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problem with upgarding source to 5620

Discussion on problem with upgarding source to 5620 within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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Unhappy problem with upgarding source to 5620

1- i can't see monster

PHP Code:
        public uint Hitpoints
        
{
            
get
            
{
                return 
_hitpoints;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                    
Update(Network.GamePackets.Update.Hitpointsvaluefalse);
                
WriteUInt16((ushort)value84SpawnPacket);//74
                
_hitpoints value;
            }
        } 

PHP Code:
        public string Name
        
{
            
get { return _Name; }
            
set
            
{
                
_Name value;
                
WriteUInt16(100142SpawnPacket);
                
SpawnPacket = new byte[230 _Name.Length];
                
WriteUInt16((ushort)(230 _Name.Length), 0SpawnPacket);
                
WriteStringList(new List<string> { _Name }, 226SpawnPacket);
                
WriteUInt16(100142SpawnPacket);
            }
        } 
2- any acc login by any password

3-DragonWhirl skill and BladeTempest can Crossing the pole wall



any help
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Old 08/06/2012, 10:26   #2
 
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well u cant see the them cuz of the Body / Mesh Spawn Packets thats y u cant see them
for Those Skills sm1 just said we have to do Dmap check i didnt get it .... but maybe u can
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Old 08/06/2012, 12:41   #3
 
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1. Your spawn packet needs to be updated
2. You need to either get the password encryption or use Hybrid's bypass.
3. DMap checks.
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Old 08/06/2012, 12:55   #4
 
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Quote:
Originally Posted by shadowman123 View Post
well u cant see the them cuz of the Body / Mesh Spawn Packets thats y u cant see them
for Those Skills sm1 just said we have to do Dmap check i didnt get it .... but maybe u can
Write Spawn Packets numbers and you'r yahoo انتا مصرى صح المصرين معرفين فى كل حتة
for skill how i can check Dmap

Quote:
Originally Posted by I don't have a username View Post
1. Your spawn packet needs to be updated
2. You need to either get the password encryption or use Hybrid's bypass.
3. DMap checks.
1-Write Spawn Packets numbers
2- how i can get the password encryption but i don't need use Hybrid's bypass.
3- how i can DMap checks
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Old 08/06/2012, 15:36   #5
 
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Quote:
Originally Posted by I don't have a username View Post
1. Your spawn packet needs to be updated
2. You need to either get the password encryption or use Hybrid's bypass.
3. DMap checks.
well i dont get it what do u mean by DMap Check ?
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Old 08/06/2012, 15:57   #6
 
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I don't think a dmap check would work here, as in if the map is already loaded then every scene and wall etc, should be loaded.
But I really think its the way the skill is coded, since it changes your coords, so maybe you should check if the coords are valid ?
I didn't look into this problem yet, but if I get anymore idea I'll tell you guys.
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Old 08/06/2012, 16:28   #7
 
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Quote:
Originally Posted by diedwarrior View Post
I don't think a dmap check would work here, as in if the map is already loaded then every scene and wall etc, should be loaded.
But I really think its the way the skill is coded, since it changes your coords, so maybe you should check if the coords are valid ?
I didn't look into this problem yet, but if I get anymore idea I'll tell you guys.
we can do if player is Out the Map .. we send Pull Back but this isnt the solution and player who comes out of bounds would be easy killed
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Old 08/06/2012, 16:39   #8
 
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Quote:
Originally Posted by diedwarrior View Post
I don't think a dmap check would work here, as in if the map is already loaded then every scene and wall etc, should be loaded.
But I really think its the way the skill is coded, since it changes your coords, so maybe you should check if the coords are valid ?
I didn't look into this problem yet, but if I get anymore idea I'll tell you guys.
hey you are have Solution of monster Problem



can you tell us
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Old 08/06/2012, 16:42   #9
 
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Quote:
Originally Posted by ameralzlam10 View Post
hey you are have Solution of monster Problem



can you tell us
Mate, they both told you already, you need to update the offsets X_X.
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Old 08/06/2012, 16:43   #10
 
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No one talks about password problem It's the biggest problem
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Old 08/06/2012, 16:44   #11
 
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Quote:
Originally Posted by ameralzlam10 View Post
No one talks about password problem It's the biggest problem
glad that u realized that Start working on it
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Old 08/06/2012, 16:45   #12
 
