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CO Private Server

Discussion on CO Private Server within the CO2 Exploits, Hacks & Tools forum part of the Conquer Online 2 category.

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Old 08/25/2006, 20:06   #871
 
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hi all i will make a privat server what i need all pls help me thx
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Old 08/25/2006, 22:23   #872
 
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Here is my package for those who dont have WinRar (the best way would be to get WinRar, cose as everything i do its complex to use ^^, so read carefully everything in this Archive made with iExpress and good luck lol)
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Old 08/25/2006, 23:00   #873
 
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Quote:
Originally posted by Hybris@Aug 25 2006, 22:23
Here is my package for those who dont have WinRar (the best way would be to get WinRar, cose as everything i do its complex to use ^^, so read carefully everything in this Archive made with iExpress and good luck lol)
I cant get the site i doesnt work kan you email it to me tnx

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Old 08/26/2006, 03:24   #874
 
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how do i turn of the signing thingy? so it won't be protected
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Old 08/26/2006, 04:06   #875
 
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plz look at hybris's sigs in there he has a guide to all noobs who need to learn how to setup a sever jsut so you know its not to publish just for a leraing experince
.... Prince
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Old 08/26/2006, 07:31   #876
 
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Hey hybris can you ake a guide about the packet builder, because i read the one you made about the Items and i read that but it was not all that clear to me so if you have any free time on your hands can you please make this thnx


EDIT: ok I was looking at the packet builder at the skills and this is what i have learnt...

Ok i read and learned some were that it reads up instead of down so for skills that last 2 packet datas are the number ascociated with the skill so lets say fire, ... here is the packet

Quote:
public static byte[] Fire()
* * * * {
* * * * * * byte[] PacketData = new byte[0x0c];
* * * * * * PacketData[0] = 0x0c;
* * * * * * PacketData[1] = 0x00;
* * * * * * PacketData[2] = 0x4f;
* * * * * * PacketData[3] = 0x04;
* * * * * * PacketData[4] = 0x00; //Exp
* * * * * * PacketData[5] = 0x00; // '
* * * * * * PacketData[6] = 0x00; // '
* * * * * * PacketData[7] = 0x00; // '
* * * * * * PacketData[8] = 0xe9;
* * * * * * PacketData[9] = 0x03;
* * * * * * PacketData[0x0a] = 0x03; //Level
* * * * * * PacketData[0x0b] = 0x00;
* * * * * * return PacketData;
* * * * * * //0c 00 4f 04 0a de 04 00 e2 04 06 00
* * * * }
--that is the packet for the skill fire.

Quote:
PacketData[8] = 0xe9;
PacketData[9] = 0x03;
--thats is the last 2 packet data for it, and since it reads from down to up the hexa would be 03E9.

-- so you open up your calculator in accessories and put it on hexa input 03E9

-- then turn it to dec. and you will find that the number is 1001 the same number as the skill fire.

-- and the bottom numbers represent the all of the Packet data 0 - 9

that is all that i got from the skills packet builder.. the only thing i need to know is all of the other stuff lol

can some one who knows about the packet builder please tell me if this stuff typed is accurate

EDIT#2:

ok i just found something else out, it may be nothing really big or anything but i found out the patern that goes when makeing up the Paket Data line.

Quote:
PacketData[0]
PacketData[1]
PacketData[2]
PacketData[3]
PacketData[4]
PacketData[5]
PacketData[6]
PacketData[7]
PacketData[8]
PacketData[9]
PacketData[0x0a]*
PacketData[0x0b]
so this is what i found out, like i said nothing big and probably you guys already no this but for ppl who dont know this here you go.

you see the number that is in quotations right after "PacketData",

--it goes 1-9, (i think or it may just be for the skill packet)

--then it will go a,b,c,d,e,f and it will look like this

Quote:
PacketData[0xa]
PacketData[0xb]
PacketData[0xc]
PacketData[0xd]* * * * * *
PacketData[0xe]
PacketData[0xf]
-- and after you get through a-f it starts were you left off with 9 so it will be 10-19 so it will look like this

Quote:
PacketData[0x10]
PacketData[0x11]
PacketData[0x12]
PacketData[0x13]* * * * * *
PacketData[0x14]
PacketData[0x15]
PacketData[0x16]
PacketData[0x17]
PacketData[0x18]
PacketData[0x19]
-- so lets give an e.g. of a long packet

