works for everyone, afaik. Yay. Big comments. Sleeeeeep.
----
Revision: 136 Author: Antman Date: 00:49:40, 25 July 2006 Message: MOTD uses SystemMessages, and also fixed motd.txt execution. Notice: Less Checkins, more working stuff. Or else Ultyma will kill you. He killed me, and then cloned me.......
----
Revision: 135 Author: Antman Date: 00:17:54, 25 July 2006 Message: Forgot to upload my über temporary Message of the Day.
----
Revision: 134 Author: Antman Date: 00:14:39, 25 July 2006 Message: Various fixes, preceding combat... such as stances not working if you are dead/incapped. Fixed a few minor issues here and there... Added MOTD support using my own code (not the forum version). debug/motd.txt == the MOTD file. It will write EVERY line of it to the client in a tell, so keep it short, unlike what is already in there (From Julius Caesar).
----
Revision: 133 Author: Antman Date: 05:01:16, 24 July 2006 Message: A few fixes and some edits for poor tabbing in the CHandler. Apparently, this will be my last Commit, so tschüß.
----
Revision: 132 Author: Antman Date: 03:36:20, 24 July 2006 Message: Comma fix in the SQL. This one'll work.
----
Revision: 131 Author: Antman Date: 01:23:05, 24 July 2006 Message: Performance Fix for the Command Handler Fix (I think) for character creator. You -must- redo your SQL database again. This is NECESSARY. Shift1. Joker -- if you didn't want check-ins, I'm sorry; I couldn't ask you though.
----
Revision: 130 Author: Antman Date: 00:30:25, 22 July 2006 Message: Fix for ZoneClient/LoginClient timeout issues.
----
Revision: 129 Author: Antman Date: 22:39:30, 21 July 2006 Message: Fix for some issues involving dead clients. This includes an SQL change... you MUST reload. Increased ZoneClient timeout to 120 seconds.
----
Revision: 128 Author: anzel Date: 21:40:13, 21 July 2006 Message: Moved all of the @ commands into CommandHandler.cpp. Organized, cleaned up, etc.
----
Revision: 127 Author: Antman Date: 08:52:52, 21 July 2006 Message: Memory fix for Anzel's stuff. Did a memory leak test, fixed one thing. Fixed up object deletion a bit, including OBJECTS DELETING CLIENT-SIDE. I will expand on this later with more stuff; the end-goal being link-dead status for objects. If you find a bug in this, tell me immediately on the forum or in IRC so that I may fix it.
----
Revision: 126 Author: anzel Date: 07:14:18, 21 July 2006 Message: Added the @mytitle command to set your current title. Please see docs/Objects/skills.htm for a full list of titles/skills ----
Revision: 125 Author: Antman Date: 20:14:29, 20 July 2006 Message: Maybe this will fix the CTDs, maybe it won't... only time will tell.
----
Revision: 124 Author: Antman Date: 18:59:07, 20 July 2006 Message: Various SQL fixes... can't really say more.
----
Revision: 123 Author: Antman Date: 09:15:08, 20 July 2006 Message: Forgot to remove something
----
Revision: 122 Author: Antman Date: 09:14:21, 20 July 2006 Message: Various fixes for Anzel's GM commands... Made them GM only (wow.) Made them have limits in some cases. The name commands effect your target (GM command!), if you have no target, they effect you. They also now use a system message instead of a tell.
----
Revision: 121 Author: anzel Date: 06:47:50, 20 July 2006 Message: 1.) Added @ commands for the UpdateFields 2.) Updated the SavePlayer to save CRC and player model
----
Revision: 120 Author: Antman Date: 02:32:51, 20 July 2006 Message: A fix for inventories with NPC/Characters The SQL also has a fix to stop Darth Vader from having golden brown curly hair.
----
Revision: 119 Author: Antman Date: 02:14:08, 20 July 2006 Message: Fix for SQL. Reload your database (int vs bigint whoo) Fix for character creation (I think... it should work now- no reason for it not to)
----
Revision: 118 Author: Antman Date: 01:41:45, 20 July 2006 Message: SQL file fix.
----
Revision: 117 Author: Antman Date: 01:05:04, 20 July 2006 Message: Fix for character creation for Sullustans and Mon Cals. Added NPC CHaracters.
----
Revision: 116 Author: Antman Date: 17:56:31, 19 July 2006 Message: Fix for Hair Customizations and Color. THIS CHANGES THE SQL -- YOU MUST FLUSH AND RELOAD YOUR DATABASE.
----
Revision: 115 Author: Antman Date: 15:30:20, 19 July 2006 Message: Whoops, made an error. Now it works with baldies.
----
Revision: 114 Author: Antman Date: 15:26:51, 19 July 2006 Message: Hair update... characters created in the future will now have hair! I suggest you reset your character lists.
----
Revision: 113 Author: Antman Date: 13:45:04, 19 July 2006 Message: Bitmask/Typemask fix... It's now a real typemask!!!
----
Revision: 112 Author: Joker Date: 07:01:54, 19 July 2006 Message: fixed cur ham - 200. sorry ----
Revision: 111 Author: Joker Date: 06:43:01, 19 July 2006 Message: meh you don't get a big commit message this time; hair added. we need to patch character creation to add shared_ to the start of the hair file name (ie make it shared_hair_race_gender_#.iff with the rest of the path befor eit untouched) tangible object system added inventory works factions/overt/covert/player/npc/tef flag packet added and gm commands to go with it (@setfaction which tages imp, reb and neut and @settype which takes values 0-30, figure em out yourself ) antman's npc stuff was overwritten but will be back
----
Revision: 110 Author: Antman Date: 23:11:57, 18 July 2006 Message: Small movement fix... not really a fix, but better than before. Fixed planetary time... clients should now be synchronized.
----
Revision: 109 Author: anzel Date: 23:04:18, 18 July 2006 Message: 1.) Added @warpplayer and @playerwarp courtesy of Shaitan 2.) Added a packetstring propety to the ByteBuffer so that we can see what packets look like in plain text similar to the sniffer. Now we can compare Ulty's stuff to our stuff...
----
Revision: 108 Author: daxxar Date: 22:49:36, 18 July 2006 Message: svn propset svn:executable yes it should now (properly) set files to have the +x mode when checked out on *nix.
----
Revision: 107 Author: Joker Date: 14:26:52, 18 July 2006 Message: creo1/4 added. ham properly implemented. added structs for waypoints and experience
