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  2. https://gitlab.com/conquer-online/tools/co2_core_dll/-/blob/master/src/IO/WDF.cs https://www.elitepvpers.com/forum/co2-weapon-armor-effects-interface-edits/1779148-release-tq-package-manager-wdf-dnp-wdb-tpi-tpd.html
  3. I'm actually slowly moving things over to a new wiki that's way more detailed. But because of the amount of detail, it's taking me a considerable amount of time on my own. You're welcome to view what I currently have here: https://github.com/conquer-online/wiki (source), https://conquer-online.github.io/wiki/ (live view). But the way you contribute to both wikis are the same. You just create a fork, make your changes in your own branch, and then create pull requests with your changes. Nothing fancy. I'll be sure to add a contributing guide to the new wiki soon, though.
  4. Yesterday
  5. That's the best open source loader that exists based on the entire community's contribution, what exactly is the issue, what do you mean "reliable"?
  6. Last week
  7. Hi, I appreciate this is an old thread - but I do not have contributor role to the wiki & this post does say to post changes here for an update to the wiki. I've written a page where I've analyzed each packet type in the 5517 / 1029 binary to see whether it is sent, received or both by the client. I think it'd be a useful addition as a page: Packets/ClientPacketHandling.md - I've attached the markdown to this page: ClientPacketHandling.md Could you kindly consider adding this to the wiki? If there's an alternative way to submit changes to the wiki, please let me know - maybe I could submit future changes as a GitLab Issue?
  8. I tried 5517 and it worked! Thanks
  9. Which client version? That tool seems to work fine for wdf on 5065 & 5517, but not 6090 or 5187 (same error as you)
  10. Hi, I've tried using WDFExtractor from Korvacs. Whenever I try to extract any data.wdf file I get the following error: "Could not find any files to extract, please confirm the file you selected is valid, and contains entrys for extraction" I wanted to extract it to get the .dds files from Meteor and Dragonball that are not in my MapItemIcon folder. Am I doing something wrong? Thanks in advance
  11. https://github.com/OpenConquerOrg/ConquerLoader Just update it then to be more clean and reliable for you.
  12. Hi everyone, I'm looking for a clean and stable loader for Conquer Online client 6609. I already tried this one: https://conquerloader.com/ It works, but I'm hoping to find another loader that is cleaner or more reliable. If anyone has a good loader for this client version, please let me know. Thanks!
  13. Thanks for this guide, it was useful! I'd also highly recommend for those interested in this to checkout, Hex-Rays Ida, which has a free version without many limitations. The mac client was first released as version 1005 (windows 5391). However, you can still find the binary for Mac 1029 which was released the same time as windows 5517 - which I think is ideal, because the windows/mac clients are so similar at this verison & there's a couple of compatible sources 5517/5518 to get started quickly - its really interesting to see low-level how the server & client interact.
  14. Hello, I've been exploring conquer client (Windows 5517 / Mac: 1029) in Ida & found some hardcoded strings in CHero::Talk & CDlgTalk::OnTalkBtnSend which turned out to be client-side implemented slash commands! I searched the forum and wiki but couldn't find these documented anywhere, so thought I'd share my findings of going down the rabbit-hole figuring out what each command did. I hope this isn't common knowledge already, this is just my interpretation of reading through the code & using in the client and I welcome any corrections. I did this on client 5517, but you can usually check if other clients version support these commands by going strings conquer.exe | grep -i '<name_of_command>'. Beware even though these are client-side, the message is still sent to the server - so there is a record server-side these commands were ran. Starting with the commands in CDlgTalk::OnTalkBtnSend, these commands can be ran by any player. They are case insensitive, but I will write them as they are hardcoded in the client. /spdup <int> (Example: /spdup 100) | Value controls how fast the character can jump & move (a very useful command) /OpenWindow <int> (Example: /OpenWindow 489) | This opens a UI Dialog, the IDs seem hardcoded in the binary - I've attached a list of the dialog IDs in client 5517 as a text file. DialogWindows.txt /CloseWindow <int> (Example: /CloseWindow 489) | This force closes a UI Dialog. /3DEffect <string> | Triggers an visual effect on the player, you can see list of effects in ./ini/3DEffect.ini /Weather <int> <int> <int> (Example: /Weather 2 10 10) | This starts a weather event on the client, where the args seem to be <weather_id> <intensity> <direction> Weather IDs: 1 = Rain, 2 = Snow, 12 = Leaf, 13 = Sand, 14-18 = FlyFlower, 19 = FireBug, 20 = Cloud /ShowMePerformance | Performs some sort of sampling & outputs the results to System channel & a logfile in ./debug folder if it exists /ShowMeGameVersion | Outputs the value of version.dat