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Spawn Entities, Current Patch
Discussion on Spawn Entities, Current Patch within the CO2 Private Server forum part of the Conquer Online 2 category.
03/23/2011, 09:15
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#1
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Spawn Entities, Current Patch
EDIT:
Nevermind, my packet was off a few bytes :P
Has spawning entities in the lastest patch changed?
Entities (ex: Players) don't spawn to each other on my source since the latest patch.
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03/23/2011, 10:40
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#2
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Quote:
Originally Posted by .Kinshi
EDIT:
Nevermind, my packet was off a few bytes :P
Has spawning entities in the lastest patch changed?
Entities (ex: Players) don't spawn to each other on my source since the latest patch.
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I had this problem also, my packet was off two bytes. :S It took me a while to find out the problem because no offset was wrong >.>
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03/23/2011, 11:14
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#3
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Quote:
Originally Posted by -impulse-
I had this problem also, my packet was off two bytes. :S It took me a while to find out the problem because no offset was wrong >.>
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Haha exact same problem for me.
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03/23/2011, 12:28
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#4
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I have the same problem also.
What do you mean by "my packet was off two bytes" ...
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03/23/2011, 13:22
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#5
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Quote:
Originally Posted by iStefan
I have the same problem also.
What do you mean by "my packet was off two bytes" ...
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I guess the length.
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03/23/2011, 13:53
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#6
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Quote:
Originally Posted by Syst3m_W1z4rd
I guess the length.
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Not really, If there is more length, something won't be spawned(e.g. name , it's usually at the last offsets). But Now, Either the Location or Mesh is spawned..
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03/23/2011, 18:42
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#7
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Yes, when something is off by a few bytes it means that
-The length was wrong (in some packets causes them to not work at all, in others just causes them to work incorrectly)
-The values need to be shifted down after what was added (so say a new value was added at offset 102, you'd have to shift everything PAST that down by the length of w/e value was added. In this case a ushort it sounds like)
As mentioned, strings are generally the last thing in a packet meaning names and such will not show correctly till you shift things down.
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03/23/2011, 21:50
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#8
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Quote:
Originally Posted by pro4never
Yes, when something is off by a few bytes it means that
-The length was wrong (in some packets causes them to not work at all, in others just causes them to work incorrectly)
-The values need to be shifted down after what was added (so say a new value was added at offset 102, you'd have to shift everything PAST that down by the length of w/e value was added. In this case a ushort it sounds like)
As mentioned, strings are generally the last thing in a packet meaning names and such will not show correctly till you shift things down.
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Here the problem wasn't about names not showing up...the problem was entities didn't show up at all.
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03/23/2011, 22:16
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#9
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True but often times invalid packet size or other values missing = client won't eve use the packet properly lol.
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03/23/2011, 22:28
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#10
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Quote:
Originally Posted by -impulse-
Here the problem wasn't about names not showing up...the problem was entities didn't show up at all.
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Well yeah but if the client is expecting a 50 byte packet and you send a 40 byte packet its most likely not going to work, irrelevant of what data is in it.
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03/23/2011, 22:51
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#11
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Quote:
Originally Posted by Korvacs
Well yeah but if the client is expecting a 50 byte packet and you send a 40 byte packet its most likely not going to work, irrelevant of what data is in it.
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Well the thing is, my packet structure was just fine, it had just two more bytes.
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03/23/2011, 23:03
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#12
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Quote:
Originally Posted by -impulse-
Well the thing is, my packet structure was just fine, it had just two more bytes.
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Well, now that the TQstring has to immediately follow the end of the packet, the client will look for it in the wrong place if the packet isnt exactly the right length.
So yeah, exact length is important nowadays.
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03/24/2011, 00:11
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#13
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This is my spawn packet.
There's still a bunch of values I logged but have no idea what they are.
Code:
Length : 214 + Name.Length
Lookface[UInt32:4]
Identifier[UInt32:8]
StatusFlag[UInt64:22]
Helmet[UInt32:38]
Garment[UInt32:42]
Armor[UInt32:46]
Left[UInt32:50]
Right[UInt32:54]
LeftAccesorry[UInt32:58]
RightAccesorry[UInt32:62]
Steed[UInt32:66]
HairStyle[UInt16:78]
X[UInt16:80]
Y[UInt16:82]
Direction[Byte:84]
Action[Byte:85]
Reborn[Byte:92]
Level[Byte:93]
StringCount[Byte:212]
NameLength[Byte:213]
Name[String:214]
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03/24/2011, 03:26
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#14
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Quote:
Originally Posted by .Kinshi
This is my spawn packet.
There's still a bunch of values I logged but have no idea what they are.
Code:
Length : 214 + Name.Length
Lookface[UInt32:4]
Identifier[UInt32:8]
StatusFlag[UInt64:22]
Helmet[UInt32:38]
Garment[UInt32:42]
Armor[UInt32:46]
Left[UInt32:50]
Right[UInt32:54]
LeftAccesorry[UInt32:58]
RightAccesorry[UInt32:62]
Steed[UInt32:66]
HairStyle[UInt16:78]
X[UInt16:80]
Y[UInt16:82]
Direction[Byte:84]
Action[Byte:85]
Reborn[Byte:92]
Level[Byte:93]
StringCount[Byte:212]
NameLength[Byte:213]
Name[String:214]
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Code:
Length : 214 + Name.Length
Lookface[UInt32:4]
Identifier[UInt32:8]
StatusFlag[UInt64:22]
Helmet[UInt32:38]
Garment[UInt32:42]
Armor[UInt32:46]
Left[UInt32:50]
Right[UInt32:54]
LeftAccesorry[UInt32:58]
RightAccesorry[UInt32:62]
Steed[UInt32:66]
[b]MonsterHP[UInt16:74][/b]
[b]MonsterLevel[UInt16:76][/b]
HairStyle[UInt16:78]
X[UInt16:80]
Y[UInt16:82]
Direction[Byte:84]
Action[Byte:85]
Reborn[Byte:92]
Level[Byte:93]
[b]IsAway[Byte:96][/b]
[b]MonsterIsBoss[Byte:175][/b]
StringCount[Byte:212]
NameLength[Byte:213]
Name[String:214]
The rebirth history is near the end of the packet as well.
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03/24/2011, 08:24
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#15
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If anyone has problems with showing the right HP to the boss monsters, use this code:
Code:
if (Boss > 0)
{
uint key = (uint)(MaxHitpoints / 10000);
if(key != 0)
WriteUInt16((ushort)(value / key), 74, SpawnPacket);
else
WriteUInt16((ushort)(value * MaxHitpoints / 1000 / 1.09), 74, SpawnPacket);
}
else
WriteUInt16((ushort)value, 74, SpawnPacket);
It shows almost the right amount(just a few monsters has with 1k more hp).
But the main problem is that it shows only 1 bar...:| On CO it shows 3 bars.
Anyone figured that one out already?
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