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Quote:
Originally Posted by I don't have a username View Post
2. You need to either get the password encryption or use Hybrid's bypass.
Good enough ?
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Old 08/06/2012, 16:47   #13
 
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Quote:
Originally Posted by diedwarrior View Post
Mate, they both told you already, you need to update the offsets X_X.
I've already do it
PHP Code:
        public string ClanName
        
{
            
get { return clan; }
            
set
            
{
                
string oldclan clan;
                
clan value;
                if (
value != null)
                {

                    if (
value != "")
                    {
                        
byte[] dd33 = new byte[221 Name.Length value.Length 2];
                        for (
int i 2SpawnPacket.Length 7i++)
                        {
                            
dd33[i] = SpawnPacket[i];
                        }

                        
SpawnPacket = new byte[221 Name.Length value.Length 2];
                        
WriteUInt16((ushort)(221 Name.Length value.Length 2), 0SpawnPacket);

                        for (
int i 2dd33.Lengthi++)
                        {
                            
SpawnPacket[i] = dd33[i];
                        }

                        
WriteUInt16(100142SpawnPacket);

                        
// WriteUInt16(1871, 155, SpawnPacket);

                        // SpawnPacket[151] = 2;


                        
SpawnPacket[218] = 4;
                        
SpawnPacket[219] = (byte)_Name.Length;

                        
WriteString(_Name220SpawnPacket);
                        
WriteUInt16(100142SpawnPacket);
                        
SpawnPacket[219 SpawnPacket[219] + 2] = (byte)value.Length;
                        
WriteString(value219 SpawnPacket[219] + 3SpawnPacket);
                    }
                    else
                    {
                        
byte[] dd33 = new byte[221 Name.Length 2];
                        for (
int i 2SpawnPacket.Length 8i++)
                        {
                            if (
dd33.Length)
                                
dd33[i] = SpawnPacket[i];
                        }

                        
SpawnPacket = new byte[221 Name.Length 2];
                        
WriteUInt16((ushort)(221 Name.Length 2), 0SpawnPacket);

                        for (
int i 2dd33.Lengthi++)
                        {
                            
SpawnPacket[i] = dd33[i];
                        }

                        
WriteUInt16(100142SpawnPacket);

                        
// WriteUInt16(1871, 155, SpawnPacket);



                        
SpawnPacket[218] = 4;
                        
SpawnPacket[219] = (byte)_Name.Length;
                        
WriteString(_Name220SpawnPacket);
                        
SpawnPacket[219 SpawnPacket[219] + 2] = (byte)value.Length;
                        
WriteString(value219 SpawnPacket[219] + 3SpawnPacket);
                        
//SpawnPacket[212 + SpawnPacket[212] + 2] = (byte)value.Length;
                        //WriteString(value, 212 + SpawnPacket[212] + 3, SpawnPacket);
                    
}
                }
            }
        }
        public 
byte FirstRebornClass
        
{
            
get
            
{
                return 
cls;
            }
            
set
            
{
                
cls value;
            }
        }
        public 
byte SecondRebornClass
        
{
            
get
            
{
                return 
secls;
            }
            
set
            
{
                
secls value;
            }
        }

        public 
string Name
        
{
            
get { return _Name; }
            
set
            
{
                
_Name value;
                
SpawnPacket = new byte[230 _Name.Length];
                
WriteUInt16((ushort)(230 _Name.Length), 0SpawnPacket);
                
WriteStringList(new List<string> { _Name }, 226SpawnPacket);
            }
        }
        public 
uint Mesh
        
{
            
get
            
{
                return 
BitConverter.ToUInt32(SpawnPacket4);
            }
        }
        public 
byte Class
        {
            
get
            
{
                return 
_class;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    if (
Owner != null)
                    {
                        if (
Owner.ArenaStatistic != null)
                            
Owner.ArenaStatistic.Class = value;
                        
Update(Network.GamePackets.Update.Class, valuefalse);
                    }
                    if (
FullyLoaded)
                        
UpdateDatabase("Class"value);
                }
                
_class value;
                
SpawnPacket[215] = value;
                
SpawnPacket[217] = value;
                