to System channel /ShowMeCrash | Freezes client for about 5 seconds, although doesn't always work. /show client version | Writes the client build version to System Channel /TrimWorkingSet | Seems to reduce the amount of used memory (watch Task Manager). Calls the function with arg: 0 /TimeWorkingSetImm | Seems to reduce the amount of used memory (watch Task Manager). Calls the function with arg: 1. Assume 'Imm' means immediately, whereas the other one is delayed /EnableArabicLike | Appears to inverses most gui elements, but appears broken (probably due to non arabic font) /DisableArabicLike | Reverts the inverse of gui elements (though not completely) /EnableGmMode | An anti-climatic command, sets a flag on DbgMgr which writes some system stats to ./debug/gm-log & some details on MsgVerify (Anti-Cheat) packet. /EnableSimplifyOnMapScale <int> | From what I gather, rendering optimisation only happens when at default zoom level (a const 256). If this is true (1) this applies to any zoom level. 0 restores back to default zoom level. /EnableFocus | Allows hovering over gui elements, moving and deleting them. /DisableFocus | Disables the previous enable focus command /SetResetMode <int> | This appears to be used in the next command /ResetGui. I think it is to do with UI interface (0) & Dialog Interfaces (1) but unconfirmed /ResetGui <int> <int> | This command is autopopulated with EnableFocus. It appears to be <ElementGroup> <ElementId> and if entered should reset its position (never had luck) /WriteNewGui | Freezes the client, but writes the output to a file (GUI<res>.ini?) /ClearInvalidGui | Assumes this overwrites the modified gui ini file with a known-good state, but always crashed client. The following were in the mac client, but didn't exist in the windows client (via strings & grep), I didn't spend much time figuring out what these do: /EnableMapPlayer <int> <int> /EnablePuzzleGrid <int> /ChgScr <int> <int> <int> | This appears to change width height & 0/1 (window/full-screen) /Version Next up, are the commands in CHero::Talk. These commands can only be used if the player name ends with '[PM]' (not '[GM]'). /scrshot <str> (Example: /scrshot test.png) | This saves a screenshot to ./<name> (extension is not appended automatically) /break | Causes client to disconnect /DelItemByType <id> | Deletes any item in inventory by the ItemType id. /reloadfile <str> | If no arg - reloads info.ini, if an arg reloads ini/<name>.ini /UseMagic <int> <int> <int> | Generates a Magic Effect (MagicEffect.ini) at X, Y - I couldn't get this to work. /Crash <int> | Has 4 (1, 2, 3, 4) unique ways to crash the client, but none of them crash the client - perhaps because its a release build? /Profile | Does nothing, not implemented /color <float> <float> <float> <float> | Should set a RGBA tint on the player, but couldn't get it to work - possibly not be implemented in windows client (to be confirm) /look <int> (Example: /look 321) | Sets the player apperance to another model (ID source unconfirmed - likely C3.wdf or 3DSimpleObj.dbc) /mount <int> | Puts the player in mount, not sure what the int is doing, it seems to only perform client reaction on int: 801, 802, 803, 810 (from mountmotion.dbc) /addnewcard <str> (Example: /addnewcard CARD_DOUBLEDANCE_REJECT) | Adds a card to the screen (str come from ./ini/cardshow.ini) /rolescale <int> (Example: /rolescale 200) | Sets the scale of the player with no limits! /scale <decimal> (Example: /scale 100) | Sets the scale of the game /data <str> | Doesn't appear to do anything, just reads the input and does nothing with it /ver | Prints the client build version to system channel /AddEarthQuake <str> <int> <int> (Example: /AddEarthQuake FatDemonEarthquake 10 10) | Shakes the screen, the earthquake names can be found ./ini/MagicEarthQuake.ini, first int is intensity(?), second int is duration (seconds) /addScreenEffect <str> (Example: /addScreenEffect LevelUp) | Performs the effect on the player (effects names come from c3.wdf) /delScreenEffect <str> | Removes any persistent named effect on the player (from previous addScreenEffect command) /addEffect <str> | Seems to do the same as /addScreenEffect /addaction <int> <int> (Example: /addaction 10 10) | Makes the player perform action with id (first arg, uncertain where Ids are from) and for duration (seconds, second arg) /pose <int> (Example: /pose 9)| Makes player perform different dance animations (uncertain where Ids are from) /GetFrameAmount <int> (Example: /GetFrameAmount 9) | Prints the number of frames an action (like a dance) consists of to System channel /SetDebugFrame <int> <int> (Example: /SetDebugFrame 9 10) | Pauses the character into a particular frame, so example: action 9 (first arg) frame 10 (second arg) /SetDebugInterval <int> (Example: /SetDebugInterval 60) | How long to pause the character (seconds) when using /SetDebugFrame /ActionDebugInfo <int> (Example: /ActionDebugInfo 1) | Boolean 1 or 0. If 1 prints some information about current action periodically to System channel . /ReloadDummyMovieIni | Reloads ./ini/DummyMovie.ini /LAAdd <str> <int> <int> (Example: /LAAdd foobar 2000 9) | Adds a bar that counts up with text str (ie foobar) that lasts