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  3. Have yet to see anyone make a release or share anything like it so here is the conquer online main city maps turned into a 1:1(as far as i know) copy of how it would look as a png. Most map programs use PNG images or other types of high resolution images to turn that picture into a map but not everyone has the ability to do so or there is something similar like not having original map files that is stopping them from making custom city edits so here you guys go! all i ask for is a thanks and if you make some edited version of the main cities please share them back to brighten the community a bit. I have personally used them to make a new map as a test and they are exactly the same size as the original maps along with placement of the town placements. Keep in mind that there is no map objects or anything else on these images so you would either reuse the original map objects or add your own with a map maker/editor tool. https://mega.nz/file/xzljwRzI#84vWgLG6sNKr_pA4tJiQoL4FNIFjWUUXKkxnIjEogUc https://drive.google.com/file/d/1n0CgTwb1W9peJFzIYQmGECa0ufh308aG/view?usp=sharing the first two links are of just the main cities and this link below is just about every map in the client ranging from 5017 up to 6609, enjoy! https://drive.google.com/file/d/134HqQEwEHjvRiQYZLVAExEmhlLLTz6H3/view?usp=sharing
  4. Yesterday
  5. I've been working for this for almost 3 weeks, completed most of the dlls and some major exe functions, ignored the network completly for now (I'll rebuild the whole network for both client and server in my own logic later) https://www.youtube.com/watch?v=L2E-BuXChAw
  6. Last week
  7. Hi guys, any info about the new game protection NDAC? I had quitted the game, and now when I try to attach a debugger to it, it immediately crashes. I already tried to bypass NDAC but I failed. Any info? I am talking about Conquer Online 3.0.
  8. Thanks for the recent contributions. Sorry I have a bit of a backlog of PRs to get through. I've been dealing with some personal health issues. Hoping to get through the backlog this week.
  9. If you can share, thanks bro.
  10. This is awesome! Thanks for posting the code. Botting on co was awesome.
  11. maps are fairly easy to get nowadays. the program santa did with tiled2dmap will make you high resolution pngs of any conquer online map thats in the client. high res like 24kx32k pixels. I have just about every single CO map out there, might be worth making a post on
  12. yes i do like the newer style that happened once they went 3.0 officially. I feel the client is much smoother and has a ton of features that servers throughout the years have spent time adding for QOL changes/options. the reason im not a huge fan of the new character models and all that is because i have over 1000 garments laying around along with weapon accessories(which could be weapons or souls too) but all of that is useless once you get to the different character model part. I will say that after messing around with the most recent patches i am beginning to like it even more, the custom faces like actual character model faces, hair/hats/masks like cosmetics instead of just hair and hair color, unique garms, wep accs, pets, animated and non animated avatar frames, custom chat bubble frames/boxes and just so much more. client wise I am done turning it into a classic setup but source end it will still take me a bit to be comfortable enough to launch with enough for players to do to grow and have fun without it becoming boring fairly quick. the endless future proofing is a huge positive and one of the major things is that some classes ruined pvp for older players or just went down the wrong path so if the players decide they want me to add assassin to make archers not be so useless in pvp but dont add any other classes then that can be done. Will finish adding Dune Wanderer as well once its fully done and keeps up with other classes so there is not 1 class of feature that retail CO has that this server wont. the main focus again is just "Future" proofing instead of running into a major job trying to add newer client features plus i can then share things related too it and maybe help create even better projects/servers.
