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Originally Posted by iStefan
2. I can see It's NewestCOServer by the variables he uses.
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Ok so when I code a source I should give things different names only to be original, even though later I may get lost. Brilliant!
Quote:
Originally Posted by iStefan
3. He just changed them a bit and claiming he made his own source from scratch.
4. Examples: AddSend - AddSendGamePacket, EntityID - CharacterID, Equips - Equipment, GamePacket - COPacket
5. Can't you see he made a Crap ? Why using GamePacket ? public static GamePacket? It Does not do anything.. just slows down the sending packets..
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I based some things on newestcoserver(packet writers and so on, and I was to lazy to change the var names.), but I coded the source from scratch. Which means, I coded over 90% of the source. Just for you to know, I have my own packet builder in there, but I was kinda failing and just decided to copy.. this source is just a test anyways... It's working pretty good for a test though. It's my first source.
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Originally Posted by iStefan
1. I updated NewestCoserver for him
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I'm not using that crap you updated for me. I've stopped working with newestCoserver, and as I said, I coded this source from scratch, for learning purposes, so I can code a better one in the future, knowing how things works(I can't just start coding a source without even knowing what I'm doing). I'll code a MUCH, MUCH, MUCH more efficient source later, but, by now, I'm just learning. And don't insult my source calling it NewestCoserver, it's 1000x more stable. If you don't wanna belive me, then whatever... I don't really care about your opinion.
Now talking to P4N
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It needs the initial item ID, not unique id. (that way it can say "former item XXXX"), not sure if that's the same offset or not cause I don't have my packet logs handy.
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Nah it doesn't. It already says "Former item XXXXX" to my client.(Perhaps it needs the ID only for equip viewing feature... I'll try)