whats the difference? its all just a number. altho obviously u shouldnt use a 'hex string'Quote:
Wow, i never expect you to release your codes. Big thanks for that. But still, i wont give up on my own project, lol.
I still cannot cross the final hurdle before getting my proxy to work; It seems that my proxy cannot derive a proper shared key between client and itself.
You codes are really massive; to the point that I find difficult to obtain what i need. Please excuse me, i'll bug you just this once. When you received the client public key packet and obtained the client public key (as bytes), did you immediately create a BigInteger using the array of bytes? Or did you create a hex string out of those bytes, then make a big integer out of the hex string?
Also, after you have generated your proxy-client shared key, was it generated as bytes? Did you store it as is, or did you convert it to hex string representation then changed to big integer?
The difference is that when you simple construct a BigInteger, the array of bytes is been taken by the compiler as a binary representation of the integer, while a string (hexidecimal) carries different value as compared to the binary representation version.Quote:
whats the difference? its all just a number. altho obviously u shouldnt use a 'hex string'
Wanna test it with the proxy with autopot support?Quote:
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The flash step is CLIENT updates. To update position server side you have to send the server a jump packet (or you could use a teleport packet which is limited to 7x7 distance)Quote:
P4N, to loot, must i use a flash jump? Because when i use a flash jump, it doesnt really update my server position. How can i fix this?
To see anything client side you will have to send the client a packet (IE flash step).Quote:
Code it, how you say. It isnt that easy.
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P4N, how did you add random jumps? i got the function working, but how can i let it jump there, and see it myself?
It's 19, if you got teamview i could show you what my code is, because i really can't expand it somehow.Quote:
The flash step is CLIENT updates. To update position server side you have to send the server a jump packet (or you could use a teleport packet which is limited to 7x7 distance)
To see anything client side you will have to send the client a packet (IE flash step).
There are two sides to packets... ToServer and ToClient... to see anything client side you have to send the corresponding packet to the client... to do any action server side you have to send the server the correct packet.
I could write a super basic script that caused you to see yourself attack every single monster around you 100x a second... but that's client side only. Same with your jumping. You are either only sending to server (you don't see the changes yourself) or you are sending to client (you see the changes but fail cause the server doesn't receive the info so then dc's later or w/e).
As for the fatal strike video... you can attack with a much greater range then that... What distance are you limiting fatal attacks to? Cause that's only hitting like 7 range.