for milliseconds (1st int) and performs action (second int) /LAStop | Stops the LAAdd command /ReloadMsgBoxIni | Reloads ini/MsgBox.ini /addmsg <str> | Prints a message to system channel /AddCenterMsg <str> | Prints a message just below player character feet /say <int> <str> (Example: /say 21 test) | The channel is determined by int-2000. For example, to send to world channel (ID 21), Prints the message to the channel /mapcolor <hex> (Example: /mapcolor ffff0000) | Sets the tint of the screen. /ReLoadStrRes | Reloads the strings ini file /ReLoadCnRes | Does the same as /ReLoadStrRes /hitfly <int> <int> | Uncertain what this does, and what the args. It seems whatever values are just throws the character outside the map (to xy: 000,000) /APE <int> <str> | Stands for 'Add Part Effect', where first int is the slot of the equipment and str is the name of the effect (unable to test) /DPE <int> <str> | Stands for 'Delete Part Effect', where first int is the slot of the equipment and str is the name of the effect (unable to test) /transform <int> (/transform 3320) | Transforms the player into model / attributes in ./ini/TransForm.ini, where id is from that ini file too And finally, there was a command that I spent way too much time figuring out trying to figure what this does: `/pmnew` - which only exists in the window client. It pops up a native windows dialog, which appears to just record chat strings. Most strings are '????' - even with the language pack installed, so I believe the strings might be missing or not rendering First Window (Main Window): Textbox at the top is a search Tab 1: Default Config Tab 2: Custom Config Dropdown box: Select Chat Message Button Row 1 Col 1: Send Button Row 1 Col 2: Clear Button Row 1 Col 3: Toggle between /EnableFocus & /DisableFocus Button Row 2 Col 1: Unknown Button Row 2 Col 2: Configure Window (See Second Window) Button Row 2 Col 3: Close Window Second Window (Custom Config): Button 1: Save File (Saves to: ./ini/PMItemUser.ini) Button 2: Delete Selected Node Button 3: Opens Create Command Window (See Third Window) Third Window (Create Command Window) Textbox 1: Name of character Textbox 2: Name of command Button 1: Apply Button 2: Cancel Overall, it seems like this window is a quick way to save and use chat commands. For example, someone will go: `/pmnew` -> Configure Window (Button row 2, col2) -> Create Command (Button 3) -> Name: TestPlayer Command: /test -> Save (Button 1) Now, back on the first window, click the second tab (Custom Config), the dropdown will list /test, click first button and it will send it to the chat (default talk channel)
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  15. I believe it's only used for sounds and effects, yeah. But if you really wanted to, you could possibly use it to take more or less durability out of your boots. Lol
  16. Earlier
  17. Hello guys, I'm trying to make a custom loader, but I can't find the address or pattern for server.dat in DX9. I'm currently using DX8 and it's working well. My Version is 6609
  18. Bro, how did you create those maps? And where did you get the map information?
  19. Is the surface type just for the feedback for the effect/splash when landing/jumping? Does it do anything else?
  20. Sorry to go off topic, but can you elaborate? Dm maybe, I'd like to learn more about GW in general. I know a bit about the old guild war I guess, but Idk anything about the new? I don't even want to try using the conquer website to figure it out. They have pages containing information about Conquer 1.0 they still haven't updated. Workingo on a classic server engine as well, but not going anywhere near v7000+
  21. This tool is from the open source C3 website that TQ hosted back in 2013, I wanna say? I figured this tool was lost to time. Thanks for finding it again.
  22. I closed your previous thread because you claimed the majority of the project was AI generated and that you were "new to this coding stuff". While we welcome all levels of experience, your egregious usage of AI violates our community guidelines. I don't want to stipend creativity, but AI generated projects are not creative and adds burden to the community for support and review. If you continue recreating this thread, you will be banned.
  23. getting there almost
  24. i got sound wire up now it play music next is sound effect then after going back to npc interaction. also i need help with mesh i couldn't get it right for some reason
  25. jackpot! ^^ also i found eudemon client source that is fully built idk if i can upload here.
  26. the second tools is the c3effect manager ... very useful
  27. Translated, it appears to be a WDB encrypt and decryption tool. The second appears to be a toolkit map maker. Very interesting..
  28. Interesting that you were able to reach this point in making your own client!
  29. got this from a Chinese site some c3 tools idk how to use it yet but here it is. C3游戏引擎资源查看与编辑功能工具.zip UPDATE: i update the tool for english and to work with any C3. seem to me like this is the main tool other tools in sub folder can use in this main one too with external tool tab. C3Tools(Updat)English.rar
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