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Pirate Problems
Discussion on Pirate Problems within the CO2 Private Server forum part of the Conquer Online 2 category.
01/07/2012, 12:46
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#1
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Pirate Problems
well i made the pirate Skills but they do damage but without effects although i took all C3 , INI , Data and ANI Folders from pirate client but the effects Doesnt appear yet ..y so
2nd - i checked the Game cryptography of client 5525 , 5562 , pirate client they all have the same which is BC234xs45nme7HU9 so y i cant login to client of patch 5562 althouth it have the same game cryptography
3rd - i added pirate items in packet handler and also added all pirate gears in both client and source but i cant wear them ?
4th - when i make new char and i pick up pirate i find the class undefined and its like that ? although i added ProfessionName in client and it contains Pirate and i added Pirate in DataHolder.cs Too
5th - i got the pirate client gui into my Client but the pirate doesnt have place to wear Guns
6th - if i wanna upgrade the source to 5565 what are the Requirments to do that ?
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01/07/2012, 13:25
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#2
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Just saying but something in the encryption changed around the patch Albetros is at so you can't login with newer clients unless someone decides to release an update.
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01/07/2012, 16:39
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#3
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"BC234xs45nme7HU9" is the DHKey or ther BF Key(Can't remember) the fact is, the game crypto almost defiantly changed, that key doesnt mean jack **** in the event of a crypto change(Yes without it there is no crypto but with out the correct crypto the key is nothing). Check again.
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01/07/2012, 21:22
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#4
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1: TQ defined all skills with a certain skill type(integer) mentioned in magic.dat BUT those skill types are used by Conquer.exe only so even if you add a newer magic.dat and you don't update Conquer.exe, the client will not be able to interpret them as it is supposed to.
2:The game crypto didn't change the only thing that really changed is how you handle the output of the dh exchange.
3:By what I remember I added all sorts of checks so you couldn't screw with the server when using a proxy, a check would be the class check, besides make sure you set the right boundaries for item's possible location when it would be worn.
4:Exactly what is your problem? You can't see your real class when you are playing?
5:Same as for spells, Conquer.exe has to recognize the new parts used by the pirate class
6:Figure out how you should handle the DH and then you have three choices on how you handle the new password crypto: 1. remove it from Conquer.exe; 2. Figure out what/why the server sends to client so you can always have the same byte array that comes from the client and last option, 3. figure out what TQ added so you can make the verification of the hash the client sends.
6.2. - If you chose this path, you should be aware that you cannot use the hash the client sends you to do login/bla1/bla2/.. on your website which kinds sucks and that's why most would chose the other options.
Have fun.
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01/07/2012, 21:45
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#5
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Quote:
Originally Posted by -impulse-
1: TQ defined all skills with a certain skill type(integer) mentioned in magic.dat BUT those skill types are used by Conquer.exe only so even if you add a newer magic.dat and you don't update Conquer.exe, the client will not be able to interpret them as it is supposed to.
2:The game crypto didn't change the only thing that really changed is how you handle the output of the dh exchange.
3:By what I remember I added all sorts of checks so you couldn't screw with the server when using a proxy, a check would be the class check, besides make sure you set the right boundaries for item's possible location when it would be worn.
4:Exactly what is your problem? You can't see your real class when you are playing?
5:Same as for spells, Conquer.exe has to recognize the new parts used by the pirate class
6:Figure out how you should handle the DH and then you have three choices on how you handle the new password crypto: 1. remove it from Conquer.exe; 2. Figure out what/why the server sends to client so you can always have the same byte array that comes from the client and last option, 3. figure out what TQ added so you can make the verification of the hash the client sends.
6.2. - If you chose this path, you should be aware that you cannot use the hash the client sends you to do login/bla1/bla2/.. on your website which kinds sucks and that's why most would chose the other options.
Have fun.
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well thx alot i Solved problem nu.3 and Hell yea i thought so about 5 , 1 they using smthing to load effects from which is conquer.exe thats truly Sux cuz i have to do encryptions and alot of stuffs that i cant vene know from where to start to make them all works Grr
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01/07/2012, 23:39
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#6
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Quote:
Originally Posted by -impulse-
1: TQ defined all skills with a certain skill type(integer) mentioned in magic.dat BUT those skill types are used by Conquer.exe only so even if you add a newer magic.dat and you don't update Conquer.exe, the client will not be able to interpret them as it is supposed to.
2:The game crypto didn't change the only thing that really changed is how you handle the output of the dh exchange.
3:By what I remember I added all sorts of checks so you couldn't screw with the server when using a proxy, a check would be the class check, besides make sure you set the right boundaries for item's possible location when it would be worn.
4:Exactly what is your problem? You can't see your real class when you are playing?
5:Same as for spells, Conquer.exe has to recognize the new parts used by the pirate class
6:Figure out how you should handle the DH and then you have three choices on how you handle the new password crypto: 1. remove it from Conquer.exe; 2. Figure out what/why the server sends to client so you can always have the same byte array that comes from the client and last option, 3. figure out what TQ added so you can make the verification of the hash the client sends.
6.2. - If you chose this path, you should be aware that you cannot use the hash the client sends you to do login/bla1/bla2/.. on your website which kinds sucks and that's why most would chose the other options.
Have fun.
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2: I was under the impression that game encryption has been changed again since cast/bf. Is it just a dhkey change? I could have sworn there was more done in recent patches.
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01/08/2012, 00:35
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#7
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Quote:
Originally Posted by pro4never
2: I was under the impression that game encryption has been changed again since cast/bf. Is it just a dhkey change? I could have sworn there was more done in recent patches.