----
Revision: 106 Author: anzel Date: 01:39:21, 18 July 2006 Message: 1.) Initial handling of burst run. There's probably a more elegant way to do it but for now we can at least modify the run speed...
----
Revision: 105 Author: Antman Date: 22:51:43, 17 July 2006 Message: Building fix.
----
Revision: 104 Author: Antman Date: 21:49:34, 17 July 2006 Message: A very slight movement fix... Pre-CU and NGE logs show the timer incrementing by 1 before sending out.
----
Revision: 103 Author: anzel Date: 21:38:14, 17 July 2006 Message: 1.) Added a SendSystemTell function to provide feedback to the Player 2.) Replaced all LOG entries in the @ commands to send system tells instead
----
Revision: 102 Author: Joker Date: 11:38:49, 17 July 2006 Message: Linux stuff added
----
Revision: 101 Author: Joker Date: 11:23:13, 17 July 2006 Message: cleanup and a few queue fixes.
----
Revision: 100 Author: Joker Date: 09:34:33, 17 July 2006 Message: ack and disconnect don't belong in the queue.
----
Revision: 99 Author: Joker Date: 08:24:50, 17 July 2006 Message: Changed starting location to theed in Char Creation Throttled the packet queue to only send 5 packets at a time until that set is acked.
----
Revision: 98 Author: Antman Date: 07:06:36, 17 July 2006 Message: Fixed a big issue regarding the packet queue.... at least, I think that I fixed it.
----
Revision: 97 Author: Antman Date: 05:26:20, 17 July 2006 Message: Fix for posture speed.
----
Revision: 96 Author: Antman Date: 03:12:58, 17 July 2006 Message: Some work on movement was done... it's not perfect yet. Added a little more than 5 minute save timer for characters. Added a limit on warp so you can't warp off the map; normally the client won't allow it, but you never know.
----
Revision: 95 Author: Antman Date: 22:27:06, 16 July 2006 Message: When you add supposed STL fixes, keep in mind that Wooks have no last name.
----
Revision: 94 Author: Antman Date: 22:09:48, 16 July 2006 Message: A fix for the INTPacket -- I forgot a break;.
----
Revision: 93 Author: daxxar Date: 22:07:37, 16 July 2006 Message: Added PlatformDependent.cpp and PlatformDependent.h. These files define useful macros (for portability issues) re. platform and compiler. They also provide alternatives and implementations of API-functions not implemented on specific platforms. Cleaned up a lot of files to use these macros instead of checking various defines. Cleaned up ZoneServer.cpp and LoginClient.cpp to use inet_aton, and made an implementation of inet_aton for win32. (Based on the old WSAStringToAddress hack) Removed duplicate #include in Timer.h.
----
Revision: 92 Author: Antman Date: 21:26:02, 16 July 2006 Message: Linux Fix -- apparently Linux does not have that function?
----
Revision: 91 Author: Antman Date: 21:04:46, 16 July 2006 Message: A small fix for a tell that was pointed out -- Needed more verification -- caused it to crash in odd circumstances (IE, when Character Creator was used)
----
Revision: 90 Author: Antman Date: 20:40:05, 16 July 2006 Message: Fixed position updates -- you guys missed an opcode and it was corrupting stuff. Ultra smooth now. I also added /tell support.
----
Revision: 89 Author: Antman Date: 17:01:07, 16 July 2006 Message: Fixed a tiny timer issue. Added ChatHandler and CreationHandler CPP files -- I will let you guess as to what they do. Updated PlayerHandler to accomodate them, as well as ZoneClient. Updated Unit.cpp so that Wookies can never have last names. Zone project file modified for new files.
----
Revision: 88 Author: daxxar Date: 14:15:38, 16 July 2006 Message: Errors.h now has std::string (Headers shouldn't rely on the code including it to import stuff to the namespace.), and includes . Database_MySQL now has EscapeString() which does proper escaping inline on a string (instead of converting to a char and shiz). Database_MySQL::SavePlayer now uses the above escaping on name etc, to prevent bogus stuff. PlayerHandler now checks for a newly implemented Exception wether or not the query failed. Fixed the Save-query to actually work. (I'm assuming one's supposed to *update* infofield, not make sure it's what it used to be?) ----
Revision: 87 Author: Joker Date: 09:32:05, 16 July 2006 Message: Auto Registration is implemented. Set AutoReg in swgemu.conf to 0/1 to enable/disable. It registers an account if you log in to an account that does not exist and AutoReg is enabled. Second fix is Client object delete's in the Server destructor(s) this was a serious overlook in memory leaks, sorry bout that!
----
Revision: 86 Author: Antman Date: 06:39:28, 16 July 2006 Message: This includes an SQL change as well as fixes for the latest GCC. NOTE, AGAIN, YOU MUST FLUSH AND RELOAD YOUR SQL. Beau!
----
Revision: 85 Author: daxxar Date: 06:34:53, 16 July 2006 Message: Fix for the atoi()-problems. Now only use stringstream (properly).
----
Revision: 84 Author: Antman Date: 06:18:51, 16 July 2006 Message: This includes several fixes: The Timer for Linux (and in some cases Windows) is fixed up... from what I have heard it should function on 99% of systems (the last 1% being old stuff). I have also added a "GalaxyID" field to the conf file... it is defaulted to 2... change it if you must.
----
Revision: 83 Author: Antman Date: 04:22:29, 16 July 2006 Message: This is a timer fix. Some people pointed out that the timer overflows, and causes the server to absolutely choke. I have fixed this... it should also work properly on UNIX now -- I believe the timer is POSIX-conformed.
----
Revision: 82 Author: Antman Date: 03:45:35, 16 July 2006 Message: People were clamoring for a character insert, so here he is--'smelly mcgee'. Sorry to make this a revision, but what was I going to do, wait for ANOTHER huge fix and sort of stick this in there?
----
Revision: 81 Author: Antman Date: 03:29:36, 16 July 2006 Message: Fix for the SQL script (I forgot that I added a row!) My last update was no biggy... you need to redo your SQL though. Or it will choke.
----
Revision: 80 Author: Antman Date: 03:15:51, 16 July 2006 Message:
----
