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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
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#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
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08/06/2012, 10:26
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#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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08/06/2012, 12:41
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#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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08/06/2012, 12:55
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#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
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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.
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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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08/06/2012, 15:36
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#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.
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well i dont get it what do u mean by DMap Check ?
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08/06/2012, 15:57
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#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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08/06/2012, 16:28
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#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.
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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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08/06/2012, 16:39
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#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.
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hey you are have Solution of monster Problem
can you tell us
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08/06/2012, 16:42
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#9
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Quote:
Originally Posted by ameralzlam10
hey you are have Solution of monster Problem
can you tell us
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Mate, they both told you already, you need to update the offsets X_X.
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08/06/2012, 16:43
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#10
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No one talks about password problem It's the biggest problem
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08/06/2012, 16:44
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#11
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Quote:
Originally Posted by ameralzlam10
No one talks about password problem It's the biggest problem 
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glad that u realized that Start working on it
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08/06/2012, 16:45
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#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.
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Good enough ?
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08/06/2012, 16:47
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#13
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Quote:
Originally Posted by diedwarrior
Mate, they both told you already, you need to update the offsets X_X.
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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; }
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08/06/2012, 16:50
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#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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08/06/2012, 16:52
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#15
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Quote:
Originally Posted by diedwarrior
Mate, they both told you already, you need to update the offsets X_X.
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Quote:
Originally Posted by diedwarrior
Good enough ?
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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.
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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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