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[ 7 posts ] |
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 Offsets : EverQuest 2 Premium Discussions
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Posted: June 11th, 2005, 10:43 am
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tault_bugger
tault_bugger's Reps:
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Offsets as of 6-09-05
[No Falling Damage]
Description="No Falling Damage"
Version="2005.06.09"
address0=506C7E
normal0="0F84"
crack0="90E9"
[Enduring Breath]
Version="2005.06.09"
Description="Automatic Enduring Breath"
address0=46EB36
normal0="7410"
crack0="EB10
Not my work.
Bugger
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Posted: June 11th, 2005, 9:00 pm
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tault_discoduck
tault_discoduck's Reps:
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then whos? I only ask because, afik, no one has been updating or posting these on either tault or xu for quite a while. If these are being actively updated on another site, I for one am currious where this is still being actively persued. I'd do them myself if I could figure out how come hooking a debugger (tsearch and the like) to eq2 forces my connection to drop every time...
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Posted: June 12th, 2005, 9:25 pm
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tault_nogard5204
tault_nogard5204's Reps:
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Yes bugger i love your format you post the offsets in i would also love to no if ne1 has an ongoing site devoted to eq2 offsets and also how to find myself ive been searching google for some time now but with no luck.................i would love to get my hands on the wwalk speed offset
THANK YOU
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Posted: June 12th, 2005, 11:39 pm
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Tault_nazeroth
Total Posts: 1390
Joined: November 17th, 2004, 5:16 pm
Tault_nazeroth's Reps: 1
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If someone were to dedicate them selves to constantly updating the offsets or a program with them in it every time they change i'm sure we could work out some kind of reward for you.
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Posted: June 16th, 2005, 11:19 am
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tault_mikesanders
tault_mikesanders's Reps:
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perhaps you should put up an Offset-finding guide and let eager noobs spend their time finding them?
eager noobs such as me
btw i assume actual LOC and Height is stored server side, otherwise there would be WoW-style teleporting programs... i want to be able to fly, even if i risk my account in doing so 
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Posted: June 17th, 2005, 4:56 am
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tault_discoduck
tault_discoduck's Reps:
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loc is neither serverside nor client side. Its more like an agreement- server says 'your here'. Client says OK- Im gonna start going this way, at this speed, mkay?', server says 'now your here, right?' client says 'yep, now Im here. Now Im Here, right?' servers says 'yep. etc'. It gets interesting when, for whatever reason, the client and the server are unable to communicate for a period of time'. Due to the exploitability of such a scenario, in all its permutations (super jumping, falling with out dammage, warping, free evac'ing, sending mobs off the map into oblivion, waking through objects, etc etc-) there have been several changes regarding which side is 'right' when they reconnect, and which rules of physics are applied or ignored, based on the prediction data calculated on the last good data. But, the short version is, as with everything else- they're finding ways to make it more and more serverside and remove all data manipulation from the client. Movement is the holy grail- with todays tech, its still not possible to make movement 100% serverside due to bandwith issues, but its getting closer, and IMHO will be upon us soon. (of course, I think everything is moving away from being localy stored and executed to more of a console/mainframe model we saw 25 years ago, except on a global rather than local scale).
feel free to /bitchslap me for wandering off topic.
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Posted: June 17th, 2005, 7:08 pm
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tault_mikesanders
tault_mikesanders's Reps:
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great, now where do i download a GOOD offset finder/editor and/or customisations for it which will allow best efficiency of time while trial and erroring offsets to find which run speed is
also any info on Constants which never change to help narrow my search, and possibly a general structure etc so i know where to look..
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