Quote:
PacketData[1]
PacketData[2]
PacketData[3]
PacketData[4]
PacketData[5]
PacketData[6]
PacketData[7]
PacketData[8]
PacketData[9]
PacketData[0xa]
PacketData[0xb]
PacketData[0xc]
PacketData[0xd]
PacketData[0xe]
PacketData[0xf]
PacketData[0x10]
PacketData[0x11]
PacketData[0x12]
PacketData[0x13]
PacketData[0x14]
PacketData[0x15]
PacketData[0x16]
PacketData[0x17]
PacketData[0x18]
PacketData[0x19]
PacketData[0x1a]
PacketData[0x1b]
PacketData[0x1c]
PacketData[0x1d]
PacketData[0x1e]
PacketData[0x1f]
PacketData[0x20]
PacketData[0x21]
PacketData[0x22]
PacketData[0x23]
PacketData[0x24]
PacketData[0x25]
PacketData[0x26]
PacketData[0x27]
PacketData[0x28]
PacketData[0x29]
PacketData[0x2a]
PacketData[0x2b]
PacketData[0x2c]
PacketData[0x2e]
PacketData[0x2f]
--and so on and so on that is needed, but you need to find out all the other stuff that goes after the packet data on your own, depending on what you are doing, but yet again this is not big breaking news im pretty sure most of you knew this information, but again i guess this could be used for the nubs, but i cant rreally call ppl nubs cause i am still a nub at this stuff lol, but this is mainly for those who dont know this and can use this format to make packets for their server.. good day

** i still need to no how to find out what you need to put after the packet depending on what you are doing so if anybody can help me figure this out that would be great... thnx
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Old 08/26/2006, 17:59   #877
 
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Hello,

i need please from someone crack or sirial for visual studio 2005
please upload it here

thanks.[img]text2schild.php?smilienummer=1&text=^^' border='0' alt='^^' />
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Old 08/26/2006, 20:17   #878
 
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for future refrence here is link
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Old 08/27/2006, 14:19   #879
 
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Quote:
Originally posted by Hybris@Aug 25 2006, 22:23
Here is my package for those who dont have WinRar (the best way would be to get WinRar, cose as everything i do its complex to use ^^, so read carefully everything in this Archive made with iExpress and good luck lol)
What does: "Entrez l'emplacement ou vous voules placer les fichiers extraits" mean?
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Old 08/27/2006, 20:01   #880
 
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Quote:
Originally posted by t3hn00bz0r@Jan 27 2006, 05:30
Oh, heh, sorry about the certificate. NO, YOU CANNOT HAVE MY CERTIFICATE! ( ; Seriously, though, you can go to the "Signing" tab of the project properties and turn off code signing. This makes it so that you dont need the certificate to build it. BTW, n00bs would have a VERY difficult time getting this to work properly (with the SQL setup and actually building the project). Also, as I stated before: this program has some very serious stability issues. Namely, there is a really nasty threadlock condition that I cant figure out. Hell, I dont even know where it's happening, let alone what is causing it. Good luck,
t3hn00bz0r
i really dunno whow to do this could u help me?
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Old 08/28/2006, 23:49   #881
 
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THIS IS a waste of time. Only try this if u wanna learn someting.

WHY it sux:
Jump to portal, sever freezes

Log another char in, server freezes

Jump like 5 times in a row, server freezes.

ITS not worth all the work, if u want a private server search for Qonquer
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Old 08/29/2006, 07:16   #882
 
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I added so that an npc talks when you write the command '/npc'.
Packet info and idea found