Revision: 79 Author: daxxar Date: 02:11:25, 16 July 2006 Message: Disabled 'Verbose Linking'. ----
Revision: 78 Author: Antman Date: 00:54:51, 16 July 2006 Message: Chat bubble fix -- no one touch the values I changed; I guess they must be static -- no way I could have known.
----
Revision: 77 Author: Antman Date: 00:32:03, 16 July 2006 Message: This fix makes ALL moods and submoods (IE, shout, inquire, etc) work with chat. Yay.
----
Revision: 76 Author: Antman Date: 20:16:32, 15 July 2006 Message: Fix for targetted emotes and various moods.
----
Revision: 75 Author: daxxar Date: 16:34:02, 15 July 2006 Message: illuminatus's fix for removal of "Managed C++-style iteration". *shiver* Now uses default STL-iteration. Should be more portable.
----
Revision: 74 Author: anzel Date: 15:25:41, 15 July 2006 Message: Added for the @shuttle command
----
Revision: 73 Author: anzel Date: 15:20:59, 15 July 2006 Message: 1.)New SQL Script by snow. 2.)@shuttle destinations are now pulled from the db
----
Revision: 72 Author: Joker Date: 12:31:57, 15 July 2006 Message: commenting linux code != fix ----
Revision: 71 Author: Antman Date: 11:13:21, 15 July 2006 Message: I don't know if this will fix the log-in issue, but it fixes more bugs. Also, I like pointers. Scotchy Scotch Pointers.
----
Revision: 70 Author: Antman Date: 09:33:47, 15 July 2006 Message:
----
Revision: 69 Author: Antman Date: 07:07:25, 15 July 2006 Message: This is a minor fix for emotes and the character creator.
----
Revision: 68 Author: Antman Date: 05:50:21, 15 July 2006 Message: Sanity Check. This also fixes an extremely minor issue... no need to redo your SQL or anything.
----
Revision: 67 Author: Antman Date: 04:51:23, 15 July 2006 Message: This fixes various Character Creator errors. This also statics their galaxy to 2. For some reason, targetted emotes fail.
----
Revision: 66 Author: Antman Date: 03:20:55, 15 July 2006 Message: Big changes... character creation, etc. Might have broken some stuff, if so, fix it. WARNING: NEW SQL... REPLACE YOUR OLD SETUP WITH THIS ONE.
----
Revision: 65 Author: ritter Date: 01:26:13, 15 July 2006 Message: Added "status" and "debug" console commands to the server. Status reports back the number of connections, debug toggles on/off some of the error reporting such as invalid clients.
----
Revision: 64 Author: anzel Date: 22:39:29, 14 July 2006 Message: Please do not replace atoi() unless the solution works. Just because it compiles doesn't mean the player is saving. Please test to make sure the player saves before replacing atoi()
----
Revision: 63 Author: daxxar Date: 22:37:13, 14 July 2006 Message: #include "item.h" -> "Item.h" Remove 'abstract' from Item class definition.
----
Revision: 62 Author: anzel Date: 21:36:59, 14 July 2006 Message: Player save fixes
----
Revision: 61 Author: daxxar Date: 21:31:35, 14 July 2006 Message: Fixed a wrong indent, fix for semi-broken names. (Chopped a letter
----
Revision: 60 Author: anzel Date: 21:11:48, 14 July 2006 Message:
----
Revision: 59 Author: daxxar Date: 21:02:04, 14 July 2006 Message: Broken indenting, just fixed it. (HATE ME)
----
Revision: 58 Author: daxxar Date: 20:56:15, 14 July 2006 Message: Fixed some linux crash (I believe), eh.
----
Revision: 57 Author: anzel Date: 20:43:46, 14 July 2006 Message: One more small VSS project fix for the zone. Sorry guys.
----
Revision: 56 Author: anzel Date: 20:39:31, 14 July 2006 Message: Fix for solution problem.
----
Revision: 55 Author: anzel Date: 20:28:04, 14 July 2006 Message: Added initial classes for Items, Weapons, Wearables, Consumables, etc. I am building these now but wanted to get them in the solution.
----
Revision: 54 Author: anzel Date: 20:24:53, 14 July 2006 Message: 1.) Changed LogoutPlayer to SavePlayer. 2.) Some @ commands will now save the player upon execution. 3.) Added the @save command to save the current character to the db.
----
Revision: 53 Author: daxxar Date: 17:47:26, 14 July 2006 Message: Constified ptr arguments for Database_MySQL::Connect. Removed useless variable 'Con' from Database_MySQL. Made Database_MySQL throw an exception that's handled if it can't connect. Made Login-/Zoneserver show why it failed connecting to DB:
----
Revision: 52 Author: daxxar Date: 17:11:02, 14 July 2006 Message: Full reindent. Meep! vim -c 'norm gg=G' -c x '{}' \; # + sane .vimrc-values. Also added vim-modeline, as such: // vim:set expandtab shiftwidth=4 softtabstop=4:
----
Revision: 51 Author: daxxar Date: 16:17:11, 14 July 2006 Message: Normalized all line-endings. Set svn:eol-style = native.
----
Revision: 50 Author: daxxar Date: 14:52:34, 14 July 2006 Message: Fixed a lot of warnings (signed/unsigned, etc): source now compiles cleanly under Linux with -Wall, only 'unused variable' and 'defined but not used'-warnings left. Fixed buggy #if COMPILER-stuff, this didn't work (because we hadn't defined COMPILER, COMPILER_MICROSOFT, etc, anywhere). Cleaned up Common.h and a couple of other files.
----
Revision: 49 Author: Joker Date: 13:06:36, 14 July 2006 Message:
----
Revision: 48 Author: Joker Date: 13:05:06, 14 July 2006 Message: Alright. this should be the nail in the coffin for QuadTree issues. its still not 100%, but it should at least function without error. also fixed character id issues they now support high-number id's much better.
----
Revision: 47 Author: Antman Date: 09:50:16, 14 July 2006 Message: This changes the appearance field of character from a mediumtext (stored it incorrectly, AND was waaay too big) to a blob. This makes appearance work better, and will be used heavily, cough cough, in the near future.
----
Revision: 46 Author: daxxar Date: 09:27:28, 14 July 2006 Message: Fixed to suppress 'Deprecated'-messages under win32. Fixed some warnings all around. Applied compholio's newest config patch, with some slight modifications to make it more suited for win32. Added Nom's fix for itoa() being unavailable on Linux (now uses stringstream). Changed deps on the Win32-project to make it compile on a 'clean compile', instead of requiring two compiles. IMPORTANT: MOVED conf/Core.conf to swgemu.conf! YOU NEED TO MOVE YOUR CONFIG.
