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Stripped ProjectAlchemy Source Code

Discussion on Stripped ProjectAlchemy Source Code within the CO2 Bots & Macros forum part of the Conquer Online 2 category.

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Old 01/17/2011, 23:34   #691
 
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Quote:
Originally Posted by macavladu View Post
Hihi
The noob dutch is working once again
lol.. okay ty
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Old 01/18/2011, 00:02   #692
 
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about the svn thingy i made this:



so people can share codes and help to development the proxy
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Old 01/18/2011, 00:14   #693
 
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Originally Posted by [GM] View Post
about the svn thingy i made this:



so people can share codes and help to development the proxy
Not to insult you personally but a svn should be used for those actually contributing. Something which you have failed to do even once up until now.
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Old 01/18/2011, 00:15   #694
 
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Originally Posted by pro4never View Post
Not to insult you personally but a svn should be used for those actually contributing. Something which you have failed to do even once up until now.
Ouuuch lol
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Old 01/18/2011, 00:39   #695
 
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it was just an idea
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Old 01/18/2011, 03:17   #696
 
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I partially completed A* pathfinding. Well, I don't take credit for this. I found C# algo on web and ported using DMap. Performance number is not bad. He did good job. From one corner to another took 280 ms to compute. Normally, it takes less than 10ms within the screen. Still I need to finish 2 things.
1) Current A* moves 1 step at a time. I need to remove points in the straight line to speed up movement.
2) I need to distinguish between jumpable vs not. Even though it is jumpable location, it simply avoids that spot. So instead of straight line, it just goes around.

And, I found a bug in the DMap. DMap says TC position (648, 674) is valid. But you can't get there. I tried to walk / jump but none works. If I do force, jump/shift to the location, I get dced. P4N, any idea what I can do here? I believe occasional dcs are contributed by this.

Thanks always
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Old 01/18/2011, 07:08   #697
 
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Sounds to me like you could need to re-convert new dmaps... Something that can be a bit of a pain.

I posted a tool in the pserver release to re-write the gamemap.dat to use the .dmap extention again... therefor you can batch extract all the .7z files or w/e it is tq is using now (winrar) and then run them through korvs smap creator (just delete the map folder and it should convert them if everything is in the right place)

Maps change generally with season but could be there are unaccounted for coords.

For example... Birth village path lists as invalid coords.

It would be not exactly a fun task but you could always create a batch recorder to record all 'trouble' locations. If they start poping up in the same list more than a few times it's prob a bad coord so add it to a 'bad coord' list to read as invalid when doing dmap checks.
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Old 01/18/2011, 09:27   #698
 
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Quote:
Originally Posted by OELABOELA View Post
Im working with star together to get the map working on a seperate thread, to improve the speed & stability.
if u get desperately stuck let me know and ill hunt out my old code for it

Quote:
Originally Posted by argon69 View Post
I partially completed A* pathfinding. Well, I don't take credit for this. I found C# algo on web and ported using DMap. Performance number is not bad. He did good job. From one corner to another took 280 ms to compute. Normally, it takes less than 10ms within the screen. Still I need to finish 2 things.
1) Current A* moves 1 step at a time. I need to remove points in the straight line to speed up movement.
2) I need to distinguish between jumpable vs not. Even though it is jumpable location, it simply avoids that spot. So instead of straight line, it just goes around.

And, I found a bug in the DMap. DMap says TC position (648, 674) is valid. But you can't get there. I tried to walk / jump but none works. If I do force, jump/shift to the location, I get dced. P4N, any idea what I can do here? I believe occasional dcs are contributed by this.

Thanks always
the dmaps dont contain all the valid/invalid co-ords. once u get a map reader up and running, you will notice, for example, that the bridges in tc are missing. but yea u need to either get more hardcore with ur reading, or do like p4n said and just log a seperate list of valid/invalid co-ords to add on top of the dmap. or u can do what i did, and check out the private server section, as obviously this issue got solved many many many moons ago by them guys
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Old 01/19/2011, 00:52   #699
 
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Quote:
Originally Posted by Warlax View Post
if u get desperately stuck let me know and ill hunt out my old code for it



the dmaps dont contain all the valid/invalid co-ords. once u get a map reader up and running, you will notice, for example, that the bridges in tc are missing. but yea u need to either get more hardcore with ur reading, or do like p4n said and just log a seperate list of valid/invalid co-ords to add on top of the dmap. or u can do what i did, and check out the private server section, as obviously this issue got solved many many many moons ago by them guys
Not really what you said is true. I traced DMapLoader and it was loading bridge info from the scene. It seems the Scene info or DMapLoader has issue with merging scene information. I will debug into further if it is DMapLoader issue or not. Also, if you can help what I should search in pserver section, I'll appreciate it

Quote:
Originally Posted by pro4never View Post
Sounds to me like you could need to re-convert new dmaps... Something that can be a bit of a pain.

I posted a tool in the pserver release to re-write the gamemap.dat to use the .dmap extention again... therefor you can batch extract all the .7z files or w/e it is tq is using now (winrar) and then run them through korvs smap creator (just delete the map folder and it should convert them if everything is in the right place)

Maps change generally with season but could be there are unaccounted for coords.

For example... Birth village path lists as invalid coords.

It would be not exactly a fun task but you could always create a batch recorder to record all 'trouble' locations. If they start poping up in the same list more than a few times it's prob a bad coord so add it to a 'bad coord' list to read as invalid when doing dmap checks.
The map file is latest. I regenerated files and it is all same (I did binary diff). I will see if I am right about DMapLoader.

Thanks
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Old 01/19/2011, 02:18   #700
 
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Massive hint for you...

Jump is type 137, not 136 lol!

Other then that, the code should work (although it's far from perfect)


<edit>

I'm bored, anyone wanna pay for these features? I could prob write up 90 pct of what you guys are trying to do within 5 minutes... Seriously, EVERYTHING IS ALREADY IN THE SOURCE.
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Old 01/19/2011, 03:04   #701
 
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lol if someone can pay he will easily buy cog/cof
Edit:my main just got bot jailed
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Old 01/19/2011, 09:35   #702
 
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yeap i think the same, anyway let me give wht i guess:

mods ur hunt function with 3 other ideas..

1. if i looting filter items to get on the ground
2. find name monster to kill (just cheak on monster around the propety name )
3. when no monster on screen and no goods item to loot go over screen ( dist 19 is on the scren move to 36 for example and cheak nearest monster, make a jump or walk in that direction)

other possibile modding cheak if some1 look u and follow and move to other way.. assign to him a time meeting and if he continue to follow u ll cast some scroll or evade in other way.


there are loots of packets not processed in handlers so somtimes happen that the proxy recive new info doesn t know how do and disconnect the clients we need to works in this way.

oh other thing is easy but if u do will be so fun make a class follow ur main char to plvl noob ^^ i ll hope that help y
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Old 01/19/2011, 09:39   #703
 
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Quote:
Originally Posted by pro4never View Post
Massive hint for you...

Jump is type 137, not 136 lol!

Other then that, the code should work (although it's far from perfect)


<edit>

I'm bored, anyone wanna pay for these features? I could prob write up 90 pct of what you guys are trying to do within 5 minutes... Seriously, EVERYTHING IS ALREADY IN THE SOURCE.
*** just looked at his code example he give, and the way uve done the packets is very strange! literally forcing ppl to know all the ids etc all thruout the code. just out of curiousity how come u didnt have like a hero.jump/hero.attack method?
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Old 01/19/2011, 09:52   #704
 
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is hellmouth down?
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Old 01/19/2011, 12:51   #705
 
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anyone can share a code for botjailing?
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