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Redux v2 - Official 5065 Classic Source

Discussion on Redux v2 - Official 5065 Classic Source within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old 12/09/2016, 09:02   #2341
 
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Quote:
Originally Posted by turk55 View Post
You have too many options for a single page... Simply modify it to be 2 pages and it should work.
Easy enough, thanks for the quick reply!
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Old 12/13/2016, 02:14   #2342
 
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Originally Posted by Spirited View Post
I don't work with that patch, but you can help yourself. You don't need to ask people for help or to spend time documenting these things for you. They're documented because people have gone through and done consolidation or guess work on their own and then shared it. If it's not on the wiki, then look at sources that are closer to that patch instead of half a decade after. Guess the offsets - see what changes with the item and document it for future use. When you're done, share it so we can continue documenting packets as a community effort - or don't, the choice is most certainly up to you.
Solved my problem sir.... Thanks ^^

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Old 12/14/2016, 14:32   #2343
 
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Hello. Where i can download 5065 client? couldnt find a link anywhere. Please advice.
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Old 12/14/2016, 16:23   #2344
 
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Originally Posted by ushiro View Post
Hello. Where i can download 5065 client? couldnt find a link anywhere. Please advice.
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Old 12/14/2016, 17:25   #2345
 
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Originally Posted by ushiro View Post
Hello. Where i can download 5065 client? couldnt find a link anywhere. Please advice.
There's no excuse for this anymore. It's pinned to the top of this section. Please read before you ask questions.
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Old 12/19/2016, 01:24   #2346
 
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hey guys, When was the last update? i mean.... the origial post ? (op)
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Old 12/19/2016, 07:48   #2347
 
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Originally Posted by Rich-Expert View Post
hey guys, When was the last update? i mean.... the origial post ? (op)
It was recentish. October. I wouldn't count so much on Chris making updates to this though. I don't think this is his top priority these days, especially with his new server on a different source.
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Old 12/19/2016, 14:39   #2348
 
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Originally Posted by Spirited View Post
It was recentish. October. I wouldn't count so much on Chris making updates to this though. I don't think this is his top priority these days, especially with his new server on a different source.
there has not been any updates to the public version of this source in at least two years.any fixes, updates or other changes were never made public and are the basis of apex.
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Old 12/19/2016, 17:31   #2349
 
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Originally Posted by pro4never View Post
there has not been any updates to the public version of this source in at least two years.any fixes, updates or other changes were never made public and are the basis of apex.
Ah, I was going off the last updated timestamp. Definitely for the best that you don't work on it though - I rather see you work on your current project.
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Old 01/12/2017, 15:33   #2350
 
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Hello, recently got some interest into playing again on redux, and i wanna get over some of the problems i faced last time i was using it.
How do item bonus damage addition when it calculates it works?
I mean, i know the itemadd table and how they are identified yet it only seems to properly work for all other things except weapons.
I mean they wont add bonus damage of the weapons yet, client sided i can see the bonus of them.
How are the weapon bonus stored or broken down upon processing what weapon is equipped?
Is it supposedly grouping them for type or something?

Later edit:
Found out while seeking answers in albetros that it modifies the ID now just a matter of finding the right equation.
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Old 01/12/2017, 23:39   #2351
 
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it wont let me create a character pls message me a solution?
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Old 01/16/2017, 19:35   #2352
 
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Quote:
Originally Posted by hypernovapc View Post
it wont let me create a character pls message me a solution?

Go to Player.cs and find the Create Db Entry region yours should look like this :
Code:
        #region Create DB Entry
        public void CreateDbCharacter(string name, ushort body, byte profession)
        {
            Character = new DbCharacter();
            Character.UID = UID;
            Character.Name = name;
            Character.Spouse = "None";
            #region Random
            ushort face = (ushort)Common.Random.Next(201, 250);
            if (body == 1003 || body == 1004)
                face = (ushort)Common.Random.Next(50);
            Character.Lookface = (uint)(body + (face * 10000));
            byte colour = (byte)Common.Random.Next(3, 9);
            Character.Hair = (ushort)((colour * 100) + Common.Random.Next(30, 51));
            #endregion
            Character.Level = 1;
            Character.Money = 0;
            Character.CP = 0;
            Character.Experience = 0;
            Character.Map = 1010;
            Character.X = 61;
            Character.Y = 109;
            Character.Pk = 0;
            Character.Profession = profession;
            Character.Profession1 = 0;
            Character.Profession2 = 0;
            Character.Profession3 = 0;
            Character.QuizPoints = 0;
            Character.VirtuePoints = 0;
            Character.Online = false;
            Character.Newbie = 1;
            Character.OfflineTGEntered = DateTime.MinValue;
            var stats = ServerDatabase.Context.Stats.GetByProfessionAndLevel((ushort)ProfessionType, (byte)(Level < 121 ? Level : 120));
            if (stats != null)
            {
                Character.Strength = stats.Strength;
                Character.Vitality = stats.Vitality;
                Character.Agility = stats.Agility;
                Character.Spirit = stats.Spirit;
            }
            Character.Life = (ushort)(Constants.STAT_MAXLIFE_STR * Strength +
                            Constants.STAT_MAXLIFE_AGI * Agility +
                            Constants.STAT_MAXLIFE_VIT * Vitality +
                            Constants.STAT_MAXLIFE_SPI * Spirit);

