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I have all eqgame.exe from 2002-10-31 if you need
Posted: Thu May 15, 2003 2:03 pm
by EqMule
ok cant remember who wanted to see old eqgames but I did a search on it and found all of them from 05 dec 2002 every patch up til the last one on my disks
If someone posts a link where I can easily upload them I can zip and do that, but please dont pm me for private emailing, it takes to long.
just found a couple more 2002-07-27 2002-07-28 2002-07-30
[EDIT]
or if its still up->
http://medlem.spray.se/eqmule/
get it here or from fwiggles link if this is down, note this zipfile is masked as a jpg, and if you dont use winzip, you might have to manually remove the jpg before unzipping will work, read the rest of the posts for info on how that is done.
Posted: Thu May 15, 2003 7:11 pm
by NealThorpayt
Greetings Constructs,
I am the dev wondering about the previous eqgame.exe files. I was looking for a valid eqgame from the time when clsMain existed with a valid offset for same.
I know you said you didn't want to private e-mail it. But I would be very aprreciative if you would. Please consider this. If you agree, I can give you my private e-mail (not on this site).
Thanks
End of line...
Posted: Thu May 15, 2003 7:57 pm
by EqMule
I have sent you a PM, and the clsstuff IS still in there just that they are using calls and jumps which makes it harder to see when you compare an old exe with the latest...
another thing about the new UI is that bags used to be refered to like a million times, now they just have one function for it, (called bag see the string reference in w32dasm)
anyway, I would like to share theese older eqgames with as many as possible to have more people look at and follow the development from before new UI and to present time, then we can fix stuff like merchant and memming spells...
Posted: Thu May 15, 2003 8:44 pm
by Jaerin
If you send them to me I will host them off my space.
Make them available for all.
Jaerin
Posted: Thu May 15, 2003 8:46 pm
by Mckorr
Actually, from taking apart the ini and xml files, bags are called in I believe 26 ways. 16 in the bank, 8 in the inventory, one on the cursor, and one in the trade window. What they all share is a common XML file for locations.
In other words every one of those 26 containers can be referenced by a base XY coordinate in UI_Name_##.ini, but all will share an XML file for defining appearance, slot locations within the bag, etc.
Now, you might not see all 26 of those listed in your UI.ini file... that file is DYNAMIC. If you acquire a new container and put it in an empty inventory slot where no bag has been before, an entry is added to the ini file showing the existence of that bag.
Getting the idea of why my parser is such a headache?
Posted: Fri May 16, 2003 5:30 am
by EqMule
Jaerin: I appreaciate that, PM me your emailaddress and Ill send them to you.
Mckorr: oh Im sure the bag routine is called many times, I just meant there is only ONE function in eqgame.exe for a bag nowdays, where it used to be that every bag had its own routine...
anyway I have been thinking about this click/mouseto/parsing thing...
Have I understood the theory correctly here:
1. check which x,y coords the mouse are currently at (Mouse=0077A980)
2. do calculations on the returned values and move it to whereever loc the user specified
3. click left or right mousebutton at that location
now parsing is what I need explained:
Is that there for making automousemovement to a bag and autoopening/autopicking up things from bags ?
I am asking because in _charinfo we have the addresses of all bags both bank and inventory as well as tons of unknowns, would it be any use in looking for bag coords and calculate rect with GetRect API on thoose bags?
if it has been tried I wont bother.
Posted: Fri May 16, 2003 10:17 am
by Mckorr
Hmm, brief explanation of parsing...
All window locations and whatever is in them (Head, Done button, Auto equip area, Combine button, etc.) is the result of calculations on EQ's part based on 3 files.
Character_##.ini stores screen resolution.
UI_Character_##.ini stores base window XY for the various screen resolutions, and the name of the UI skin currently in use.
EQUI_whatever.xml stores the location of items within the windows, and the size of those areas.
To do "/click left destroy", i.e. we want to left click on the inventory destroy button, we need to find the location of destroy.
So, we get the screen resolution from the character.ini file. We use that to find the base XY coordinates of the inventory window. We then go to the skin directory (or default if no custom skin exists) and find the location and size of the destroy button. We add it all up (well, we use half the size values so we hit the center) and that gives us the XY we want to click on.
We then move the mouse to those coordinates, and execute a left click.
Basically, parsing is just finding the coordinates we want to click on, without having to actually find them using $mouse(X) and $mouse(Y), then window EQ, edit the macro, etc.
The current direction of the parser uses a file, locations.txt, which stores some basic info on the locations we might want to click on. It's designed to be easily edited so that the end user can add his own locations. The current test version of locations.txt has maybe 5 locations in it, just the ones I'm using to test the parser code.
Posted: Fri May 16, 2003 10:46 am
by Jaerin
I think the .xml files are going to make this a lot more difficult than it's worth.
All of the information is updated real time in memory. It's just a matter of finding it. Which I had already done at one point. I've been looking a bit more lately and it looks as though there is a WindowStruct that defines everything about a window.
I think this is going to be our best bet.
The problem with the .xml files is that they aren't updated constantly so you still need to wait until EQ decides to save the info out to the files.
Also as far as /click and /mouseto the advantage of using those offsets I found is it doesn't even require EQ to be the active window. So you could even minimize EQ and it should still run just fine.
Jaerin
ok i found a solution to webspace and posted the files...
Posted: Fri May 16, 2003 3:21 pm
by EqMule
http://medlem.spray.se/eqmule/
ok its a link on that page called oldeqs.jpg
if you click on it you will just see a normal picture in your browser, but if you rightclick it and save target as... then you will get a 8 meg file downloaded.
rename it to oldeqs.zip and unzip using mqdevs as password
as soon as someone finds a better host I will remove the link
Posted: Fri May 16, 2003 5:59 pm
by fwiggles
i don't know if it is just me, but i get invalid zip file =P i changed extension to .zip etc btw if i get this to work i can host these on my home computer, not the fastest connection (slow upstream). My computer isn't always on, but it is a lot of the time.
Posted: Fri May 16, 2003 6:26 pm
by EqMule
i use winzip 8.0 maybe thats why it works, anyway
you could remove the jpg I put in it if your zip program cant handle the picture...
1. open file in hexedit
2. search for PK
3. cut out everything abouve the firts PK you find (the jpg is only 30k)
4. save as oldseqs.zip
5. then open in winzip and unzip using mqdevs ass password
Posted: Fri May 16, 2003 6:32 pm
by fwiggles
i'll just get winzip and see if that works...
[EDIT]
Works great with winzip, i'll post a link soon enough
Posted: Fri May 16, 2003 6:46 pm
by fwiggles
Ok, files can be found at...
http://oldeqs.kicks-ass.net/oldeqs.zip
password is: mqdevs
Posted: Fri May 16, 2003 7:18 pm
by EqMule
THANKS
Posted: Fri May 16, 2003 7:25 pm
by EqMule
Mckorr wrote:Hmm, brief explanation of parsing...
appreaciate the info now I understand it much better.