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Everything posted by Spirited
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It looks like Ultimation released a fix for it on epvp. It requires a bit of hooking though, and I'm not sure how long that fix will last if Microsoft also removes flash from Windows 10. I think Moh said he's planning on releasing the fix here tomorrow (or whenever he can get around to it). So look out for that.
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I know a few private servers are looking into it. The main problem is the way Conquer implemented Flash. They used the ActiveX flash component, which means all open source flash replacements won't work. This is going to be a very tricky problem to solve. I've floated a few ideas around, but haven't tried any yet. Ex. running Wine via WSL to emulate older versions of Flash and ActiveX... but dang is that overkill and probably not going to work. Also, moving this to the Conquer Online section.
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We already have a tool for those files and encryption: https://gitlab.com/conquer-online/tools/file-manager
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thank you. :) the first time I was studying and trying to do this, i took almost one week to figure it out how it works and make things right. but this time, i took one afternoon to repeat and write all the process... also, I decide to leave it registered so myself could do it at any client in the future and not start from scratch again... Yep! I totally feel you on that. That was my reasoning to starting a wiki for encryption and packet structures again after the old one went down. Loosing all of that information was rough. I've been doing the same with 3D modeling and Unity in a Google Doc because there's just so many steps to the process. It's easy to forget something and then have dynamic bones not working, or animations stuck. Lol
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Hi all, It's pretty common to see like buttons on every website we go to these days. I received a few requests here to add a like button or thanks button as well; however, I'd like to put my foot down early by saying Cooldown will not add like buttons to posts. Don't get me wrong, social media can be great and energizing when done correctly, but like buttons demand social approval in a way that makes it much more difficult to engage in sensible conversations. Cooldown's objective is to have an open dialog with other members - and so I encourage members to start conversations to show their appreciation rather than just spamming "thanks" or "like" on posts. Thanks for your understanding. I'm always looking for feedback, so continue to reach out to me for suggestions / improvements. Best Regards, Spirited & Staff
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Great job on typing this all out and documenting the process. I'd be curious to know what steps are required in creating nulled TQAnp and TQPlat dlls, but everything is super detailed beyond that. I'm excited to give this a try when I have time. Thanks.
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I have tried different names / UID / Mesh ... about every value that I could change in all kinds of combinations. Have tried spawn monster. Btw, I got your pull request for the packet writer changes. Can you take a look at my comments when you have a free chance? We can remove the entire method since it's just calling the base class now.
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I never got around to learning how to get the client to use a decrypted server.dat file. Maybe you could write some tutorials here on the subjects? I'd be curious to learn because once you know how to bypass it, you can re-encrypt it and write your own hook for that.
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It worked in the old flash clients, I'm not 100% sure if it still works in the DirectX only clients. Only way you can really find out is by trying it for yourself. Let us know what you find.
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Just to confirm, you're not using the same character ID as the character already on screen, right? Have you tried using a different name as well?
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If it's not appearing at all, then that leads me to believe the coordinates are wrong or at the wrong offset. Are your character's coordinates supposed to be the birth village spawn coordinates?
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0000: 3B 00 F6 03 F5 32 F9 41 AB BA 06 00 00 00 00 00 | ;....2.A........ | 0010: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 | ................ | 0020: 00 00 00 00 00 00 00 00 3E 01 01 00 3D 00 6D 00 | ........>...=.m. | 0030: 67 02 01 64 01 04 04 72 6F 6F 37 | g..d...roo7 | Hm. Maybe I'm wrong, but it looks like it's writing the length of your name twice?
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Nice! Good catch, Diab!
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Yes, it should be just one per line.
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Hm. Could you post a packet dump of the completed message just before encrypting and sending? Aka. calling this function after this line of code.
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From a quick glance, I couldn't find anything notably wrong besides some of the offsets in the comments (comments were wrong though, not the actual offsets). You could try using a different character name. I'm not sure how the client handles duplicate character names on screen.
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Is the injected library the same architecture as Conquer? I think Conquer only runs in 32-bit.
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Character IDs are special. They need to be in the range 1000000 - 1999999999 to spawn a player properly. Other than that, it's a bit hard to help without knowing the patch you're working with. Can you give me a bit more info, like the patch number, anything you're seeing in the client, how you're calling this, how you're debugging the server, etc.
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Thanks, let me know if there's anything I can help with. Just to tamper expectations, this is a base source - so nothing's programmed besides the login for multiple patches. It's very much a DIY server project, not a partially completed project like some others.
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I don't think there's a difference between the versions in terms of packet structures. The wiki relies on developers to contribute, so if it's not there, it just means nobody's developing on that patch and contributing at the same time.
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Made a few fixes and updates: - Add client pool and duplicated login check. - Add details regarding realm name for server setup guide. - Reclaim buffer and release socket semaphore on exchange failure.
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heh ... this made me so happy. That was how I did it, but didn't know about ConcurrentDictionary. Async tasks and C# are still ... new thing for me. Thanks a bunch for replaying. I feel bad for asking questions. Btw: Your "How to start".. does not mention how important is to name your server (in client ) with same name as in source. But that might be issue only for "newbies". Thanks for the feedback, I'll see to adding that as well. And don't feel bad about asking questions. That's what this thread is for, and async-await is new for me as well.
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Good luck! Let me know how your initial tests go for that task based socket system. I think this is the first server to come online using Comet as a base, so I'm crossing my fingers for you that everything works as intended.
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Hey, thanks for asking. That's a good small feature I should add to the project. It's necessary for validating that the same account doesn't log in twice from two separate clients. To do it yourself, I recommend adding a ConcurrentDictionary to Kernel where the other state caches are. You would probably key on the account id, and add the client when processing MsgConnect. Just remember to remove it from the dictionary on Disconnect as well (just like I do for character Registrations). I'll see to adding that this weekend, and let me know if you have any other questions. Thanks.
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Introduction The Conquer Online client has bubble indications for the server's online status. It shows the status to the left of an available server's name as either a purple, green, yellow, or red bubble. By default, if the client can't contact the server, this bubble will show up as purple. You can set the client to check your own hosted status file when displaying this indication. Steps Open ini/common.ini in the client's directory. Find the ServerStatus section and redefine the URL. Use the format below for your hosted text file. Examples Below is an example of an formatted status file. Use 0 for "server down" (purple), 1 for "server busy" (yellow), 2 for "server full" (red), or 3 for "server online" (green). Meteor 3 Thunder 2