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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.
08/06/2012, 06:40
#1
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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 . Hitpoints , value , false ); WriteUInt16 (( ushort ) value , 84 , SpawnPacket ); //74 _hitpoints = value ; } }
PHP Code:
public string Name { get { return _Name ; } set { _Name = value ; WriteUInt16 ( 10014 , 2 , SpawnPacket ); SpawnPacket = new byte [ 8 + 230 + _Name . Length ]; WriteUInt16 (( ushort )( 230 + _Name . Length ), 0 , SpawnPacket ); WriteStringList (new List< string > { _Name }, 226 , SpawnPacket ); WriteUInt16 ( 10014 , 2 , SpawnPacket ); } }
2- any acc login by any password
3-DragonWhirl skill and BladeTempest can Crossing the pole wall
any help
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
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.
08/06/2012, 12:55
#4
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Quote:
Originally Posted by
shadowman123
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
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
08/06/2012, 15:36
#5
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Quote:
Originally Posted by
I don't have a username
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 ?
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.
08/06/2012, 16:28
#7
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Quote:
Originally Posted by
diedwarrior
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
08/06/2012, 16:39
#8
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Quote:
Originally Posted by
diedwarrior
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
08/06/2012, 16:42
#9
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Quote:
Originally Posted by
ameralzlam10
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.
08/06/2012, 16:43
#10
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No one talks about password problem It's the biggest problem
08/06/2012, 16:44
#11
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Quote:
Originally Posted by
ameralzlam10
No one talks about password problem It's the biggest problem
glad that u realized that Start working on it
08/06/2012, 16:45
#12
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Quote:
Originally Posted by
I don't have a username
2. You need to either get the password encryption or use Hybrid's bypass.
Good enough ?
08/06/2012, 16:47
#13
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Quote:
Originally Posted by
diedwarrior
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 [ 8 + 221 + Name . Length + value . Length + 2 ]; for ( int i = 2 ; i < SpawnPacket . Length - 7 ; i ++) { dd33 [ i ] = SpawnPacket [ i ]; } SpawnPacket = new byte [ 8 + 221 + Name . Length + value . Length + 2 ]; WriteUInt16 (( ushort )( 221 + Name . Length + value . Length + 2 ), 0 , SpawnPacket ); for ( int i = 2 ; i < dd33 . Length ; i ++) { SpawnPacket [ i ] = dd33 [ i ]; } WriteUInt16 ( 10014 , 2 , SpawnPacket ); // WriteUInt16(1871, 155, SpawnPacket); // SpawnPacket[151] = 2; SpawnPacket [ 218 ] = 4 ; SpawnPacket [ 219 ] = ( byte ) _Name . Length ; WriteString ( _Name , 220 , SpawnPacket ); WriteUInt16 ( 10014 , 2 , SpawnPacket ); SpawnPacket [ 219 + SpawnPacket [ 219 ] + 2 ] = ( byte ) value . Length ; WriteString ( value , 219 + SpawnPacket [ 219 ] + 3 , SpawnPacket ); } else { byte [] dd33 = new byte [ 8 + 221 + Name . Length + 2 ]; for ( int i = 2 ; i < SpawnPacket . Length - 8 ; i ++) { if ( i < dd33 . Length ) dd33 [ i ] = SpawnPacket [ i ]; } SpawnPacket = new byte [ 8 + 221 + Name . Length + 2 ]; WriteUInt16 (( ushort )( 221 + Name . Length + 2 ), 0 , SpawnPacket ); for ( int i = 2 ; i < dd33 . Length ; i ++) { SpawnPacket [ i ] = dd33 [ i ]; } WriteUInt16 ( 10014 , 2 , SpawnPacket ); // WriteUInt16(1871, 155, SpawnPacket); SpawnPacket [ 218 ] = 4 ; SpawnPacket [ 219 ] = ( byte ) _Name . Length ; WriteString ( _Name , 220 , SpawnPacket ); SpawnPacket [ 219 + SpawnPacket [ 219 ] + 2 ] = ( byte ) value . Length ; WriteString ( value , 219 + SpawnPacket [ 219 ] + 3 , SpawnPacket ); //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 [ 8 + 230 + _Name . Length ]; WriteUInt16 (( ushort )( 230 + _Name . Length ), 0 , SpawnPacket ); WriteStringList (new List< string > { _Name }, 226 , SpawnPacket ); } } public uint Mesh { get { return BitConverter . ToUInt32 ( SpawnPacket , 4 ); } } 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, value , false ); } 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 . Reborn , value , true ); 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 . Hitpoints , value , false ); _hitpoints = value ; if ( Boss > 0 ) { uint key = ( uint )( MaxHitpoints / 10000 ); if ( key != 0 ) WriteUInt16 (( ushort )( value / key ), 84 , SpawnPacket ); else WriteUInt16 (( ushort )( value * MaxHitpoints / 1000 / 1.09 ), 84 , SpawnPacket ); } else WriteUInt16 (( ushort ) value , 84 , SpawnPacket ); } } public ushort HairStyle { get { return _hairstyle ; } set { if ( EntityFlag == EntityFlag . Player ) { Update ( Network . GamePackets . Update . HairStyle , value , true ); } _hairstyle = value ; WriteUInt16 ( value , 96 , SpawnPacket ); } } 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 ( value , 92 , SpawnPacket ); } } public ushort Y { get { return _y ; } set { _y = value ; WriteUInt16 ( value , 94 , SpawnPacket ); } } public ushort PX { get ; set ; } public ushort PY { get ; set ; }
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.