*Added String so you can now CHANGE! what the NPC can say ^.^*

Add to PacketBuilder.cs:
Code:
public static byte[] NPCtalk()
    {
      string npcsay = "Hello I can now talk";
      int Position;
      byte[] PacketData = new byte[0x11e];
      PacketData[0x0] = 0xe7;
      PacketData[0x1] = 0x00;
      PacketData[0x2] = 0xf0;
      PacketData[0x3] = 0x07;
      PacketData[0x4] = 0x00;
      PacketData[0x5] = 0x00;
      PacketData[0x6] = 0x00;
      PacketData[0x7] = 0x00;
      PacketData[0x8] = 0x00;
      PacketData[0x9] = 0x00;
      PacketData[0xa] = 0xff;
      PacketData[0xb] = 0x01;
      PacketData[0xc] = 0x01;
      PacketData[0xd] = 0x6e;
      //replace
      Position = 0xe;
      for (int x = 0; x < npcsay.Length; x++)
      {
        PacketData[Position] = Convert.ToByte(npcsay[x]);
        Position++;
      }
      PacketData[0x6b] = 0x00;
      PacketData[0x6c] = 0x00;
      PacketData[0x6d] = 0x00;
      PacketData[0x6e] = 0x21;
      PacketData[0x6f] = 0x00;
      PacketData[0x70] = 0xf0;
      PacketData[0x71] = 0x07;
      PacketData[0x72] = 0x00;
      PacketData[0x73] = 0x00;
      PacketData[0x74] = 0x00;
      PacketData[0x75] = 0x00;
      PacketData[0x76] = 0x00;
      PacketData[0x77] = 0x00;
      PacketData[0x78] = 0xff;
      PacketData[0x79] = 0x02;
      PacketData[0x7a] = 0x01;
      PacketData[0x7b] = 0x10;
      PacketData[0x7c] = 0x4a;
      PacketData[0x7d] = 0x75;
      PacketData[0x7e] = 0x73;
      PacketData[0x7f] = 0x74;
      PacketData[0x80] = 0x7e;
      PacketData[0x81] = 0x70;
      PacketData[0x82] = 0x61;
      PacketData[0x83] = 0x73;
      PacketData[0x84] = 0x73;
      PacketData[0x85] = 0x69;
      PacketData[0x86] = 0x6e;
      PacketData[0x87] = 0x67;
      PacketData[0x88] = 0x7e;
      PacketData[0x89] = 0x62;
      PacketData[0x8a] = 0x79;
      PacketData[0x8b] = 0x2e;
      PacketData[0x8c] = 0x00;
      PacketData[0x8d] = 0x00;
      PacketData[0x8e] = 0x00;
      PacketData[0x8f] = 0x10;
      PacketData[0x90] = 0x00;
      PacketData[0x91] = 0xf0;
      PacketData[0x92] = 0x07;
      PacketData[0x93] = 0x0a;
      PacketData[0x94] = 0x00;
      PacketData[0x95] = 0x0a;
      PacketData[0x96] = 0x00;
      PacketData[0x97] = 0x07;
      PacketData[0x98] = 0x00;
      PacketData[0x99] = 0xff;
      PacketData[0x9a] = 0x04;
      PacketData[0x9b] = 0x00;
      PacketData[0x9c] = 0x00;
      PacketData[0x9d] = 0x00;
      PacketData[0x9e] = 0x00;
      PacketData[0x9f] = 0x10;
      PacketData[0xa0] = 0x00;
      PacketData[0xa1] = 0xf0;
      PacketData[0xa2] = 0x07;
      PacketData[0xa3] = 0x00;
      PacketData[0xa4] = 0x00;
      PacketData[0xa5] = 0x00;
      PacketData[0xa6] = 0x00;
      PacketData[0xa7] = 0x00;
      PacketData[0xa8] = 0x00;
      PacketData[0xa9] = 0xff;
      PacketData[0xaa] = 0x64;
      PacketData[0xab] = 0x00;
      PacketData[0xac] = 0x00;
      PacketData[0xad] = 0x00;
      PacketData[0xae] = 0x00;
      PacketData[0xaf] = 0x1c;
      PacketData[0xb0] = 0x00;
      PacketData[0xb1] = 0xf2;
      PacketData[0xb2] = 0x03;
      PacketData[0xb3] = 0x7c;
      PacketData[0xb4] = 0x6c;
      PacketData[0xb5] = 0xec;
      PacketData[0xb6] = 0x07;
      PacketData[0xb7] = 0x7f;
      PacketData[0xb8] = 0xc2;
      PacketData[0xb9] = 0x11;
      PacketData[0xba] = 0x00;
      PacketData[0xbb] = 0x00;
      PacketData[0xbc] = 0x00;
      PacketData[0xbd] = 0x00;