  13. how i can get netclient & send msg in patch 6609 constexpr uintptr_t CENTITY_RENDER_VISUAL = 0x1AFD20; constexpr uintptr_t CNETCLIENT_GET_INSTANCE = 0x0B9490; constexpr uintptr_t CNETCLIENT_SEND_MSG = 0x18EEA0; constexpr uintptr_t CHERO_GET_MAX_HP = 0x179980; constexpr uintptr_t CHERO_GET_MAX_MANA = 0x179B90; constexpr uintptr_t CSTATTABLE_GET_VALUE = 0x1F1490; constexpr uintptr_t CHERO_GET_CURRENT_MANA = 0x1A58F0; constexpr uintptr_t CHERO_FATAL_STRIKE = 0x2297B0; constexpr uintptr_t CHERO_WALK = 0x229DF0; constexpr uintptr_t CHERO_JUMP = 0x22A0B0; constexpr uintptr_t CHERO_START_MINING = 0x18BB10; constexpr uintptr_t MSGUPDATE_PROCESS = 0x1E0870; constexpr uintptr_t TRADEWINDOW_HANDLE_MESSAGE = 0x10B1F0; constexpr uintptr_t CGAMEUI_SHOW_MSG = 0x191960;
  14. Earlier
  15. It works on the latest Classic Conquer client (https://conqueronline.net/)
  16. And if possible, could you explain how to find network client and send-to-server functions and things like that?
  17. What version does this project work on? Thank you for sharing this project, which will help everyone understand some things and how they work.
  18. What for? Any questions you have you can ask them here and I'll try to respond
  19. So can we develop a private server for clients that use it?
  20. This is really cool, thank you for open sourcing it! I always wondered back in the day when I used to play how some of the bot tools actually worked under the hood, so it's great to see something in code! Only had a chance to skim through it so far but it's really interesting! Hooking into the client is something I've been wanting to learn, so this is going to be a good read
  21. Hi all, Decided to open source the bot/tool I've been working on for Classic Conquer (conqueronline.net). I don't expect anyone to contribute to this project but feel free to open a pull request if you're curious enough. The existing code is by no means perfect, it was a learning experience for me as well. The 'original' source comes with an auto-hunt for both melee and archers, as well as a HWID and anti-cheat spoofer for the login flow, but I decided to not publish that part of the tool (maybe for now). However, it should be quite easy to whip something up quickly as the SDK should have all necessary API already. https://github.com/0x42524b/CoClassicBot Please delete if these types of posts are not allowed. I couldn't find anything related to it in the rules. PS: I will NOT compile the project for you. You will have to figure it out yourself. It is set up in a way that it should be easy enough for you to figure it out.
  22. Maybe you need to find a way to release DX8' s rendering heap in the client.
  23. I always thought it was a server problem. I reconstructed my vision countless times and finally had to send changemap regularly to solve it.
  24. Character models and animations are kinda fun on latest patch. If you have the knowledge and tools you can create a classic server with it. You can sell cosmetics so players can wear classic weapons and armors as garments and remove a lot of stuff just by setting up LUA files on the client. There is a huge variety of garments and cosmetics which make the screen blow up old computers, but also you wont have 300 players wearing the same stuff. You can easily create a lot of custom stuff using LUA so you don't rely on injecting stuff to screen. Patch 6609 is the last 2.0 patch and it's a very good patch to work on. You still have the Mac client so you can reverse packets and stuff and it's has a lot of good stuff already and no flash issues. I also dont know exactly the use of the gems, but it's worth to mention that the new GW went to CO on 7150.
  25. I had this issue until 6270, on 6609 and latest client I didn't experience that. It would happen after killing a lot of monsters on auto hunt, until client is like at 3-4 FPS lol It must be something with TQ code not disposing of screen objects properly or the launcher injection messed up something, but it's of course client related since upgrading the client version fixed it (or at least I havent experienced it again yet).
  26. You are probably setting the subclass flag field in MsgUserInfo with something and that's not like "All newly created characters automatically start with a Sub-Class at level 1", it's just visual since your MsgPlayerAttribInfo is saying that the user has only the normal HP. You're just looking into the wrong place. The "display" status will be set on two places: MsgUserInfo on login MsgSubPro on interactions with the sub class system Just find out which one is setting the wrong value
  27. I am using version 5517 to develop my private server, and I have encountered a particularly strange rendering problem as follows. When one or more people use skills in the same area, they keep hurting, killing, removing and refreshing monsters. After a period of time, this area will become particularly stuck and drop frames. This time must be,The player login again or switches map come back again,To reset this stuck state. At present, my solution is to let the server send a packet of 10010 type switching map to the static player at regular intervals to refresh the rendering status automatically. Very strange question, I don't know who has met it
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