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i got Bored anyways from Dumbass TQ cuz i have to learn :-
1-Reverse Engineering
2-using its prog
And they Both sux especially when i have to re write my Login packet and analysing and stuffs to reach Skills effects and GUI and Pirate Create Thats Annoying
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01/08/2012, 00:44
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#8
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Side question for Impulse... I'm sure you know far more than me on the subject (as I've never tried adding new content to old clients... seems like a waste of time to me) but as for adding new skills to magic type... You should be able to, you'd just have to parse it properly as tq is constantly adding new fields to the structure.
Do you know if/when they added this new check inside conquer? It wouldn't make much sense for the .exe itself to be checking which skills exist and do not.. that's the entire point of having an external file. You get to keep the exe small and just load any new content from external ones. Magictype (as far as I understood it) just told the client what all skills existed and enumerated their effects. Other client files then handle all the actual displaying and sound effects (3deffect.ini, effect.ini, sound.ini... etcetc)
****... now I'm half tempted to write pirates and see what I can do with them on albetros.
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01/08/2012, 00:51
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#9
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Quote:
Originally Posted by pro4never
Side question for Impulse... I'm sure you know far more than me on the subject (as I've never tried adding new content to old clients... seems like a waste of time to me) but as for adding new skills to magic type... You should be able to, you'd just have to parse it properly as tq is constantly adding new fields to the structure.
Do you know if/when they added this new check inside conquer? It wouldn't make much sense for the .exe itself to be checking which skills exist and do not.. that's the entire point of having an external file. You get to keep the exe small and just load any new content from external ones. Magictype (as far as I understood it) just told the client what all skills existed and enumerated their effects. Other client files then handle all the actual displaying and sound effects (3deffect.ini, effect.ini, sound.ini... etcetc)
****... now I'm half tempted to write pirates and see what I can do with them on albetros.
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well lets say that conquer.exe doesnt contain files just loaders as u said like magictype.dat ..cuz the files lies in effects / others or even skills and getting loaded by exact data from conquer.exe ...
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01/08/2012, 01:43
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#10
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Quote:
Originally Posted by pro4never
Side question for Impulse... I'm sure you know far more than me on the subject (as I've never tried adding new content to old clients... seems like a waste of time to me) but as for adding new skills to magic type... You should be able to, you'd just have to parse it properly as tq is constantly adding new fields to the structure.
Do you know if/when they added this new check inside conquer? It wouldn't make much sense for the .exe itself to be checking which skills exist and do not.. that's the entire point of having an external file. You get to keep the exe small and just load any new content from external ones. Magictype (as far as I understood it) just told the client what all skills existed and enumerated their effects. Other client files then handle all the actual displaying and sound effects (3deffect.ini, effect.ini, sound.ini... etcetc)
****... now I'm half tempted to write pirates and see what I can do with them on albetros.
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I never said the skills/spells wouldn't be usable. The client would show them with their effects but if the way the effects rely on the skill type which is unknown to the current conquer.exe then when using the skill it wont show how you want it to show. You are right, I believe, but there are times when Conquer.exe itself has some interpreting or at least I think so. Like for rage or skills alike and magic based ones or fb/ss, rage will appear around the one casting it when for magic the damage and effect will appear on the target or for fb/ss the effect will start from the one casting and it will go in one direction. I haven't seen these interpretations of the skill type in some scripting lang like LUA in CO's files, they are embedded into co.exe
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01/08/2012, 02:01
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#11
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Quote:
Originally Posted by -impulse-
I never said the skills/spells wouldn't be usable. The client would show them with their effects but if the way the effects rely on the skill type which is unknown to the current conquer.exe then when using the skill it wont show how you want it to show. You are right, I believe, but there are times when Conquer.exe itself has some interpreting or at least I think so. Like for rage or skills alike and magic based ones or fb/ss, rage will appear around the one casting it when for magic the damage and effect will appear on the target or for fb/ss the effect will start from the one casting and it will go in one direction. I haven't seen these interpretations of the skill type in some scripting lang like LUA in CO's files, they are embedded into co.exe
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The skill types are not embedded in the executable; the client reads spells/skills from magictype.dat at start-up and saves each spell in a collection. As far as the spell effect goes, the server determines whether or not to send the animation packet, and I'm fairly certain the animation information is in magictype.dat.
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01/08/2012, 10:14
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#12
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Quote:
Originally Posted by Lateralus
The skill types are not embedded in the executable; the client reads spells/skills from magictype.dat at start-up and saves each spell in a collection. As far as the spell effect goes, the server determines whether or not to send the animation packet, and I'm fairly certain the animation information is in magictype.dat.
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Actually as the server I don't send on which character the effect should show up, I always send the packet filled the same way the caster has the same offset all the time so really something in spells is embedded in the exe, that's how co's server handles the spells, by their type and so must be the client by their type.
I am saying that effects sounds etc are not inside the exe but how the client handles the skill yes.
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01/08/2012, 10:56
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#13
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Quote:
Originally Posted by -impulse-
Actually as the server I don't send on which character the effect should show up, I always send the packet filled the same way the caster has the same offset all the time so really something in spells is embedded in the exe, that's how co's server handles the spells, by their type and so must be the client by their type.
I am saying that effects sounds etc are not inside the exe but how the client handles the skill yes.
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Yes the magic type has info on enumerated skill types but unless pirates have some magical new type, old ones should work fine.
Eg: casted spells vs dash or fatal strike. It.shouldn't be causing the spells to simply not show though
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