----
Revision: 45 Author: Joker Date: 05:09:23, 14 July 2006 Message: does this fix it?
----
Revision: 44 Author: Antman Date: 05:00:05, 14 July 2006 Message: Antman: Forgot to tag the Appearance String.
----
Revision: 43 Author: Joker Date: 05:00:00, 14 July 2006 Message: this work? heh
----
Revision: 42 Author: Antman Date: 04:55:26, 14 July 2006 Message: Antman: Nothing fixed, however, I created a structure (commented) in ZoneClient::HandleCreateChar to aid in it's usage. So, yeah, hop to it!
----
Revision: 41 Author: Joker Date: 04:15:24, 14 July 2006 Message: whoops. don't mind that project update. that'll be for later
----
Revision: 40 Author: Joker Date: 04:14:19, 14 July 2006 Message: Okay, here comes a "hack" fix for crashing when trying to send packets to players that are no longer connected. this should also semi-fix relogins. please test thoroughly and report any issues to me directly. this is not a perm fix. QuadTree needs to be fixed for a perm solution.
----
Revision: 39 Author: Antman Date: 02:32:38, 14 July 2006 Message: Antman I was told this was needed, and I confirmed that it does indeed help.
----
Revision: 38 Author: Antman Date: 02:29:29, 14 July 2006 Message: Antman Targets are reset after terrain loads... including things like @setheight and so forth. This fixes that.
----
Revision: 37 Author: Antman Date: 02:13:49, 14 July 2006 Message: Antman--- Added (and fixed) the Chat Mood Stuff. Fixed various warnings, and added a define to stop VC from complaining about secure functions.
----
Revision: 36 Author: anzel Date: 02:09:58, 14 July 2006 Message: 1.) All @ commands are now case INsensitive. 2.) Fixed @setFirstName and @setLastName 3.) Cleaned up @ command... removed commented code... etc. 4.) Added character logout code courtesey of Akimaki
----
Revision: 35 Author: Antman Date: 01:38:32, 14 July 2006 Message: Queue Fix - Antman
----
Revision: 34 Author: daxxar Date: 00:22:24, 14 July 2006 Message: Normalized some line-endings. Should compile under Win32 again. (hack)
----
Revision: 33 Author: daxxar Date: 23:51:45, 13 July 2006 Message: Mostly compile without hassle on *nix. (if you have a Makefile Adds support for BindIp, ZoneBindIp and LoginBindIp in config, which allows you to bind on only a single IP. Makes it look for ~/.swgemurc on *nix. (instead of conf/Core.conf) -- Thanks to Compholio for this idea. Removed some pieces of useless code, fixed some warnings, renamed log.{h,cpp} to Log.{h,cpp} Fixed teh hidden bug in UpdateZone() Perhaps something else.
----
Revision: 32 Author: Joker Date: 23:42:29, 13 July 2006 Message: yavin fix
----
Revision: 31 Author: Joker Date: 23:25:07, 13 July 2006 Message: MOVEMENT! woohoo
----
Revision: 30 Author: Antman Date: 22:02:24, 13 July 2006 Message: Checkin Fix -- Ant
----
Revision: 29 Author: Antman Date: 21:56:50, 13 July 2006 Message:
----
Revision: 28 Author: anzel Date: 20:22:55, 13 July 2006 Message: Validation for @setSpecies ----
Revision: 27 Author: anzel Date: 20:16:55, 13 July 2006 Message: Fix for sullustan. Thanks to matdabomb for testing...
----
Revision: 26 Author: Antman Date: 20:08:05, 13 July 2006 Message: Antman - Targetting Fix... Fix.
----
Revision: 25 Author: anzel Date: 19:50:24, 13 July 2006 Message: Fix for height and shuttle
----
Revision: 24 Author: Antman Date: 19:45:23, 13 July 2006 Message: Antman - Targetting Fix. ----
Revision: 23 Author: anzel Date: 19:27:53, 13 July 2006 Message: Additional bug fixes for the @ commands
----
Revision: 22 Author: anzel Date: 19:17:52, 13 July 2006 Message: 1.)Moved Antman's netowrk code into UpdateZone. 2.) Added network support for @shuttle, @setSpecies, @setHeight. 3.) Fixed a problem where @shuttle would shuttle randomly with invalid destination.
----
Revision: 21 Author: anzel Date: 18:08:04, 13 July 2006 Message: 1.) Added additional @shuttle destinations courtesy of Shaitan. 2.) Removed unecessary Inserts so Joker wouldn't kill me. 3.) Updated the @shuttle to use Antman's warp handler.... 4.) Removed the @setGender which was commented out...
----
Revision: 20 Author: Joker Date: 12:29:29, 13 July 2006 Message: this is what i got on movement atm. has basically no affect on the players. *shrug* someone else fi it
----
Revision: 19 Author: Antman Date: 08:46:31, 13 July 2006 Message:
----
Revision: 18 Author: Joker Date: 08:20:13, 13 July 2006 Message: fixes for multiplayer again. a hopeful fix for logging in the same character multiple times. please test the latter.
----
Revision: 17 Author: Antman Date: 06:21:30, 13 July 2006 Message: Am-This will stop you from joining kneeling.
----
Revision: 16 Author: Antman Date: 06:09:23, 13 July 2006 Message: Posture/Stance Fix
----
Revision: 15 Author: anzel Date: 05:51:06, 13 July 2006 Message:
----
Revision: 14 Author: Joker Date: 04:59:52, 13 July 2006 Message: new crc fix
----
Revision: 13 Author: Antman Date: 04:59:24, 13 July 2006 Message:
----
Revision: 12 Author: Antman Date: 04:53:03, 13 July 2006 Message:
----
Revision: 11 Author: anzel Date: 04:41:00, 13 July 2006 Message: 1.) Fixed problem with null last names crashing the Login
----
Revision: 10 Author: anzel Date: 04:39:20, 13 July 2006 Message: New DB Schema by snow. This will blow away your existing data so be careful.
----
Revision: 9 Author: Antman Date: 04:36:40, 13 July 2006 Message: Removed file/folder
----
Revision: 8 Author: Antman Date: 04:36:02, 13 July 2006 Message: Antman Fixes
----
Revision: 7 Author: Antman Date: 04:33:53, 13 July 2006 Message: Made a mistake.
----
Revision: 6 Author: Antman Date: 04:33:04, 13 July 2006 Message: Antman Fixes -- wish I knew SVN.
----
Revision: 5 Author: Joker Date: 08:39:35, 12 July 2006 Message: okay possible fix for multi-player
----
Revision: 4 Author: Joker Date: 08:29:28, 12 July 2006 Message:
----
Revision: 3 Author: Joker Date: 09:02:22, 10 July 2006 Message: debug/ defaults
----
Revision: 2 Author: Joker Date: 07:54:29, 10 July 2006 Message: fix for zthread. sorry
----
Revision: 1 Author: Joker Date: 06:41:42, 10 July 2006 Message: Initial commit ENJOY!

