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Everything posted by Spirited
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If you're talking about modern clients, it's all stored in ini/Tips.dat. If you don't want those tips, I'm pretty sure you can just erase the contents of that file.
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Well, the other half of that would be finding the receive address. The way I find it is in OllyDbg, finding the referenced text string "catch error in process msg:%u." in conquer.exe. And then tracing that back manually until I see "TEST EAX, EAX". Following that is the jump to the receive function. I'm sure that no longer works for the newest patches, but it at least works for the patches I've worked on.
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I had a bit more time this morning and found some old videoes on how to get the send function, at the very least: Also, a thread that might help a bit: https://www.elitepvpers.com/forum/co2-programming/1917917-c-dll-injecting-hooking.html
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Dang, I really need to figure something out for my archive. I have 800GBs of backed up clients across multiple languages... but nowhere to upload them. I'll try and get back in contact with the Gamefront folks... Edit: Oh! I didn't have these. Thank you!
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If you upgrade your proxy to that version, then you also need to upgrade your ciphers to Blowfish and introduce the DH Key Exchange. It's more complicated for sure than a 5017 proxy. Something else that you could try doing that avoids ciphers all together is making a memory based bot. That way, you don't need to proxy anything.
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I'm glad you figured this out! For those looking on this, what you're looking to do is create a man-in-the-middle attack, and you can't use the same cipher instance for both the client and server. Each needs their own cipher instantiation for impersonating the client and server. For 5017, that still uses the old TQ cipher (which has a separate server and client implementation). https://gitlab.com/conquer-online/wiki/-/snippets/1840784 https://gitlab.com/conquer-online/wiki/-/snippets/1840785
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Reverse engineering packets is very time consuming. Especially with different patches and types. It's taken months just for me to write the new wiki, which isn't up yet and was using existing references / light reverse engineering, and that's only packets and maybe 65% done. So if you're unsatisfied with the amount of documentation the community has, then feel free to learn and contribute yourself. I don't disagree with you that more documentation would be helpful, but I'm not dedicating more time to Conquer Online than I already have. Maintaining this board is about the most I can do right now until more of my available time frees up. Anyways, I hope you find more details about that spell. You may need to packet log the official game or a server that has it implemented correctly.
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So, a lot of developers for private servers sorta gave up on the newer patches / moved on to other games. It's why I focused this forum on "preservation". I don't think there's much confusion on how to implement this, other than people maybe not knowing how from lack of experience. You're welcome to post a little implementation guide here if you want. It's a shame I haven't had a whole lot of time to work on the wiki... because I'd like to track implementation details like this. Oh well.
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Ah, sorry - I opened up the Dragon source code and found what error two is. That's file not found, so you may not be starting the executable correctly or including all of the dlls it needs for each module.
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How can i repair the Cps Shpp? Client V5517 and Albetros 1.1
Spirited replied to megabandit's topic in Conquer Online
I'm not sure if those two sources have compatible databases. But I don't have a whole lot of experience working with them. I thought Hellmouth was another version? -
You probably need to update the DLLs / imports being used by Redux for the latest MySQL driver (as you discovered with trying to use 8.0+). I haven't really messed around with Conquer much after flash got discontinued. I use the 5017 client for testing. There should be some solutions online, though. My project (Dragon) is supposed to get around it as well, though I haven't tested it lately. https://gitlab.com/spirited/dragon
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Yes! It can be used to make your own Conquer Loader. Can you post the error in text form? I can't read other languages. Thanks!
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Well, that database you're asking for would be an official database leak. Even if you had that database, I don't think you'd want to risk sharing it online. Sharing it would be illegal, and sharing it here would be against the board's rules. If you want to get that data, then you can always packet log the official game. That would allow you to re-create those tables using exact data.
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Where they teleport to aren't in the client files, but their locations are. They're in the dmaps. I have a little tool you could use to output and edit portals on dmaps: https://spirited.io/project/portals/ For the portal teleport locations, you could try looking at other sources. Otherwise, you may just have to go into the real game and packet log.
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I know CptSky got a lot of server algorithms by reverse engineering the TQ binaries, but I'm not sure about silver and item drop rates. Maybe you could look at the Soul leak (Eudemons Alpha) for some pretty close formulas?
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You may want to add a .gitignore file to your project so your commits are cleaner. Side note, as much as it probably doesn't matter right now, your passwords are visible.
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That guide is for any version of Conquer Online 2.0 that uses server.dat. It should be what you're looking for. Side note: Disassembly doesn't convert the code to C#. The original code was written in C++ and compiled into assembly. Some disassemblers have a feature that analyzes the assembly and organizes it as C-like code, but it's still very assembly heavy. Disassembling Conquer takes a lot of time (time I'm not willing to dedicate myself to, either). I've only really done the basics to get what I need out of the client.
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We may need to bite off one bit at a time. Gold seems like a good place to start. Can you share how you're depositing gold? Like, what steps your project takes to do that?
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Generative AI isn't a teacher or a programmer. It's not going to create a "Conquer Offline" project for you.
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I usually just use ConquerLoader to get around editing an encrypted server.dat file. But if you really need to use a decrypted server.dat, then there's a tutorial here:
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The password might be "elitepvpers" or something like that.
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All links are working. If you're not able to download it, then you may need a VPN to get around your country's firewalls.
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Regarding the canyon source code updates
Spirited replied to abdallahessam118's topic in Conquer Online
I personally like seeing these modifications as pull requests on the original, if it's still being maintained. It's totally fine to share the fork here, but we should always make an effort to maintain projects if we can. -
Regarding the canyon source code updates
Spirited replied to abdallahessam118's topic in Conquer Online
Thanks for posting and not sharing pirated / leaked official databases here. It's a shame the project doesn't run even without that data. It'd be nice if it were fixed up to do that at the very least. That way, if anyone wants to create their own data for it, they can. -
Regarding the canyon source code updates
Spirited replied to abdallahessam118's topic in Conquer Online
@Konichu Your project requires more than the backed up database, right? Or was that only for later versions that are released separately? I don't see any documentation of that on the readme, so I'm not 100% sure. Could you capture those requirements if they're missing?