            Character.Mana = (ushort)(Constants.STAT_MAXMANA_STR * Strength +
                              Constants.STAT_MAXMANA_AGI * Agility +
                              Constants.STAT_MAXMANA_VIT * Vitality +
                              Constants.STAT_MAXMANA_SPI * Spirit);

            Database.ServerDatabase.Context.Characters.CreateEntry(Character);
        }

        #endregion
What is happening here is that it is trying to add items to a character that has not been created yet and thats why it will not let you to create a new character so all you need to do is to remove the following code from that region :

Code:
CreateDBItem(132005, ItemLocation.Armor);
            if (Character.Profession == 100)
            {
                CreateDBItem(421301, ItemLocation.WeaponR);
                for (var i = 0; i < 5; i++)
                    CreateDBItem(1001000);
                ConquerSkill.Create(Character.UID, 1000, 0).Save();
                ConquerSkill.Create(Character.UID, 1005, 0).Save();

            }
            else if (Character.Profession == 40)
            {
                CreateDBItem(500301, ItemLocation.WeaponR);
                for (var i = 0; i < 5; i++)
                    CreateDBItem(1050000);
            }
            else
                CreateDBItem(410301, ItemLocation.WeaponR);
            for (var i = 0; i < 5; i++)
                CreateDBItem(1000000);
so in the end that region should look like this :
Code:
#region Create DB Entry
        public void CreateDbCharacter(string name, ushort body, byte profession)
        {
            Character = new DbCharacter();
            Character.UID = UID;
            Character.Name = name;
            Character.Spouse = "None";
            #region Random
            ushort face = (ushort)Common.Random.Next(201, 250);
            if (body == 1003 || body == 1004)
                face = (ushort)Common.Random.Next(50);
            Character.Lookface = (uint)(body + (face * 10000));
            byte colour = (byte)Common.Random.Next(3, 9);
            Character.Hair = (ushort)((colour * 100) + Common.Random.Next(30, 51));
            #endregion
            Character.Level = 1;
            Character.Money = 0;
            Character.CP = 0;
            Character.Experience = 0;
            Character.Map = 1010;
            Character.X = 61;
            Character.Y = 109;
            Character.Pk = 0;
            Character.Profession = profession;
            Character.Profession1 = 0;
            Character.Profession2 = 0;
            Character.Profession3 = 0;
            Character.QuizPoints = 0;
            Character.VirtuePoints = 0;
            Character.Online = false;
            Character.Newbie = 1;
            Character.OfflineTGEntered = DateTime.MinValue;
            var stats = ServerDatabase.Context.Stats.GetByProfessionAndLevel((ushort)ProfessionType, (byte)(Level < 121 ? Level : 120));
            if (stats != null)
            {
                Character.Strength = stats.Strength;
                Character.Vitality = stats.Vitality;
                Character.Agility = stats.Agility;
                Character.Spirit = stats.Spirit;
            }
            Character.Life = (ushort)(Constants.STAT_MAXLIFE_STR * Strength +
                            Constants.STAT_MAXLIFE_AGI * Agility +
                            Constants.STAT_MAXLIFE_VIT * Vitality +
                            Constants.STAT_MAXLIFE_SPI * Spirit);

            Character.Mana = (ushort)(Constants.STAT_MAXMANA_STR * Strength +
                              Constants.STAT_MAXMANA_AGI * Agility +
                              Constants.STAT_MAXMANA_VIT * Vitality +
                              Constants.STAT_MAXMANA_SPI * Spirit);

            Database.ServerDatabase.Context.Characters.CreateEntry(Character);
        }

        #endregion
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Old 01/17/2017, 06:23   #2353
 
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so anyone here fixed the monster issue? (Monster Spawn bug and lag spikes!)
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Old 01/17/2017, 18:24   #2354
 
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Quote:
Originally Posted by Soulfly25 View Post
so anyone here fixed the monster issue? (Monster Spawn bug and lag spikes!)
I did fix that for some server a long time ago, my memories are sketchy at best, but I think I recall the core issue:

When mobs die and dissappear, the location of the mob on the map doesn't get freed. Some sort of flag on the dmap system like MobOnTile or something, which tells the server, that a mob is standing on the X & Y coordinates to see if a mob can walk there or if the tile is occupied already.

This gets worse each time a mob is killed, when a mob respawns, it checks each tile from the starting x/y to the end x/y of the spawn if its free or if a mob is already on it.


Since death doesn't remove the flag, after some time it won't find tiles to spawn mobs on. The loop that checks the tiles doesn't exit as fast as it usually does, and when there are 100's of loops active because it tries to respawn 100's of mobs, it will hang the thread causing lag spikes.


Solution is surprisingly easy, on mob death, set the location to walkable again, remove the mob flag from the dmap tile.

Hope that helps.
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Old 01/18/2017, 03:39   #2355
 
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Quote:
Originally Posted by Soulfly25 View Post
Thanks for your info about that, but I stop working on redux now because it's a ****** source
Then why did you ask, and why not just fix it then?
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