Sonntag, Juli 30, 2006

SWGEmU Dev Telefon Meeting mit LA

Also in der Nacht zum Samstag hatten die Devs vom SWGEmu ein TELE MEETING mit Lucas Arts Mitarbeiter Lustige sache soweit es sind bis jetzt über diese Meeting nur Gerüchte im umlauf was ich sagen kann ist das ich im irc war als dieses Meeting war und das nix dazu von den Devs gesagt wurde was Gesprochen wurde , meine Vermutung ist das Lucas Arts versucht hat mit Drohungen das Emu Projekt zu unterbinden aber es wird weitergemacht.
Wenn man den Gerüchten folgt und sich das swgemu.com Forum genau anschaut wird man feststellen das es zwei Polls gab wo die Devs zum einen wissen wollten ob man wieder zu SOE zurück gehen würde wenn sie einen sogenannten Classic Server( Pre-Cu) aufbauen würden und der andere Poll war Wenn SOE/LA das Emu Team diesen server Leiten lassen würde ob man dann auch zurück geht.
was noch intressant ist ist die Tatsache das SOE/LA Teilweise für ihren Server Java nutzen was nun Technisch rausgekommen ist und der Emu somit um 200% besser ist da in C++ geschrieben.

So mehr Infos wenn ich mehr habe

Have Fun

Rev.170 ist raus......!

So Rev.170 ist raus. ich versuche mal wieder zugeben was nun alles schon geht und machbar ist im Server.
Also Multi Ip Support ,Multiplayer Kleidung Ausrüstumg per GM Command Warp und Shuttle per GM Command Waffen sind im server aber leider noch nicht nutzbar aber man kann sie tragen.
Skills und Skill Mods in der Datenbank und per Char erschaffung oder GM Command vergebbar.
Diverse Animationen wie Suttles sturm regen arbeiten noch nicht Bazzar auch noch nicht Tausch unter den Chars auch noch nicht Combat wird derzeit dran gearbeitet.
Mood Funkzen auch schon.


Bekannte Bugs derzeit:
Heya all, i haven't seen a list of bugs yet, so i figured we might as well start one. Most of these are small ones that will hopefully be an easy fix and that the devs might not have found otherwise. Hopefully this will help the devs and coders out a bit. I'll try to keep the list updated as much as possible. Current bugs: -When prone character moves at same speed as standing Status:Unresolved -Command Browser(ctrl+A) currently has the tabs "space", "Chatter", and "astromech" on the ground when they are supposed to only show up in space. Status: Resolved(extract ui_skill.inc from the Publish 12 .tre file, and place in a folder named 'ui' in your main SWG directory... should take care of it for now.) -Can access starship terminal when you do not have a ship Status: Unresolved -Inventory will not open, and when opening is attempted the player is given the system message "The container you were inspecting, %TT, is no longer available". Status: Unresolved -Terminals(bazaar mainly) are hit or miss if they actually work Status: Unresolved -Burst run has no cooldown timer and can be used indefinatly. Status: Unresolved -When a character activate burst run there is no System message telling you burst run has been aqctivated, though you do get a /tell from yourself with the text "BURST!". Unclear whether this is a big or intended Status: Unresolved -In the Command Browser(ctrl+A) the tabs "Social", "Mood", and "Other" currently do not show their lists of commands and are empty Status: Resolved(resolved by putting the ui_skills in the ui folder) -When you create a character if the last name ends in "-" it doesnt show the "-".Not sure if this is a bug or a feature. Names can start with "-" but not end with it. Status: Unresolved -The player swims at the same rate he or she runs, and the swimming icon doesn't appear. Status: Unresolved -The time in the shift+ctrl+g window isn't synched between clients. Status: Unresolved

Donnerstag, Juli 27, 2006

Oveegack Rulz over Tatooine........


Ja es ist soweit Ovee ist unterwegs in Tatooine mit Entsprechender Ausrüstung wie man sieht.
So nun aber mal Ernst also wir sind bei rev.155 Items gehen multi player geht und noch viele sachen mehr schaut euch einfach beim Updaten mit svn den log an.

Dienstag, Juli 18, 2006

Last Player in the galaxy

Naja NGE Macht es möglich das niemand mehr spielt und macht auch solche filme Möglich.......

We Angel Bilder









Tja was soll man noch gross sagen nur eines Tags Über 30 Grad Nachts 5 Grade oder glaubt ihr ich habe den Parker aus Spass an...........?

Arbeit Und Henk

Tja nun ist es soweit Montag geht es los das süsse Leben ist erstmal vorbei 7:00 morgens Montag und wieder Arbeiten.
Tja was soll man sagen ich habe dann wohl erstmal zutun.
Bilder wird es auch geben davon verlasst euch drauf.
So nun zum Emu.
Wir sind bei Rev.106 derzeit Funkst Multiplayer mit bewegung emoods Stances und einiges mehr es gibt schon einige test Server im inet im moment wird hart am inventorie gearbeitet und am dem Ham balken das war es erstmal.

Have Fun

Montag, Juli 17, 2006

Truck for women

Einfach nur LOOOOOL

Sonntag, Juli 16, 2006

Rev.89


Leutz ich war nur 4 tage weg und die Emu gemeinde bastlet wie die irren also checkt svn aus wasimmer neu ist ich komme nicht nach im moment .
Schreibe morgen einen Ausführlichen bericht was den nun schon alles geht auf jedenfall geht multi player schonmal und mit rum laufen nun . Was noch alles geht muss ich erstmal selber rausfinden also bis aufmeinen Bericht warten damit ihr neues wisst. Bericht über meine 4 Tag folgt auch morgen erst dameine Küche und Teile Meiner Wohnung unterwasser stehen (ca.2 cm Wasserrohrbruch) so bis dann erstmal

Donnerstag, Juli 13, 2006

Rev.19 ist da....!

So ganz Kurz Rev.19 ist draussen neues databank sema und einige andere Fix schaut euch den svn log text an steht alles drin .

Have Fun, und weg.....wer was von mir will ihr kenntmeine Handynummer.

4 Tage Nicht da, Und weg........!



So ich bin mal ne paar Tage nicht da,hier sind noch ein Paar lustige Bilder damit man mich noch in 4 Tagen in Erinnerung hat *grins....... bin auf einen Kleinen Counter Strike Source Trip........ aber sonst ist alles Bestens *Grins.hier auch noch zwei Links zum lachen http://pwned.nl/ und http://swg.emu.youaremyfriend.com/ ( Mein Persönlicher Favorit :) ....).

So bis in 4 Tagen alle und macht keinen Mist ........






Mittwoch, Juli 12, 2006

SWG Emu Rev.5 ist raus



So wie Oben Steht Rev.5 ist raus einzige Änderung Bedingt Multiplayer Fähig. Alle Neuen Code wie Spatzial chat und warping und einige Andere Sachen sind noch nicht drin.
Die Multiplayer Sache Hält sich auch in Grenzen noch man sieht den anderen Spawnen aber keine Bewegung schätze mal die Syncronisation auf dem Emu haut noch nicht hin.
In der Entwicklung sind im moment Combat Tef system (was schon gefunden ist auf dem Dev Dummy Server) und die Code die im Forum eingesand wurden zu überprüfen.
Wenn es mit der Geschwindigkeit weiter geht wir der Emu in ca 3 Monaten Komplett stehen......

