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theshadowpriest

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Everything posted by theshadowpriest

  1. Yeah, I'm more so trying to figure out how to log into them. Like what client and login details. It has the self contained sql server with it, the login details for it have been reset to test/test but reading the data is more involved. I'm not sure of an easy way that works to change the IP. The "hooks" either don't work or it complains about a server.dat file read. Wondering if anyone here has gotten onto them and/or has tips.
  2. I've tried a 5065 client, same error. Beyond that it starts using an encrypted server.dat, is there an easy way to just redirect that? I tried the Dragon launcher, it launches the client, but couldn't get any redirect for login.
  3. I've seen around some copies of the alleged leaked server and was wondering if it's possible to actually log into them? I found some files from some mirror links here and had attempted to run them for testing, but the best I could manage was getting the services started, but unable to log in with the console saying: `Unknown Login Packet Type: 1052 Len: 28` The copy of the files was the one that comes with a "Instructions" txt and the self contained sqladmin, but doesn't mention anything about the client to use. I'm not sure what version of the client it's meant to be, but tried several between 5002 and 5065
  4. Yes, had some issues with the client side checks already, ran into issues not being able to cast spells at all because of spell cast "range" checks, due to a range check on the client side, ended up just getting those removed so its all checked on the server side. Have redone the actions/tasks system using all the TQ sql data, have it all working, but will be going through to put in all those kinds of checks, checks with players too, like the reveive, far jump, high jump and speed hacks On that note I think i was using one of the cops builds and it would send me to bot jail randomly, i think it was some of the height and range checks being a bit too sensitive, but will consider all that.
  5. I got Copsv6e working, but only after basically ripping out the mongo system, which breaks/broke the items system to be redone. Not sure about actually getting mongo working. Not many if any public sources will be build and play, a lot of them are very old, a lot of them are incomplete and will require some amounts of work.
  6. I was wondering if there are any known bugs or exploits, particularly in older Conquer 2.0 version around 4300, that should be considered when developing the engine? Not looking for exploits or bots to use, more a programming concern. There's some basic speed hack checks by checking some time stamps and stuff, but what other old bugs or exploits were there that may need special consideration so they can't be exploited? I'd heard old things on some co servers like guards or summoned pets being disabled, or client side files that could be modified to change the items that appear in shops or being able to jump gates etc?
  7. Yeah, that's what I've been doing. Basically had it like how COPS had it i think, or atleast changed it to that as well while testing. Using older packet, it's the same structure but with the target count at 16 and 2 bytes for each additional target written at offset 17, not 20. (and only 2 bytes, not 3 like documented in wiki) I managed to get it to a point where the line attack would display correctly UNLESS it hits something. Other spells like scatter seem to work too, hits all targets ok. Its like 4am but ill post some more info about how it's structured and is being sent later. Too tired now. Thanks
  8. I was trying to fix and implement some attack skills, but was having issue with Fast Blade/Scent Sword. I can have the attacks work and dealing dmg correctly, but what I can't get to work is the animation effects for these skills. How is the direction for which direction these skills determined? I was looking at eudemons source and it looks like the packet sends the direction, but in other public sources I can't see any direction values being passed. Target count and offsets on the packet appear correct, i can use skills like scatter normally. Using earlier version of conquer around 4294. Waht am I missing?
  9. It's just a Talk message in the Tip Channel, 2015 It's defined in Canyon by the looks of it in MsgTalk.cs. But Idk what version it's for or if it works. Can easily test by adding a function or something to test sending a Talk msg packet into channel 2015.
  10. Thought it might be the case. Thanks. Might be something I revisit later to just improve the look and feel.
  11. Question regarding the view range in the game. Using an olde client not as big of a deal, but on newer clients where you can set any resolution, is it possible to have the screen's aware range increased? In the engine source, it looks like a fixed 18 tile range, or 17 if <18. but if simply trying to increase this number so that the game client gets sent monsters/npcs before they enter the screen, im finding things simply don't appear at all. Is this map/aware view range something that's partly hard coded in the client side that it needs to match as well? The aim was to just adjust the view range, so that monsters/npcs could be seen before coming into view, instead of having them just "pop" appear or disappear when they're right on the edge of the screen.
  12. By re-writing how all the packet types are implemented in the server engine. This is what every server does between versions, since a lot of packets structures are different between major versions. Saying they use the CO 1.0 client might be a lie, they might also be refering to the Eudeamons source for the client, which might work but would be a considerable amount of work to get it working, Or as Mrbedo said they're just hacking a newer client with imgui
  13. Do you mean this one? Not all NPCs positions line up properly for me here either though, most do, some dont, however when CQ changed the maps, they didn't really change NPCs position , they changed the size of the map so that the co-ords are technically in the same place, but the map itself has it's center moved around so it looks like there's more space on the sides or bottom. My best advice would be to just take he DMap file from the version of the client your database leak is from. The version around Octover 2008 if it's the public leak.