08/06/2012, 16:52
#15
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Quote:
Originally Posted by
diedwarrior
Mate, they both told you already, you need to update the offsets X_X.
Quote:
Originally Posted by
diedwarrior
Good enough ?
can you gave me you yahoo for one mint
Quote:
Originally Posted by
diedwarrior
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 [ 8 + 221 + Name . Length + value . Length + 2 ];
for ( int i = 2 ; i < SpawnPacket . Length - 7 ; i ++)
{
dd33 [ i ] = SpawnPacket [ i ];
}
SpawnPacket = new byte [ 8 + 221 + Name . Length + value . Length + 2 ];
WriteUInt16 (( ushort )( 221 + Name . Length + value . Length + 2 ), 0 , SpawnPacket );
for ( int i = 2 ; i < dd33 . Length ; i ++)
{
SpawnPacket [ i ] = dd33 [ i ];
}
WriteUInt16 ( 10014 , 2 , SpawnPacket );
// WriteUInt16(1871, 155, SpawnPacket);
// SpawnPacket[151] = 2;
SpawnPacket [ 218 ] = 4 ;
SpawnPacket [ 219 ] = ( byte ) _Name . Length ;
WriteString ( _Name , 220 , SpawnPacket );
WriteUInt16 ( 10014 , 2 , SpawnPacket );
SpawnPacket [ 219 + SpawnPacket [ 219 ] + 2 ] = ( byte ) value . Length ;
WriteString ( value , 219 + SpawnPacket [ 219 ] + 3 , SpawnPacket );
}
else
{
byte [] dd33 = new byte [ 8 + 221 + Name . Length + 2 ];
for ( int i = 2 ; i < SpawnPacket . Length - 8 ; i ++)
{
if ( i < dd33 . Length )
dd33 [ i ] = SpawnPacket [ i ];
}
SpawnPacket = new byte [ 8 + 221 + Name . Length + 2 ];
WriteUInt16 (( ushort )( 221 + Name . Length + 2 ), 0 , SpawnPacket );
for ( int i = 2 ; i < dd33 . Length ; i ++)
{
SpawnPacket [ i ] = dd33 [ i ];
}
WriteUInt16 ( 10014 , 2 , SpawnPacket );
// WriteUInt16(1871, 155, SpawnPacket);
SpawnPacket [ 218 ] = 4 ;
SpawnPacket [ 219 ] = ( byte ) _Name . Length ;
WriteString ( _Name , 220 , SpawnPacket );
SpawnPacket [ 219 + SpawnPacket [ 219 ] + 2 ] = ( byte ) value . Length ;
WriteString ( value , 219 + SpawnPacket [ 219 ] + 3 , SpawnPacket );
//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 [ 8 + 230 + _Name . Length ];
WriteUInt16 (( ushort )( 230 + _Name . Length ), 0 , SpawnPacket );
WriteStringList (new List< string > { _Name }, 226 , SpawnPacket );
}
}
public uint Mesh
{
get
{
return BitConverter . ToUInt32 ( SpawnPacket , 4 );
}
}
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, value , false );
}
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 . Reborn , value , true );
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 . Hitpoints , value , false );
_hitpoints = value ;
if ( Boss > 0 )
{
uint key = ( uint )( MaxHitpoints / 10000 );
if ( key != 0 )
WriteUInt16 (( ushort )( value / key ), 84 , SpawnPacket );
else
WriteUInt16 (( ushort )( value * MaxHitpoints / 1000 / 1.09 ), 84 , SpawnPacket );
}
else
WriteUInt16 (( ushort ) value , 84 , SpawnPacket );
}
}
public ushort HairStyle
{
get
{
return _hairstyle ;
}
set
{
if ( EntityFlag == EntityFlag . Player )
{
Update ( Network . GamePackets . Update . HairStyle , value , true );
}
_hairstyle = value ;
WriteUInt16 ( value , 96 , SpawnPacket );
}
}
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 ( value , 92 , SpawnPacket );
}
}
public ushort Y
{
get
{
return _y ;
}
set
{
_y = value ;
WriteUInt16 ( value , 94 , SpawnPacket );
}
}
public ushort PX
{
get ;
set ;
}
public ushort PY
{
get ;
set ;
}
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