Happy Playing ......

Dienstag, Juli 11, 2006

Oveegack Rulz over New Gorath


Tja was soll ich sagen es war bis jetzt ein guter Tag ich habe es geschafft nach langen hin und her das ich entlich den Emu Compiliert bekommen habe und ich habe Entlich Oveegack in der Galaxie so wie es ein wenig ausgesehen hat. Wie würde jetzt ein guter Freund sagen "Na Fisch was geht" oder "Mon Calamari Fritty sei still" ach ich schwelge schon wieder in alten Erinnerungen aber es sind schöne.....
So aber Nun zum Emu und den News also es arbeiten sehr viele im moment unter hochdruck an dem Source Code was ich übersehen kann ist das der Spatzial Chat jetzt Funkst einige Emotes und und und dann hat ein Programmierer Verbesserungen zum Code eingereicht die Ihn Stabiler laufen lassen , wie gesagt es arbeiten viele im moment dran wir sind der Zeit noch beim Source Code Rev.3 sobald ein Update raus ist werde ich es verlauten lassen in meinen Blog.
So ihr da drausen dann mal happy Playing und.....
NGE ist sowas von vorn Arsch es bringt mehr Spass in einer Leeren Welt rumzulaufen als NGE zuspielen.

How to: Compile and Run A Server!

Part 1: Getting the Goods

1.) Download all of these files:

http://tortoisesvn.sourceforge.net/downloads http://msdn.microsoft.com/vstudio/express/visualc/download/ http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&displaylang=en http://dev.mysql.com/downloads/mysql/5.0.html http://www.navicat.com/ http://www.emukettemoor.com/swgemu_client.zip

NOTE! YOU ONLY NEED THESE IF YOU DON'T HAVE THIS IN YOUR ROOT SWG DIRECTORY!
http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_00.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_01.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_02.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_03.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_04.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_05.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_06.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_07.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_08.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_09.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_10.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_11_00.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_11_01.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_11_02.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_11_03.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_12_00.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_13_00.tre


(You must have Windows SP 2 to install the SDK!)

2.) After downloading all of the files, install them in this order (RECOMMENDED):

Service Pack 2
Windows® Server 2003 Platform SDK Web Install
Tortoise SVN
VStudio 2005
MySQL We will be running this from the auto install! We will also be installing it into the C:\MySQL folder. Don't forget when installing to choose customize, and install EVERYTHING. That way there cannot be any missing folders. This step is probably vital to not getting any errors.
Navicat

Part 2: Compiling the Core

1.) Create a new folder on your desktop. The name doesn't matter, but I named mine SWGEmu.

2.) Right click that folder, and press SVN Checkout. When a window comes up, for the "URL of repository box", paste in: http://opensvn.csie.org/SWGEmuPub/ Next, for revision, make sure head is selected.
3.) After the files are done downloading, run VStudio Compiler. It's located under Start->All Programs->Visual C++ 2005 Express Edition.
4.) When it opens, go to Tools->Options->Projects and Solutions-> VC++ Directories. Open the dropdown menu under Show Directories for, and select include files.
5.) Under $(VCInstallDir)include add a new line by clicking the folder or pressing Ctrl + Insert. In that line, type C:\MySQL\include
6.) Next, select Library Files from the same dropdown menu, and for the new line, add in C:\MySQL\lib\opt
7.) Go back to the main Visual C++ screen. Go to file -> open -> project / solution.
8.) Browse to the SWGEmu root directory (The folder you Tortoise SVN-d) and then go to Win32. Open up swgemu-vc8.sln
9.) Press F7 or go to the Build menu, then build solution.
10.) If there are ANY errors, here are the solutions (Thanks ramsey and users!)