SpawnPacket[219] = value;
            }
        }
        public 
byte Reborn
        
{
            
get
            
{
                return 
_reborn;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    
Update(Network.GamePackets.Update.Rebornvaluetrue);
                    if (
FullyLoaded)
                        
UpdateDatabase("Reborn"value);
                }
                
_reborn value;
                
SpawnPacket[98] = value;//98
            
}
        }
        public 
uint Hitpoints
        
{
            
get
            
{
                return 
_hitpoints;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                    
Update(Network.GamePackets.Update.Hitpointsvaluefalse);
                
_hitpoints value;

                if (
Boss 0)
                {
                    
uint key = (uint)(MaxHitpoints 10000);
                    if (
key != 0)
                        
WriteUInt16((ushort)(value key), 84SpawnPacket);
                    else
                        
WriteUInt16((ushort)(value MaxHitpoints 1000 1.09), 84SpawnPacket);
                }
                else
                    
WriteUInt16((ushort)value84SpawnPacket);
            }
        }
        public 
ushort HairStyle
        
{
            
get
            
{
                return 
_hairstyle;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    
Update(Network.GamePackets.Update.HairStylevaluetrue);
                }
                
_hairstyle value;
                
WriteUInt16(value96SpawnPacket);
            }
        }
        public 
ushort MapID
        
{
            
get
            
{
                return 
_mapid;
            }
            
set
            
{
                
_mapid value;
            }
        }
        public 
ushort PreviousMapID
        
{
            
get
            
{
                return 
_previousmapid;
            }
            
set
            
{
                
_previousmapid value;
            }
        }
        public 
ushort X
        
{
            
get
            
{
                return 
_x;
            }
            
set
            
{
                
_x value;
                
WriteUInt16(value92SpawnPacket);
            }
        }
        public 
ushort Y
        
{
            
get
            
{
                return 
_y;
            }
            
set
            
{
                
_y value;
                
WriteUInt16(value94SpawnPacket);
            }
        }
        public 
ushort PX
        
{
            
get;
            
set;
        }
        public 
ushort PY
        
{
            
get;
            
set;
        } 
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Old 08/06/2012, 16:50   #14
 
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tl;dr.
anyways, if you update your hp and name spawnpacket, it should work perfect, simple as.
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Old 08/06/2012, 16:52   #15
 
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Quote:
Originally Posted by diedwarrior View Post
Mate, they both told you already, you need to update the offsets X_X.
Quote:
Originally Posted by diedwarrior View Post
Good enough ?

can you gave me you yahoo for one mint

Quote:
Originally Posted by diedwarrior View Post
tl;dr.
anyways, if you update your hp and name spawnpacket, it should work perfect, simple as.
show this and tell me wait is the problem

PHP Code:
   public string ClanName
        
{
            
get { return clan; }
            
set
            
{
                
string oldclan clan;
                
clan value;
                if (
value != null)
                {

                    if (
value != "")
                    {
                        
byte[] dd33 = new byte[221 Name.Length value.Length 2];
                        for (
int i 2SpawnPacket.Length 7i++)
                        {
                            
dd33[i] = SpawnPacket[i];
                        }

                        
SpawnPacket = new byte[221 Name.Length value.Length 2];
                        
WriteUInt16((ushort)(221 Name.Length value.Length 2), 0SpawnPacket);

                        for (
int i 2dd33.Lengthi++)
                        {
                            
SpawnPacket[i] = dd33[i];
                        }

                        
WriteUInt16(100142SpawnPacket);

                        
// WriteUInt16(1871, 155, SpawnPacket);

                        // SpawnPacket[151] = 2;


                        
SpawnPacket[218] = 4;
                        
SpawnPacket[219] = (byte)_Name.Length;

                        
WriteString(_Name220SpawnPacket);
                        
WriteUInt16(100142SpawnPacket);
                        
SpawnPacket[219 SpawnPacket[219] + 2] = (byte)value.Length;
                        
WriteString(value219 SpawnPacket[219] + 3SpawnPacket);
                    }
                    else
                    {
                        
byte[] dd33 = new byte[221 Name.Length 2];
                        for (
int i 2SpawnPacket.Length 8i++)
                        {
                            if (
dd33.Length)
                                
dd33[i] = SpawnPacket[i];
                        }

                        
SpawnPacket = new byte[221 Name.Length 2];
                        
