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TS2 == TS1
Discussion on TS2 == TS1 within the 12Sky2 forum part of the MMORPGs category.
07/01/2011, 03:30
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#1
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TS2 == TS1
For those of you who didn't believe me when I said TS2 was the same game as TS1 ive finally downloaded TS1 korean client 2011 and made the aeria client use its files for maps and graphics and sounds.
IT WORKS.
Have to say TS1 has better graphics, more detail.. love the moving water and lava. TS2 dosnt even have that how is ts2 worse in graphics than ts1...
Theres an error with the animation files atm gotta debug it and work out whats going on I think theres probably a few bytes in structure missing causing invalid data to be read and it crashing. but the game models and textures work with out it of course they are jumbled up but it shouldnt be too hard to fix the animations hopefully ^_^
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07/01/2011, 07:04
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#2
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nice
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07/01/2011, 07:13
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#3
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wow. way to recycle. :P
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07/01/2011, 07:29
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#4
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Nice megabyte if you need help with the ts1 files i can help you out on that thats my area of my expertise ;D
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07/01/2011, 09:57
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#5
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well TS1 files are the same as ts2 files.. a few slight changes in the Motion files though for animations. Need that worked out a tad. First frame works fine in TS2 client but then it crashs lol.
Also need map formats worked out :P
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07/01/2011, 14:04
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#6
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What is the problem with the maps? They can manually be replaced without issue.
Here is a list, which map is which number (more or less same order as ts2 i think), Z140 is Colgu btw).
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07/02/2011, 03:19
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#7
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Map Formats as in how they work internally how the game engine understands the data in them where the ground is which areas are walk-able. Same as the motion formats need to be worked out. And Model formats if we wanna do 3D editing of the game models.
Ive already got portals figured out and npc's kinda figured out.
Thanks for the list though would be nice to have the ts1 map names in English too.
Should be able to use TS1 maps and some TS2 maps as well. Why are all the ts1 maps soo much bigger than the ts2 ones... :P
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07/02/2011, 12:00
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#8
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Quote:
Originally Posted by Mega Byte
Map Formats as in how they work internally how the game engine understands the data in them where the ground is which areas are walk-able. Same as the motion formats need to be worked out. And Model formats if we wanna do 3D editing of the game models.
Ive already got portals figured out and npc's kinda figured out.
Thanks for the list though would be nice to have the ts1 map names in English too.
Should be able to use TS1 maps and some TS2 maps as well. Why are all the ts1 maps soo much bigger than the ts2 ones... :P
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Ic, although interesting to know how the engine can figure out where you can walk or not, is it necessary to find that out? It works, thats the important part, if you load a ts1 map into ts2, then you can walk that map as you should walk that map. It recognises it instantly.
As for map names, Ill edit them to the names i know, im sure others can fill in the gaps.
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07/02/2011, 13:17
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#9
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Umm yeah the server must understand where the ground is so that players are at the right Z level when walking so they can't hack into the air and such. The real servers don't even read the map files I think. But since I want it to be secure it will :P
About to code map manager class and monster class in.
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07/02/2011, 17:04
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#10
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Quote:
Originally Posted by Mega Byte
Umm yeah the server must understand where the ground is so that players are at the right Z level when walking so they can't hack into the air and such. The real servers don't even read the map files I think. But since I want it to be secure it will :P
About to code map manager class and monster class in.
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But the server doesnt know, when you load a ts1 map into ts2 by replacing the files. Then you can walk and jump in that ts1 map normally. For some reason the groundlvl is inside the map files, not within the server files. If you do walk and run, the server doesnt behave any differently. See the following vid, where I replaced ts2 guan map2 with ts1's guan map1. I can run around just normally, although for others it would seem i would hack into the air, cuz they see the ts2 surroundings, whereas I see the ts1 surroundings.
I dont work with any memory software like CE, I just make literal changes (editing files) with anything I do. Maybe thats why my perspective may be different. You know how servers work, I dont. But I do know the server doesnt know what kind of map Im loading, it just knows what files im loading.
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07/02/2011, 17:31
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#11
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Yeah thats because Alt1 servers are coded bad. My server does know as ive explained a little more in the pm to you ^_^
If you wanna learn more about the server and memory editing and such add me on skype its mb10241 or msn
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07/02/2011, 18:00
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#12
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Well if this is true then im wondering if the coding is highly similar, if we could take the most recent TS1 client and sniff out the asm packet instruction, compare the packet id's and calls side by side to determine, if any, which one match up we could successfully emulate twelve sky 1 based off of the similarities in the way they handle packet. THe one packet that sends name is actually from twelve sky 1, though twelve sky two seems to only send it now, and not require it?. I smell an clone , if any one has the latest Twelve Sky 1 could you please send it to me or megabyte?
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07/02/2011, 20:29
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#13
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I have latest TS1 korean client as i told you on teamveiwer or msn chat i think
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07/04/2011, 00:02
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#14
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If anybody knows a guy by the Name of Sir Mabus, I am pretty sure he did some work with packets in TS1. I am not sure how extensive he went with it, as from what I understand he only dabbled with TS1 a small bit, however he shared a bit of info with me back then and explained how he had located the encryption of packets in the TS1 client way back then. Its a long shot, but maybe he's still got some notes on some of it that could be helpful for some TS1 work.
His name is SirMabus from MPCCheats forum and other forums I can't rememver.
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07/16/2011, 00:25
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#15
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Troy = TS2 + More Amazing  maps form troy can be loaded into ts2. maps from ts2/ts1 can be loaded into troy.
Closed Beta
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