Q) fatal error LNK1104: cannot open file 'libmysql.lib'
A) Tools -> Options -> Projects and Solutions -> VC++ Directorys Then at the top right, click on library files Add a path to the library which should be here: C:\MySQL\MySQL Server 5.0\lib\opt If you installed it in the default path, it should be here: C:\Program Files\MySQL\MySQL Server 5.0\lib\opt
~~~~~~~~~~~~
Q) mysql.h couldnt be found. A) Tools -> Options -> Projects and Solutions -> VC++ Directorys Then at the top right, click on include files Add a path to the library which should be here: C:\MySQL\MySQL Server 5.0\include If you installed it in the default path, it should be here: C:\Program Files\MySQL\MySQL Server 5.0\include Still getting the error? Go to Database_Mysql.h. Find: #include Replace with: #include ~~~~~~~~~~~~
Q) winsock2.h missing
A) Make sure you install the platform sdk which can be found here: http://forums.swgemu.com/viewtopic.php?t=2701
~~~~~~~~~~~~
Q) libmysql.dll is missing when i try to run the server.
A) \MySQL\MySQL Server 5.0\lib\opt There should be a libmysql.dll. Drag that to your C:\WINDOWS\system folder. NOT system32. system.
~~~~~~~~~~~~

Part 3: MySQL and you!
1.) The first thing you want to do, is take note of the password you entered in when you were installing MySQL. If you didn't enter one that's fine, but if you did you WILL have to use that. 2.) Okay, you're server should be up, since the MySQL should be the autoinstaller version.
3.) Open up Navicat, which is in the Premiumsoft folder in All Programs.
4.) Click the connections button in the semi-top left hand part of the screen. The connection name doesn't matter too much, but I set mine as SWGEmu. Leave the hostname to localhost and the port to default (3306). The username will be root, (Unless you entered in a username for your mysql, which I'm not sure is possible since I can't remember ) and the password will be blank or the password you entered in whilst installing MySQL. Press test connection. If it doesn't connect, you either have a firewall messing stuff up, or you typed the username and password wrong.
5.) A new server should show up! Yay! Now, right click on it and press new database. You'll want to name it swgemu (I believe it's case-sensitive) and leave the character set to default.
6.) On the new database, you want to right click, then press execute batch file. Select swgemu.sql from MySQL in your SWGEmu folder.
7.) Go do debug, then config in your SWGEmu folder, edit config and enter in the information listed. If you're running on your home PC you probably only need to change the password that you entered in when you installed MySQL.
8.) With the unused zip, currently named as swgemu_client.zip you have sitting on your computer, it is now time to finally get into the game! Open up that zip and copy it into your LEGIT (I hope ) SWG directory. Mine is C:\Program Files\StarWarsGalaxies. Copy all the files located in that zip to your directory. Now, if you are up to date on the patches, or have at least patch 13 installed, you'll be set. If you don't have any patches or something under 13, you'll have to get them off the SWG website. If you're OVER, take out ANY file with the prefix patch. Don't delete them if you plan on going back into NGE. (If you even wanted to ). It's pretty sad that a game that only has the function of walking around the environment is more compelling to play than the NGE.
9.) If you've played the NGE or any other version of SWG lately, you can just take out anything but the files patch_00.tre - patch_13_00.tre. Take all the other patch files out.
10.) Make a shortcut of SWGEmu.exe somewhere. Right click it, then choose properties. After that, add this to the target field.

-- -s Station subscriptionFeatures=1 gameFeatures=25511.)

Run SWGEmu_Setup.exe to set up your screen resolution, etc. After you're done, press okay and get out of that. Now, run the SWGEmu.exe in your emu folder under debug. Then, open the SWGEmu shortcut you modified the target of. Wait till the login screen shows, then log in under test. The password will be test. You can now run around. Yay! Or in a better looking phrase

Montag, Juli 10, 2006

Compiled Howtos Kleines SWGEMu Update

MYSQL TUTORIAL by: Nimion For support go to: http://forums.swgemu.com/viewtopic.php?t=2790

This is for all the people who are having trouble setting up their database. It includes pictures! So pay attention and go step by step. I'll make sure to be pretty detailed. Each step has a step # picture procedure which shows the steps in a graphical format =P

Im assuming... -> You have a working compiled version -> You have MYSQL 5.x installed correctly -> Downloaded ultymas client and followed the setup First you need to download a program called Navicat, now I've provided the link below. Just an FYI theres about 3-4 versions I found when I was looking for it, so use the one from my link because the others dont work with what we're doing. Navicat - http://www.navicat.com/ For those using windows use the (x86) version. Once installed open it up because this is where we're going to do everything to load the swgemu.sql into the mysql database so the server has something to look at. Step 1 - Setting up Navicat: Step 1 Picture Procedure http://i56.photobucket.com/albums/g162/nimion/step1.jpg Click the connection button, this will open up the connection properties window. This is where we specify all the information needed to connect to our mysql database. Hostname/IP address: localhost (use localhost if your going to be hosting the db, otherwise use the IP of the computer which is) Port: 3306 Usename: root Password: whatever you chose as the root password at your mysql setup Now click test connection, if a box pops up saying Connection successfull, congrats on making it this far! If you got an error, make sure the hostname, username and password are correct. AND that your database is online and running. Step 2 - Creating the blank database for swgemu: Step 2 Picture Procedure http://i56.photobucket.com/albums/g162/nimion/step2.jpg You should now have a new item in the Connections box called localhost (or whatever IP/name you gave it). Please press the + next to it, dont worry it wont bite. You should see a few green or gray cylinder stacks. Those are our infamous databases! However we arnt going to be touching those, we want to create our own. Right click localhost (or the name of the conncetion) and click New database...a window will pop up. Now this is where we refer to the core config file. So open that up with notepad or whatever and copy the DBName = string into the database name box in navicat. Click ok and you'll see a new green/gray icon there which the name swgemu next to it. If you do not, recheck the steps. Step 3 - Uploading the SWGEMU database: Step 3 Picture Procedure http://i56.photobucket.com/albums/g162/nimion/step3.jpg Remember that shiney new database we called swgemu in the last step? Well right click it and and choose Execute Batch File... Another window will pop up (surprised yet?) that will ask for you to input a .sql file. This is where we point to the swgemu.sql. Once you've done that click ok and you'll see another screen pop up which loads the database. Check the picture to make sure both screens show "[Msg] Finished - 36 queries executed successfully" Step 4 - Configureing the core configure file and connecting to the server Step 4 Picture Procedure http://i56.photobucket.com/albums/g162/nimion/step4.jpg Lets open the core config file back up and make sure all our information is correct for the server to connect to it. DBIP = 127.0.0.1 (or localhost) DBPort = 3306 DBUser = root DBPass = (your mysql password) DBName = swgemu Make sure that information is correct and is relevent to YOUR mysql database such as the password. Save and exit the core file. Now open up the swgemu.exe and launch the server. You should see all this... (Finally we've connected!) Now dont get all happy yet we've still got to create our character account! Step 5 - Creating your account and logging in Step 5 Picture Procedure http://i56.photobucket.com/albums/g162/nimion/step5.jpg This is the final step, bring Navicat back up and expand the swgemu database by the + next to it. You'll see a lot fo confusing options, however we're just going to want to mess with the tables so click that. In the right window you'll start to see a few tables, account, badge, etc. Click account and then click the button open table which is right above that. The account table will open showing a few parameters we can change. Now you can change the username & password or leave it as is. Just so everyone knows the default password and username is test/test. Now that we have our password and username minimize navicat and launch the swg emu client ( i've already assumed you've set that up correctly so I wont go into it). Once started up you'll see the login screen, enter test & test (or whatever u changed it to) and click login. VOILA! Welcome to precu swg emu style. If theres any problems post'em here and I'll see what I can do or correct any mistakes in my howto! Very Happy