      PacketData[0xbe] = 0x00;
      PacketData[0xbf] = 0x00;
      PacketData[0xc0] = 0x00;
      PacketData[0xc1] = 0x00;
      PacketData[0xc2] = 0x00;
      PacketData[0xc3] = 0x00;
      PacketData[0xc4] = 0x00;
      PacketData[0xc5] = 0x00;
      PacketData[0xc6] = 0x00;
      PacketData[0xc7] = 0x8d;
      PacketData[0xc8] = 0x00;
      PacketData[0xc9] = 0x00;
      PacketData[0xca] = 0x00;
      PacketData[0xcb] = 0x1c;
      PacketData[0xcc] = 0x00;
      PacketData[0xcd] = 0xf2;
      PacketData[0xce] = 0x03;
      PacketData[0xcf] = 0x50;
      PacketData[0xd0] = 0x88;
      PacketData[0xd1] = 0x39;
      PacketData[0xd2] = 0x01;
      PacketData[0xd3] = 0x1d;
      PacketData[0xd4] = 0xce;
      PacketData[0xd5] = 0x11;
      PacketData[0xd6] = 0x00;
      PacketData[0xd7] = 0xba;
      PacketData[0xd8] = 0x01;
      PacketData[0xd9] = 0x6a;
      PacketData[0xda] = 0x01;
      PacketData[0xdb] = 0x00;
      PacketData[0xdc] = 0x00;
      PacketData[0xdd] = 0x00;
      PacketData[0xde] = 0x00;
      PacketData[0xdf] = 0xc1;
      PacketData[0xe0] = 0x01;
      PacketData[0xe1] = 0x64;
      PacketData[0xe2] = 0x01;
      PacketData[0xe3] = 0x8e;
      PacketData[0xe4] = 0x00;
      PacketData[0xe5] = 0x00;
      PacketData[0xe6] = 0x00;
      PacketData[0xe7] = 0x17;
      PacketData[0xe8] = 0x00;
      PacketData[0xe9] = 0xf0;
      PacketData[0xea] = 0x07;
      PacketData[0xeb] = 0x00;
      PacketData[0xec] = 0x00;
      PacketData[0xed] = 0x00;
      PacketData[0xee] = 0x00;
      PacketData[0xef] = 0x00;
      PacketData[0xf0] = 0x00;
      PacketData[0xf1] = 0xff;
      PacketData[0xf2] = 0x02;
      PacketData[0xf3] = 0x01;
      PacketData[0xf4] = 0x06;
      PacketData[0xf5] = 0x49;
      PacketData[0xf6] = 0x7e;
      PacketData[0xf7] = 0x73;
      PacketData[0xf8] = 0x65;
      PacketData[0xf9] = 0x65;
      PacketData[0xfa] = 0x2e;
      PacketData[0xfb] = 0x00;
      PacketData[0xfc] = 0x00;
      PacketData[0xfd] = 0x00;
      PacketData[0xfe] = 0x10;
      PacketData[0xff] = 0x00;
      PacketData[0x100] = 0xf0;
      PacketData[0x101] = 0x07;
      PacketData[0x102] = 0x0a;
      PacketData[0x103] = 0x00;
      PacketData[0x104] = 0x0a;
      PacketData[0x105] = 0x00;
      PacketData[0x106] = 0x08;
      PacketData[0x107] = 0x00;
      PacketData[0x108] = 0xff;
      PacketData[0x109] = 0x04;
      PacketData[0x10a] = 0x00;
      PacketData[0x10b] = 0x00;
      PacketData[0x10c] = 0x00;
      PacketData[0x10d] = 0x00;
      PacketData[0x10e] = 0x10;
      PacketData[0x10f] = 0x00;
      PacketData[0x110] = 0xf0;
      PacketData[0x111] = 0x07;
      PacketData[0x112] = 0x00;
      PacketData[0x113] = 0x00;
      PacketData[0x114] = 0x00;
      PacketData[0x115] = 0x00;
      PacketData[0x116] = 0x00;
      PacketData[0x117] = 0x00;
      PacketData[0x118] = 0xff;
      PacketData[0x119] = 0x64;
      PacketData[0x11a] = 0x00;
      PacketData[0x11b] = 0x00;
      PacketData[0x11c] = 0x00;
      PacketData[0x11d] = 0x00;
      return PacketData;
    }
Add to World.cs
Code:
        if (Splitter[0] == "/npc" || Splitter[0] == "/NPC")
        {
          Client.SendData(PacketBuilder.Message(Client.MessageID, "[GM]", Client.Char.Name, "NPC should be Talking.", ChatType.Top));
          Client.SendData(PacketBuilder.NPCtalk());
        }
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Old 08/29/2006, 09:30   #883
 
