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[Question] Any packets change 5369->5395?

Discussion on [Question] Any packets change 5369->5395? within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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[Question] Any packets change 5369->5395?

As the title said,

Did any packets CHANGE or only added between patches 5369->5395?
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Old 05/20/2011, 17:54   #2
 
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mostly the spawn entity packets thought i dont really remember but i think it wold be easier if (a Working 5369 packet is not working the same way on 5396 than yes its changed)
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Old 05/20/2011, 19:25   #3
 
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Didn't quite understand that comment :s

all I got from that is the spawn entity packet. But thanks.
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Old 05/20/2011, 20:07   #4
 
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-Entity Packet Changed
-Attribute Point Packet has changed
-Added a new Data Packet ID : 251 (When sent from the Client forward it back to the Client otherwise you wont see other players move, attack etc) Looks like a type of anti bot protection...
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Old 05/20/2011, 20:15   #5
 
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5369 -> 5376+ Packets Changed
Now 5376 -> 5396 Packets Changed again (EntitySpawn only I Think)
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Old 05/20/2011, 20:27   #6
 
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one of the main things that has changed was the auth request and i totally forgot about it
now i dont remember when or what patch was that but all i know is that one of the things that has change lol i guess it was 1086 and now its 1060

short memory problems :P
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Old 05/20/2011, 20:35   #7
 
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Quote:
Originally Posted by { Angelius } View Post
one of the main things that has changed was the auth request and i totally forgot about it
now i dont remember when or what patch was that but all i know is that one of the things that has change lol i guess it was 1086 and now its 1060

short memory problems :P
That happened after 5375.
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Old 05/20/2011, 22:48   #8
 
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Quote:
Originally Posted by CrystalCastle View Post
-Entity Packet Changed
-Attribute Point Packet has changed
-Added a new Data Packet ID : 251 (When sent from the Client forward it back to the Client otherwise you wont see other players move, attack etc) Looks like a type of anti bot protection...
Thanks. That new Data packet do you send it back as it is? or does it need structuring?
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Old 05/20/2011, 22:54   #9
 
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Quote:
Originally Posted by CrystalCastle View Post
-Entity Packet Changed
-Attribute Point Packet has changed
-Added a new Data Packet ID : 251 (When sent from the Client forward it back to the Client otherwise you wont see other players move, attack etc) Looks like a type of anti bot protection...
@ new data ID: Worked fine on mine lol. probably because I do : default : client.Send(data);
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Old 05/20/2011, 23:39   #10
 
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Quote:
Originally Posted by -impulse- View Post
@ new data ID: Worked fine on mine lol. probably because I do : default : client.Send(data);
No reporting on a un-handled subtype? o.O
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Old 05/21/2011, 00:38   #11
 
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Quote:
Originally Posted by _DreadNought_ View Post
No reporting on a un-handled subtype? o.O
case 251:
client.FinishedLogin = true;
break;

lol so far its useless (well for me at least :P)but i used it to confirm that the character is fully loaded before i do any of the player updates as its the last packet to be sent in login sequence :P
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Old 05/21/2011, 12:54   #12
 
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Did the authseed packet change by any chance?
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