END MYSQL, BEGIN Binary SETUP GUIDE by: nom, For support go to: http://forums.swgemu.com/viewtopic.php?t=2781

Step 1 - Download MySQL from mysql.com. - Done from tut 1. Step 2 - Configure a password for MySQL (I beleive this is done in the MySQL server configuration, but I skipped that myself because I know what i'm doing with MySQL) - - Done from tut 1. Step 3 - Download SWGEmu server (see http://forums.swgemu.com/viewtopic.php?t=2768 for Source Code). Compile it. Step 4 - Configure SWGEmu Server. Unzip/Unrar the files and edit conf/Core.conf. Change the MySQL IP, login and password as necessary. (If your MySQL server is running on the same computer as the server, you can leave the IP as 127.0.0.1). Step 5 - Load SQL for database. This will be in the MySQL folder of the binary distribution above. Once you have it open a Command Prompt in Windows (Start => Run => 'cmd' ) Run mysql -u root -p < swgemu.sql (Replace any filenames, usernames etc with the details you used) Step 6 - Load the SWGEmu Server. If you get an error about MYSQL libraries, go into your MySQL folder, and search for libmysql.dll. Copy this file to C:\Windows\System\ Step 7 - If all goes well, you should have a server up and running. Next, try to load the client. I don't know of a download link for the client, at this point in time, so if someone finds one, please let me know and i'll update this thread. Edit swgemu_login.cfg and change the loginServerAddress0=127.0.0.1 (or the ip address of your server) Create a shortcut to swgemu.exe (the client, not the server) and add the following command line options: -- -s Station subscriptionFeatures=1 gameFeatures=255 For example: F:\Games\SWG\swgemu.exe -- -s Station subscriptionFeatures=1 gameFeatures=255 Step 8 Log in and play! The default database creates a username 'test' with password 'test'. You can use that, or if you know your way around MySQL, insert another row into the database with the details you'd like to use, along with a row in the character table to log in with.[/b]

Lass Bilder Sprechen...........





Tja da kann man einfach nix mehr zu sagen oder ??????

Lang Lang ist es her ....... Die ersten Schritte auf dem SWG Emu Server


Ja sosahen meine Ersten schritte auch in der SWG Beta aus aber wir schreiben 2006 und es ist der SWG Emu.

Hier noch ein Link für den kompletten Emu Sandbox Server :
http://pridefiregaming.com/rev3.rar

und SwgClient so Bearbeiten wie unten Steht.
Viel Spass Leute........!



Grüsse Aus Dantomir.......

Goodbye Soe SWG WELLCOME Open Source SWGEmu


Es ist soweit seit heute Morgen 7:50 wird gecodet was das Zeug hält SWGEmu ist open Source....!
AllesInfos die Man braucht sind inbild Links zu sehen und man muss schon ein wenig Ahnung von Mysql,c++ usw.haben um mitzumachen.
Na dann happy Coding........





Kleines Update:

-------------------------------------------------------------------------SWGEmu - Setting up and running the Publish 12.1/13 Client. By Ultyma.(c)2006 SWGEmu Team. www.swgemu.com-------------------------------------------------------------------------1) Download the client from one of the following: http://www.shinkaiho.com/swgemu/swgemu_client.zip
http://www.eelou.net/swgemu_client.zip
http://rapidshare.de/files/25427161/swgemu_client.zip.html
http://www.wookieefive.net/swgemu_client.zip.torrent
http://www.emukettemoor.com/swgemuclient.zip
http://www.new-eclipse.com/swgemu_client.zip
2) Extract the archive to your SWG directory. (Usually c:\program files\StarWarsGalaxies)
3) Open up swgemu_login.cfg in notepad, and change the loginServerAddress0 IP address to the server address that you would like to play on. (Or leave it at 127.0.0.1 for local).
4) Right click swgemu.exe and create a shortcut to it.
5) Right click the newly created shortcut, and change the Target field to the following:"C:\Program Files\StarWarsGalaxies\SWGEmu.exe" -- -s Station subscriptionFeatures=1 gameFeatures=255
Note: If your SWG directory is different just modify that to the correct path. Leave the quotes on!
6) To run the game, just double click the shortcut. Voila. That simple. Login, and have fun.
NOTE:If you are having problems getting the skill/emote/mood list to show up, its because its an errorbetween publish 12.1 and publish 13.If you have SWG Explorer, open up the patch_12_00.tre. And extra ui_skill.inc from /ui to /ui in yourStarWarsGalaxies directory.That SHOULD fix the skills/emotes not showing up in the command browser.CRASHES--------------Havent found out why they happen yet. I will update this as we find out.-------------------------------------------------------------------------------------------------------www.swgemu.com



Noch ne Kleines Update:


1) MAKE SURE YOU INSTALLED THE MYSQL LIBRARYS INCLUDED IN THE FULL MYSQL 5.0 INSTALLER.
2) Keep your svn copy updated! 3) Need tools to get you started? Here: http://forums.swgemu.com/viewtopic.php?t=2701&start=0
4) Install mysql here: C:\MySQL

Q) fatal error LNK1104: cannot open file 'libmysql.lib'
A) Tools -> Options -> Projects and Solutions -> VC++ Directorys Then at the top right, click on library files Add a path to the library which should be here: C:\MySQL\MySQL Server 5.0\lib\opt If you installed it in the default path, it should be here: C:\Program Files\MySQL\MySQL Server 5.0\lib\opt

Q) mysql.h couldnt be found.
A) Tools -> Options -> Projects and Solutions -> VC++ Directorys Then at the top right, click on include files Add a path to the library which should be here: C:\MySQL\MySQL Server 5.0\include If you installed it in the default path, it should be here: C:\Program Files\MySQL\MySQL Server 5.0\include Still getting the error? Go to Database_Mysql.h. Find: #include Replace with: #include

Q) winsock2.h missing
A) Make sure you install the platform sdk which can be found here: http://forums.swgemu.com/viewtopic.php?t=2701

Sonntag, Juli 09, 2006

Mal wieder was schreiben......


Hatte ne paar nette Tage habe einen Risc Rechner Erbeutet einen Hp9000 e25 lustiges kleines "Schweres" Ding spile im moment mit der Kiste rum war die Tage auch viel unterwegs. Achja Danke Notti muss ich mal an dieser Stelle los werden. Ansonsten gibs eigendlich nicht viel neues heute Soll der SWGEMU OPen Source gehen warten wir mal ab.
Und dann noch was Lustiges habe heute ne Spamm Mail der "Raiffeisen Bank" bekommen nach dem ich mir den HTML Header genauer angeschaut habe konnte ich ne nette kleine Geschichte lesen. Ich sag doch die das machen sind einfach nur Vollbratzen.

Have Fun

Dienstag, Juli 04, 2006

Wir können nach Hause gehen.....








Tja das war es dann wohl was für ein Mist....
Tja dann können wir nur jetzt singen wir können nach Hause gehen, Wir können....usw.
The Saga of the SWG JP

Nettes Viedo wer es sich ansehen mag

SWG Emu Rulz Part 3


Tja das wares den Wohl der untergang von SOE ist eingeläutet für den 9 July 2006 SWG Emu will dann open Source gehen,mal schauen was passiert.achja heute Spielt ja Deutschland mal sehen ob sie es schaffen glaube ich aber eher nicht *grins warten wir es mal ab.

Montag, Juli 03, 2006

SWG Emu RULZ Part Two





Ja ja die Jungs machen was wie man auf diesen bildern sieht Combat geht nun bedingt Skilltree auch und auch der Ham balken funkst nun es wird immer besser es gibt zwar noch einig Bugs die ausgeräumt werden müssen aber man arbeitet dran Go Dev Team Go kann ich da nur sagen das Datenbank Team hat heute Verlauten lassen Shematic npc und ein Grossteil der Pet Spwan Datenbank wäre fertig man kann nur gespannt bleiben.

Sonntag, Juli 02, 2006

Sonntag und nicht mal schlauer


Tja was soll ich sagen Samstag lag ich in sauer, wie soll man sich auch fühlen wenn zuviel Alk in der Blutbahn hin und her Läuft ;-).Naja und heute beantworte ich Emails und ärgere mich rum das ich nie wirklich Wert drauf gelegt habe Fremdsprachen zu lernen naja was soll wird mich nicht umbringen hoffe ich zumindens ;-).
Naja ich Chille halt ab höreMusik und denke über den Sinn des Lebens nach (was fürn sinn??) . Mal schauen was die Woche den neues Bringen wird.........!