Proxy server IP: 127.0.0.1
Opening TCP port 11000 for connections.
Waiting for connection.
Attempting to accept connection.
Sending No patches packet..
Begin data parsing.
Patch process complete.
Opening TCP port 12000 for main connection.
Accepted connection from 127.0.0.1:[COLOR="Red"][B]XXXX[/B][/COLOR] on port 12000.
Closing old proxy client socket.
Closing old proxy server socket.
(No916)
The server is full.
Please try connecting again later.
# Server IP address to bind to (your private IP)
192.168.40.145
# The IP address or host name of the login server to register the ship to.
192.168.40.145
127.0.0.1
# If you're unable to bind to the loopback IP, change the address up top to your
# LAN or public IP.
192.168.40.145
192.168.40.145
11000
12000
if ( ( !strcmp ( myCommand, "sectionid" ) ) && ((client->isgm) || (playerHasRights(client->guildcard, 7))) )
{
if ( myCmdArgs == 0 )
{
SendB0 ("You must specify a Section ID (0 - 9)", client);
}
else
{
target = atoi ( myArgs[0] );
if ((target >= 0) && (target < 10))
{
debug ("Old SID %u",client->character.sectionID);
l->sectionID = atoi ( myArgs[0] ); //leader Section ID
client->character.sectionID = atoi ( myArgs[0] ); //Character Section ID
debug ("New SID %u",client->character.sectionID);
switch (target)
{
case 0:
SendB0 ("Section ID changed to Viridia.", client);
break;
case 1:
SendB0 ("Section ID changed to Greennill.", client);
break;
case 2:
SendB0 ("Section ID changed to Skyly.", client);
break;
case 3:
SendB0 ("Section ID changed to Bluefull.", client);
break;
case 4:
SendB0 ("Section ID changed to Purplenum.", client);
break;
case 5:
SendB0 ("Section ID changed to Pinkal.", client);
break;
case 6:
SendB0 ("Section ID changed to Redria.", client);
break;
case 7:
SendB0 ("Section ID changed to Oran.", client);
break;
case 8:
SendB0 ("Section ID changed to Yellowboze.", client);
break;
case 9:
SendB0 ("Section ID changed to Whitill.", client);
break;
default:
break;
}
else
{
SendB0 ("Please enter a correct Section ID (0-9)", client);
}
}
}
Does anyone happen to know what bit of code would need to be altered to make the door switches always act as if the game is one person even when it is normal?
I don't know about changing code, but if you download this:You must be registered to see linksthen it's simple enough to do with that.
All you do is rename your exe you use to load up the game to PSOBB.exe otherwise the trainer won't recognise the game, then load the trainer, then click launch at top-left and select your exe and the game loads. While in game just press any of the shortcuts listed in the trainer (e.g. Alt+1 to make multi switch doors open solo) and it should work. To turn off any cheats you put on just use Alt+D.
Hope that helps until someone can give you the code you need, it does exctly the same thing anyways :blush:
With GM rights you can change your section id in the game with the command /sectionid.
It should work without a client relog but the client still shows your old section id until you make a relog.
Thanks for this, it's a nice addition. It is missing a closing brace before the last else though.
I've been working on it and getting it all building using VS2010 and also making sure it's using all the secure function calls (like strcat_s and such). We're playing on this version locally and so far so good. The release build version are super fast too.
So tempted to rewrite in full c++...so tempted.
Yes, however if I want to do the online/multi story quests then going one person will not be very effective.
So tempted to rewrite in full c++...so tempted.
If you're interested and have the knowledge is it possible for you to implement Challenge Mode into the game? It's one of the biggest parts still missing and I know a lot of people who would love it if someone was able to get it working. A lot of people over at pioneer2.net were always asking about it but it never got implemented because Soda got bored with the project.
I don't know how difficult it would be but if you have c++ knowledge then maybe it might be worth a look. It would be incredible if this got added!
Id agree about wanting to have challenge mode added. It would complete the server.
It definitely would and from what I've heard it wouldn't even be that difficult to do. Lee over at SCHTSERV said in a couple posts that it only took him about two weeks to get challenge mode working from scratch, and that most of that time was spent testing.
Whether he was just bragging or not, the basic framework and challenge quests are already there. Just needs someone to put it all together in the right way. Lee used the xbox version of the game and logged the commands that were going through the server as various actions occured like enemy spawns, creating a gravestone etc. and used that understanding of how that version worked to build up the blue burst challenge mode, at least I believe thats what he did, could be completely wrong though.
It just needs the right person to take a look at what's already in place and then provide some feedback on what would need to be done...
That's what I'm dealing with too.this will be a lot of work and i dont have the sparetime for this
the server runs fine for our lan purposes and we will have fun until the pso2 release