  14. Maps have an attribute for "reborn_map" which is the ID of the map you will respawn on if you log in or revive. Eg, Metzone is 1212 "GlobeQuest10" aka Adventure Zone 10, but the reborn map is 1219, which is GlobeExit, the Bird Island style looking map. You can do checks when reviving or logging in that the current map has Record Disabled and if it is, have them appear in the Reborn_Map instead.
  15. You can try mount the tq server and dump the sql data from it. It's an old sql server, but all the datas there. You can pull it from another public source as well. The world conquer sources have an sql backup which has all the CQ tables data for passways and portals. Might have extra data as well though for newer maps. Idk if it's ok to share the link, but it's world-conquer-online on gitlab. It's a public repo based on Comet.
  16. Cool. I think i saw some rates out of canyon before. with dbs being about 1 in 86,000 chance. sounds about right. Are there any materials or guides regarding how to RE the TQ binaries? presuming the only real way to get them
  17. The DMap Files have the Portal Index and their X,Y Positon. In the TQ SQL Database there is a table for Portals and Passways. These hold the Portals Map ID and Index and dictate where that portal leads to.
  18. Yeah, thought so. I was looking through the tq sql data traps actions and found some assoicated with the actions table related to teleporting through mines, which are invisible, but I can't see how the co-ordinates are defined in sql, as they have no position values that i can see. Edit: No I can see them actually I was looking at the wrong table. theres 2 related to traps, one to define where they are and another to define what they are and do.
  19. Working on a server, have ripped all the content from the tq database like actions, tasks monsters etc, all good, but I wondering what traps are? Is it like some kind of action associated with a position? Because I was also wondering how the Mine caves allow moving to deeper floors, since the Mine caves DMaps don't actually have portals in them, they just have that Mine Shaft and Ladder assets that work like portals... If this isnt what traps are, how do the mine caves also work to allow moving to the deeper floors?
  20. Yeah, so far using TQ Actions/Tasks for everything, but it doesn't dictate the rate of chance for drops for the things like gold and dragonballs ,etc. Was wondering if any public engines are using RE TQ code for their rates.
  21. I was wondering were or how the drop rates for items are and/or if any sources our there have true drop rate formulas? Am using the task and actions system from TQ sql database, but heard the actual server never actually used these for it's actual drop rate calculations for items and silver.
  22. Figured as much, just putting out a request if anyone knows of anything and/or is willing to share Working on a classic conquer server with the 4294 era client I have noticed a number of map files have the wrong mini maps and/or the minimaps it uses is extremely poor quality. In the meantime, I've managed to fix and use Tiled2DMap to use the preview and stitch tool to view and generate images. The images it generates though are about 300MB each hahahaha
  23. Hello again wonderful peoples. I was looking around, but couldn't find much. I was wondering if anyone ever made and released a map editor for conquer maps? I've found and used a little the CLI portals and map editor, but I also wanted to generate some images, similar to the minimap images, but hopefully a bit higher resolution and for maps that dont HAVE mini maps, like the lab maps. Anyone know of any tools that can utilise the game resources to basically take a big picture of the actual map itself or something like that? Doen't have much purpose on it's own, I just wanted to use some of the images of areas in the game. I did see some posts for an actual GUI map editor by someone on epvp, but seems he had a falling out with epvp and deleted most his posts. Couple other things I found was a DMap Viewer, but it's pretty shit. It just displayed the black/white mask, and the view window is unsizable. I think the next best option I have is to fix the Tiled2DMap project to generate images maybe. Found a video and a few threads on epvp for tools like this, but couldn't find any downloads or links for anything. Anyone here got any old copies of anything like this? Mainly i just want a viewer like in this video I can use to re-make some mini maps and images with.
  24. Well it's just the TQ database. Loaded up the binary and mysql server that came with it and dumped the data out. AFAIK it's a "clean" dump of the original tq data, it just has heaps of extra crap from newer versions. And I wasn't sure if it was the 5071 database since I noticed the cq_itemtype table had a bunch of ninja and pirate items. But it seems like the data for pirates/ninjas was just in the database well before they were announced and offically added to the game. Anyway I think it's the best I'm gonna get. The structure is just an god damn nightmare lol. If there is anything else you can share I'd apricate it though. It's interesting content to review and ill take anything I can get
  25. Yeah, definitely dont plan on hard coding that crap, aiming to move all that crap out of SQL into lua, just didnt want to have to deal with all the extra crap from that version For example, all the extra items for ninja/pirates that appear in the tq database. Another thing that was quickly relevant with the cq_itemtype table when comparing it to the itemtype.dat of the 4300~ client around 2.0 was that all the armor/hats have an item id for each of the dye colours, where the cq_itemtype table does not, so a lot of the items, for armors/hats, dont match up.
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