Client 5065 Halo ?

05/06/2020 21:38 andrej12#1
Hey legends, so i want to know if i can import any halo, like TopGuildLeader or TopTrojan or sth, in client 5065 as well as in source and if i can how i should do it ?
05/06/2020 21:44 Spirited#2
Yes, but why? Just update your source to a slightly higher patch....
And if you're using a TQ Binary, then don't because it's full of exploits and you're going to get fucked.
05/06/2020 21:46 andrej12#3
Thanks for the fast reply, so i am using the redux 5065 source and you are saying i can update my client up to what version ?
05/06/2020 21:55 Spirited#4
Quote:
Originally Posted by andrej12 View Post
Thanks for the fast reply, so i am using the redux 5065 source and you are saying i can update my client up to what version ?
Ah, ok. I think they added halos around patch 5078.
05/06/2020 21:58 andrej12#5
Quote:
Originally Posted by Spirited View Post
Ah, ok. I think they added halos around patch 5078.
Okay i will try that .. anyway TQ Binaries ? tell me more :confused: btw nice blog you have there
05/06/2020 22:32 Spirited#6
Quote:
Originally Posted by andrej12 View Post
Okay i will try that .. anyway TQ Binaries ? tell me more :confused: btw nice blog you have there
Haha, thanks. My real blog is on [Only registered and activated users can see links. Click Here To Register...]. This board is a complete joke, so I don't take hosting any form of content here seriously. I self host everything and host all of my project work on GitLab. The admins think I have some secret agenda (talk about extreme paranoia), so I wouldn't be surprised if I logged in one day to find I was banned for some half-assed reason. If I hosted my work here, then I could lose that. So my confidence in the board is extremely low.

Anyways, TQ Binaries are leaked server binaries for Chinese Conquer Online from around patch 5065. They contain a lot of exploits though, and since you can't patch them via code (since you don't have the source code for them), you're kind of screwed unless you're some assembly God of reverse engineering. More info on the wiki:

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05/07/2020 15:52 andrej12#7
Okay, so i have tried to upgrade the client version from 5065 to 5078 but i have come up to several errors..

First one was the Server.dat which became encrypted, that wasn't an error but i could't find a proper decryptor, i've found a encryptor tho..
That became a problem and i couldn't log in..
So i tried the ConquerLoaderv5 and when i tried to log in, of course it gave a problem that it could't read the Server.dat which was encrypted.
Then i thought let's give it a try with the old 5065 Server.dat so i copied it from the back up i had and when i tried to log in.. a packet 1086 error [Only registered and activated users can see links. Click Here To Register...]
I checked the packet structure but i think i is all the same as i saw nothing was different in the 5078 patch [Only registered and activated users can see links. Click Here To Register...] i think that is the same as 5065.. So i don't know what the problem was ..

Anyway so now i am thinking am i able to keep the 5065 and maybe just import some Halo from the 5078 patch or that is not possible ?
05/07/2020 20:20 Spirited#8
It's possible. It's just a status effect.
05/07/2020 23:43 andrej12#9
Okay but as i was searching in the statuseffect.ini in 5065 the effects are displayed differently than 5078 version:

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can the older 5065 version Conquer.exe read them if i put them in there ?
05/07/2020 23:51 Spirited#10
Quote:
Originally Posted by andrej12 View Post
Okay but as i was searching in the statuseffect.ini in 5065 the effects are displayed differently than 5078 version:

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can the older 5065 version Conquer.exe read them if i put them in there ?
It looks like they might have increased the size of the status effect bitmap between those patches. A quick way to check is to look at packet 1014 and see what the size of the status field is. So you might have to replace existing effects in order to add in halos to the older patch.
05/08/2020 13:36 andrej12#11
Quote:
Originally Posted by Spirited View Post
It looks like they might have increased the size of the status effect bitmap between those patches. A quick way to check is to look at packet 1014 and see what the size of the status field is. So you might have to replace existing effects in order to add in halos to the older patch.
Okay thanks, i have got them to work they look how they should look xd. I have replaced some unused Unknown effects as i saw in the source and also tried in game just to be sure for example:

/// <summary>
/// [0x20000000]
/// </summary>
Unknown29 = 1U << 29,

anyway i have 1 more question about the guild pole...

When the guild war is running, when i am attacking the pole it only attacks it once and it stops.. How can i make it so it is constantly attacks with normal weapons, i have tried it with tornado and it works like it should it is constantly using magic, so the problem is with the normal attacks i think..

Where should i look out for that ?
06/10/2020 17:17 wolfcfx880#12
hmmm Client v5065 has no halo :(
but you can create it manually by creating timer " every 3 seconds show effect gamemain"
thats wanna work fine on you , you have to do it depends on your srouce language
06/10/2020 17:25 Ultimation#13
Quote:
Originally Posted by wolfcfx880 View Post
hmmm Client v5065 has no halo :(
but you can create it manually by creating timer " every 3 seconds show effect gamemain"
thats wanna work fine on you , you have to do it depends on your srouce language
yes, spam even more packets to the client, lag everyone more xD
06/11/2020 06:29 wolfcfx880#14
Quote:
Originally Posted by Ultimation View Post
yes, spam even more packets to the client, lag everyone more xD
For a long time, I have not been working with Conquer sources, but I have seen sources adopt this method and were not suffering from lag
then i'm not expert on C# sources but try to help
06/11/2020 11:57 Ultimation#15
Quote:
Originally Posted by wolfcfx880 View Post
For a long time, I have not been working with Conquer sources, but I have seen sources adopt this method and were not suffering from lag
then i'm not expert on C# sources but try to help
more packets = more bandwidth = more client processing = more client cpu usage.