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[Release]ConquerLoader v2
Discussion on [Release]ConquerLoader v2 within the CO2 Programming forum part of the Conquer Online 2 category.
07/12/2010, 20:51
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#31
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I think you got it all wrong. The loader does NOT wait for any packets, it doesn't even redirect ws2_32.send/ws2_32.recv.
However clients above 5173 (I think?) require a packet server -> client which contains a 4 byte seed for the second layer of password encryption, the whole encryption routine can be found .
packet looks as follows
Code:
typedef struct packetSeed
{
unsigned short Length; // 0x8
unsigned short Type; // 0x423
unsigned int Seed; // random
} * PPACKETSEED;
Oh and I think this is a bit more general than pserver releases..
Requesting move to programming section perhaps?
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07/12/2010, 21:42
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#32
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Quote:
Originally Posted by Nullable
I think you got it all wrong. The loader does NOT wait for any packets, it doesn't even redirect ws2_32.send/ws2_32.recv.
However clients above 5173 (I think?) require a packet server -> client which contains a 4 byte seed for the second layer of password encryption, the whole encryption routine can be found .
packet looks as follows
Code:
typedef struct packetSeed
{
unsigned short Length; // 0x8
unsigned short Type; // 0x423
unsigned int Seed; // random
} * PPACKETSEED;
Oh and I think this is a bit more general than pserver releases..
Requesting move to programming section perhaps?
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What your saying is that when I use this on a 5165 patch (so before Password seed) it should work without having to sent a Password seed?
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07/12/2010, 21:51
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#33
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Quote:
Originally Posted by Basser
What your saying is that when I use this on a 5165 patch (so before Password seed) it should work without having to sent a Password seed?
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Yes
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07/13/2010, 08:42
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#34
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#Moved
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07/13/2010, 18:02
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#35
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I always got this error:
CreateRemoteThread() failed, GLE=[5]
I use WinXP Pro SP3 but with VMware Fusion on Mac OS X. By memory, with or without VMware Fusion, I always got this error.
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07/13/2010, 23:45
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#36
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Can you add a FPS unlocker at the next revision?
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07/14/2010, 17:09
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#37
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Quote:
Originally Posted by CptSky
I always got this error:
CreateRemoteThread() failed, GLE=[5]
I use WinXP Pro SP3 but with VMware Fusion on Mac OS X. By memory, with or without VMware Fusion, I always got this error.
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5 is access denied, which means that you're either not running as an admin or your admin doesn't have the debug privilege, however taking into consideration that you're already using another platform to run WinXP I can't tell why would the error arise, also I've never used a Mac OS.
Maybe someone more experienced can shed some light upon it?
Quote:
Originally Posted by .Kob
Can you add a FPS unlocker at the next revision?
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I'll check, maybe it is be possible.
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07/15/2010, 04:19
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#38
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Quote:
Originally Posted by .Kob
Can you add a FPS unlocker at the next revision?
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What's the point though?
Conquer really doesn't need anything more than 39 frames per second to be loaded, it's not a 3d game lol.
You can be at 20 fps and not lag... stereoscopics ftw :X
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08/09/2010, 21:44
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#39
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Does this still work with patch 5292?
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08/09/2010, 22:29
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#40
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what the is ??
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08/09/2010, 23:21
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#41
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It redirects the client to connect to a different IP.
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08/10/2010, 22:37
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#42
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Quote:
Originally Posted by fm_sparkart
It redirects the client to connect to a different IP.
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No. It doesn't, the client connects to the IP/Port that you set it to.
Better make sure you're not missing something somewhere.
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08/11/2010, 02:02
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#43
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Quote:
Originally Posted by Nullable
No. It doesn't, the client connects to the IP/Port that you set it to.
Better make sure you're not missing something somewhere.
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Kind of obvious don't you think?
edit:
I've recently heard that you cannot connect to the localhost, so make sure you don't do that. Also, what is weird is that if TQ flags connections to the localhost why don't they flag connections to all private addresses? (not that it even matters since its easily bypassed)
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08/12/2010, 00:21
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#44
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Yeah sorry about that I thought you were addressing the loader as if it connects to another IP instead of the IP that you set it to, checked previous post and I apologize for the misunderstanding.
Anyway you can connect to localhost normally, just use v2.
Oh and on a side note, don't send loop-back address in AuthResponse packet (0x3F1 afair).
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08/13/2010, 00:44
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#45
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Yah using a local ip in auth response will crash the client in 5165 or more.
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