WriteUInt16((ushort)(221 Name.Length 2), 0SpawnPacket);

                        for (
int i 2dd33.Lengthi++)
                        {
                            
SpawnPacket[i] = dd33[i];
                        }

                        
WriteUInt16(100142SpawnPacket);

                        
// WriteUInt16(1871, 155, SpawnPacket);



                        
SpawnPacket[218] = 4;
                        
SpawnPacket[219] = (byte)_Name.Length;
                        
WriteString(_Name220SpawnPacket);
                        
SpawnPacket[219 SpawnPacket[219] + 2] = (byte)value.Length;
                        
WriteString(value219 SpawnPacket[219] + 3SpawnPacket);
                        
//SpawnPacket[212 + SpawnPacket[212] + 2] = (byte)value.Length;
                        //WriteString(value, 212 + SpawnPacket[212] + 3, SpawnPacket);
                    
}
                }
            }
        }
        public 
byte FirstRebornClass
        
{
            
get
            
{
                return 
cls;
            }
            
set
            
{
                
cls value;
            }
        }
        public 
byte SecondRebornClass
        
{
            
get
            
{
                return 
secls;
            }
            
set
            
{
                
secls value;
            }
        }

        public 
string Name
        
{
            
get { return _Name; }
            
set
            
{
                
_Name value;
                
SpawnPacket = new byte[230 _Name.Length];
                
WriteUInt16((ushort)(230 _Name.Length), 0SpawnPacket);
                
WriteStringList(new List<string> { _Name }, 226SpawnPacket);
            }
        }
        public 
uint Mesh
        
{
            
get
            
{
                return 
BitConverter.ToUInt32(SpawnPacket4);
            }
        }
        public 
byte Class
        {
            
get
            
{
                return 
_class;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    if (
Owner != null)
                    {
                        if (
Owner.ArenaStatistic != null)
                            
Owner.ArenaStatistic.Class = value;
                        
Update(Network.GamePackets.Update.Class, valuefalse);
                    }
                    if (
FullyLoaded)
                        
UpdateDatabase("Class"value);
                }
                
_class value;
                
SpawnPacket[215] = value;
                
SpawnPacket[217] = value;
                
SpawnPacket[219] = value;
            }
        }
        public 
byte Reborn
        
{
            
get
            
{
                return 
_reborn;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    
Update(Network.GamePackets.Update.Rebornvaluetrue);
                    if (
FullyLoaded)
                        
UpdateDatabase("Reborn"value);
                }
                
_reborn value;
                
SpawnPacket[98] = value;//98
            
}
        }
        public 
uint Hitpoints
        
{
            
get
            
{
                return 
_hitpoints;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                    
Update(Network.GamePackets.Update.Hitpointsvaluefalse);
                
_hitpoints value;

                if (
Boss 0)
                {
                    
uint key = (uint)(MaxHitpoints 10000);
                    if (
key != 0)
                        
WriteUInt16((ushort)(value key), 84SpawnPacket);
                    else
                        
WriteUInt16((ushort)(value MaxHitpoints 1000 1.09), 84SpawnPacket);
                }
                else
                    
WriteUInt16((ushort)value84SpawnPacket);
            }
        }
        public 
ushort HairStyle
        
{
            
get
            
{
                return 
_hairstyle;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    
Update(Network.GamePackets.Update.HairStylevaluetrue);
                }
                
_hairstyle value;
                
WriteUInt16(value96SpawnPacket);
            }
        }
        public 
ushort MapID
        
{
            
get
            
{
                return 
_mapid;
            }
            
set
            
{
                
_mapid value;
            }
        }
        public 
ushort PreviousMapID
        
{
            
get
            
{
                return 
_previousmapid;
            }
            
set
            
{
                
_previousmapid value;
            }
        }
        public 
ushort X
        
{
            
get
            
{
                return 
_x;
            }
            
set
            
{
                
_x value;
                
WriteUInt16(value92SpawnPacket);
            }
        }
        public 
ushort Y
        
{
            
get
            
{
                return 
_y;
            }
            
set
            
{
                
_y value;
                
WriteUInt16(value94SpawnPacket);
            }
        }
        public 
ushort PX
        
{
            
get;
            
set;
        }
        public 
ushort PY
        
{
            
get;
            
set;
        } 
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