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This is for items dropping on the ground.

Thanks to Qamera for the packet resources;
Quote:
Item on floor packets

Server to Client - Length:20 PacketID:0x044d
Length(20) <14 00>
Type(0x04d4) <4d 04>
Item ID(0x120d59) <59 0d 12 00>
Graphic ID(0x10a1da) <da a1 10 00>
Co-ords(368,312) <70 01 38 01>
Action(1) <01 00 00 00>

Action is 1 for an "item appearing" on the floor and 2 for an "item disapearing" from the floor.
Graphic ID is the client side ID for the graphic that shows on the floor.
Item ID is the unique value the server assigns the item.



Client to Server - Length:20 PacketID:0x044d
Length(20) <14 00>
Type(0x04d4) <4d 04>
Item ID(0x120d59) <59 0d 12 00>
Unknown(0x7914a09a) <9a a0 14 79>
Co-ords(368,312) <70 01 38 01>
Action(3) <03 00 00 00>

Same kind of packet from client to server except that the action value is 3 for "pick up" and there is also an unknown 32 bit value where the graphic id on the server to client packets is. I cant make head nor tails of it. It always seems to be the same value for me no matter what server or character i play with or whatever i pick up. Seems to work using this value anyway.


*Note: this still needs some quick work for more options*

PacketBuilder.cs:
Code:
public static byte&#91;&#93; ITEMfloor&#40;int Item_x, int Item_y&#41;
    {
      byte&#91;&#93; PacketData = new byte&#91;0x14&#93;;
      PacketData&#91;0x0&#93; = 0x14;
      PacketData&#91;0x1&#93; = 0x00;
      PacketData&#91;0x2&#93; = 0x4d;
      PacketData&#91;0x3&#93; = 0x04;
      PacketData&#91;0x4&#93; = 0x59;
      PacketData&#91;0x5&#93; = 0x0d;
      PacketData&#91;0x6&#93; = 0x12;
      PacketData&#91;0x7&#93; = 0x00;
      PacketData&#91;0x8&#93; = 0xda;
      PacketData&#91;0x9&#93; = 0xa1;
      PacketData&#91;0xa&#93; = 0x10;
      PacketData&#91;0xb&#93; = 0x00;
      PacketData&#91;0xc&#93; = &#40;byte&#41;&#40;Item_x & 0xff&#41;; // Item x Location
      PacketData&#91;0xd&#93; = &#40;byte&#41;&#40;&#40;Item_x >> 8&#41; & 0xff&#41;; // '
      PacketData&#91;0xe&#93; = &#40;byte&#41;&#40;Item_y & 0xff&#41;; // Item y Location
      PacketData&#91;0xf&#93; = &#40;byte&#41;&#40;&#40;Item_y >> 8&#41; & 0xff&#41;; // '
      PacketData&#91;0x10&#93; = 0x01;
      PacketData&#91;0x11&#93; = 0x00;
      PacketData&#91;0x12&#93; = 0x00;
      PacketData&#91;0x13&#93; = 0x00;
      return PacketData;
    }

World.cs:
Code:
if &#40;Splitter&#91;0&#93; == &#34;/ground&#34; || Splitter&#91;0&#93; == &#34;/Ground&#34;&#41;
        {
          int ITEM_x = Convert.ToInt32&#40;Splitter&#91;1&#93;&#41;;
          int ITEM_y = Convert.ToInt32&#40;Splitter&#91;2&#93;&#41;;
          Client.SendData&#40;PacketBuilder.Message&#40;Client.MessageID, &#34;&#91;GM&#93;&#34;, Client.Char.Name, &#34;Item Droped on Ground.&#34;, ChatType.Top&#41;&#41;;
          Client.SendData&#40;PacketBuilder.ITEMfloor&#40;ITEM_x, ITEM_y&#41;&#41;;
        }
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Old 08/29/2006, 09:56   #884
 
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Wow by the time there is a working private server, Conquer 2.0 will be like dust in the wind.It will be gone! Ha...with this slow but steady progress I see the server project being abandoned...anyways sorry for giving you guys a hard time I'll shutup now, keep up the good work.
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Old 08/29/2006, 12:04   #885
 
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Is there any packet readers/senders that work or can someone makeone please?
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